Exotic_Retard wrote:
sadly i cant think of a direct way to do this, that would require some pretty clever maths, especially since things like projectile drop actually change based on firing angle and that changes based on distance. could be some interesting maths actually.
a sidestepping approach i might suggest is highlighting with decals anything higher than the placement location but its not going to be super accurate.
a developed version of that is highlighting it on a scale, so things way higher are highlighted differently, with layered decals
in either case just displaying this will be a challenge. and no promises on the performance either.
I expected that it would be difficult to implement, but thanks for considering it. highlighting higher areas would help, but you can even have this issue if you build it on a hill, but where the decline slope is not consistent. Maybe the easiest solution is just making cybran and seraphim t2 pds fire from a higher point, which would not solve it but just slightly help the problem without really changing anything else in the game.Statistics: Posted by Steel_Panther — 25 Aug 2017, 17:30
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