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Currently, if a cell contains one or more enemy infantry units, when attempting to attack, the player can mis-click on some of the empty space in the cell, resulting in a move command instead of an attack command. Higher resolutions with small sprite sizes exacerbate this problem. It is especially problematic for helicopters when attacking rocket soldiers.
This behaviour could be improved if the attack cursor was shown when over any part of a cell containing enemy infantry. It the cell contains more than one infantry unit, the attack order should be aimed at the infantry unit nearest the mouse position.
The text was updated successfully, but these errors were encountered:
As a more general case, all cursor-actor interaction should primarily be cell-based. This would prevent issues due to oversized selection boxes, such as being unable to repair a turret which is directly above an obelisk of light.
Currently, if a cell contains one or more enemy infantry units, when attempting to attack, the player can mis-click on some of the empty space in the cell, resulting in a move command instead of an attack command. Higher resolutions with small sprite sizes exacerbate this problem. It is especially problematic for helicopters when attacking rocket soldiers.
This behaviour could be improved if the attack cursor was shown when over any part of a cell containing enemy infantry. It the cell contains more than one infantry unit, the attack order should be aimed at the infantry unit nearest the mouse position.
The text was updated successfully, but these errors were encountered: