For 1, I wouldn't actually call it aim helper what I'm going to try next, which is tweaking the logic about deciding if the player intended to shoot on the roof or on the ground/wall behind it when not aiming at a soldier. Now it always defaults to roof as that is what the ray from the cursor will hit first, which is very bad in cases where you can't even shoot at that particular position on the roof. I actually expect it to help a lot.
2, there could be ways to check if the strike requesting soldier is not in any enemy soldier's line of sight and perhaps use that to decide whether the strike request is shown to everyone, but I kind of like it the way it is. The enemy anyway can't know where exactly the shells are dropping, the requester might've anticipated where the enemies will evade after they get to see the strike request. I guess the strike would become too much of a sure hit if this would be changed, but obviously I can't tell for sure.
About strike times, the current mortar strike is supposed to be a single round from 8-mortar group, they launch their shells roughly at the same time, hence they drop almost the same time. Basically, it could be possible to order e.g. a 3-round strike, with 24 shells, where the first round would hit the target almost at the same time, while the rest of the shells would come down as soon as each mortar gets their shells delivered, causing more variation in times.
That's a lot of shells though.. how to balance it? The current rate of strikes you get seems pretty ok, it's not too rare but not too frequent either.
Is 3 based on online or offline gaming? In online you might not get what you see. Also, prone seems to be only 93% accurate, not 100%. If you're shooting from far off, your spread is obviously higher. By the sound of frustration, I take it you're shooting quite close by even?
I'm not sure if this should really affect this issue, but it's dealing with stuff near it so I'm going to explain what's happening when aiming at a soldier target. If you aim directly on the soldier, so that any of his "bones" is under your crosshair, a bone becomes the shooting target. So, if you aim at head, you try to shoot at his head position, if you aim at foot, you try to shoot at foot level position. If your crosshair doesn't hit a specific bone, but your targeting is close enough to hit a bounding box around the target, your aim gets a little help and you basically target the soldier's center then. The little aiming visual helper should reflect this logic. The positions are taken from the soldier's current state, so whether the enemy is standing or prone, it should work.
Another thing that came to my mind is ballistics. A shot bullet drops height by gravity, but the line of sight helper doesn't take that into account and neither does the firing soldier.
EDIT: FALSE INFO: Also, there might be a bug somewhere, as didn't someone say that if you set the weapon muzzle velocity to something enormously huge, the bullets get fired up to the sky?
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