Some decisions on the Batter:
![lemming :lemming:](https://www.lemmingsforums.net/Smileys/lemmings/lemming.gif)
The Batter will not be a ranged skill, and instead will function like the Lix Batter, only affecting lems in the immediate vicinity.
![lemming :lemming:](https://www.lemmingsforums.net/Smileys/lemmings/lemming.gif)
The "bat" will be another projectile type, like spear or grenade; we already have a way for lemmings to detect the presence of airborne projectiles, and this works nicely; makes sense to re-use this same logic for the Batter. The obvious difference is that the bat will not be thrown, but instead will take effect during a particular frame of the Batter's animation.
![lemming :lemming:](https://www.lemmingsforums.net/Smileys/lemmings/lemming.gif)
During the Batter's "hit" frame (when the bat is at full extension in the animation), any lems that are in contact with the Bat's collision area will become Ballers - the exact physics of these lems has yet to be decided upon, but current instincts are that it should be a much less complex response than the Lix Batter*.
*Having thought about this again recently, and having re-read
Proxima's list of reasons for supporting this skill, I think the Baller's movement should closely resemble (if not exactly
be) that of a
Jumper; a sprite-swap might be all that's needed, and then we can simply re-use Jumper physics - this would keep the skill action relatively predictable and would cover all of the benefits mentioned by Proxima, as well as drastically reducing the potential workload.