Any special sound for the Battleship? That 200+ is something else entirely
@Meridian: Here's a more formal report than Poet's stream for what I found out with the shotgun bug so far. When you target a north or west wall, i.e., a wall in the same tile that your is standing in, and the wall is destroyed by one of the pellets, the rest tend to go wildly off in random directions. I think it has to do with the trajectory calculation targeting the unit's tile once the object is destroyed, I'm working on tracking it down a bit more explicitly.
Edit: Okay, here's the issue; once the wall is hit by the first pellet, this position, stored as firstPelletImpact is the same as originVoxel - so calculateTrajectory is trying to draw a line between a voxel and that same voxel. I'm going to try to make a special case to handle this problem, something like setting firstPelletImpact as the clicked-on tile instead if ever originVoxel and _targetVoxel are equal.