#Auto Trajectory Appeal: Add Toggle

1 messages · Page 1 of 1 (latest)

low hazel
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This is the promised petition to bring back the toggle for what has become Auto trajectory. If approved, the way I'm proposing that it works is you have three modes. Default is Auto, but you can override High/Low trajectory.

This is the time and the place to express your best arguments for why this functionality should return and why it is worth the extra button in the UI. This will be open for about 3 to 4 weeks before I summarize it and present it to the GDT.

shrewd barn
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T1 and T2 walls absorb the shots of the static artilery in static vs static fight and require high altitude shot to hit reliably, otherwise you just hit the wall and the enemy just rebuilds it on repeat.

With t2 long range mobile artilery like arbiter for example, you can hide it behind a t2 wall that you made with twicher and even with vision there is nothing you can do but lose your 2.5k metal rattlesnake/prosecutor to a couple 600 metal arbiters. Meaning it becomes rather useless to make one.

lucid jewel
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the high AOE on high trajectory shots was because moving targets are much more difficult to hit so it concentrates the damage that would occur over multiple shots in one and worked pretty fairly as a tradeoff. There were also tactical usecases for the higher damage shot to burst down certain targets like construction turrets who would otherwise be healed by eachother and wouldnt die from the trickle of damage of the low trajectory shots. having tactical differences makes for more interesting battlefields and intentional decision making and rewarding players for making those decisions.

wintry grove
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There is already an extra button for the toggle for invisible units, so this toggle would go in that position

gray aurora
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3 ways button is obviously the right way to do it and would actually improve the current state of it, sometimes you actually would like to not have to click on the button and let it do its thing until it needs precise micro.
Removing button and forcing a script do it will never be as good as player inputs and lead to RNG and script abuse, it will just make the players frustrated and since it's affecting the most important t2 turret (rattlesnake) which decides a lot of games, it's not going to lead to enjoyable games.

low hazel
austere heron
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The simplest argument is probably the fact that these turrets waste a lot of time adjusting their barrels all over the spacetime when they try to high-trajectory, but suddenly see another unit killable by low-trajectory appear which is a higher priority.
Except Rattlesnake. It's least affected by this because it has very high traverse rate.

austere heron
# low hazel This is solved as of two days ago

May I ask if the "smart trajectory dummy" simulates the ghost projectile it would launch in real time, instead of just being an arbitrary delay before cannon decides to start pointing up, or is otherwise?

low hazel
# austere heron May I ask if the "smart trajectory dummy" simulates the ghost projectile it woul...

Of course! I love nerdy questions.
What that does is it creates a static aim point from which to calculate the trajectories. It's a flare (point on the model) put at the same elevation as the turret.

This is because aiming is normally conducted from the muzzle of the barrel otherwise. Meaning, we would get different results from trajectory checks depending on if the barrels are raised or if they were pointing at the target. This made them switch back and forth erratically at in between coverages.

austere heron
severe dune
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Having the option allows a tactical burst of damage by shooting at something with high trajectory, then switching to low trajectory so that the two shots hit around the same time. Good for catching units off guard before they notice they are taking damage and retreat/heal.

low hazel
severe dune
nimble trail
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Imo it should be re-added to the Vanguard. Auto switch causes suboptimal behavior

nimble trail
# low hazel Explain

Vanguard is all terrain, in many engagements instead of firing over a mountain it should go on top of the mountain and use direct fire for vastly better accuracy when being fight commanded

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That was the case back when Vanguard uses toggles

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But now they just hide behind the hills and lose a lot of accuracy

low hazel
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I'll simmer on that. Thanks for the explanation.

wintry root
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High trajectory is great for putting arty behind tall terrain (glitters, and a bunch of other maps) and then lobbing rounds on ground for area denial/killzone. coupled with a jammer and spy camera, it really goes far.

low hazel
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Does that specifically require the greater AOE and damage with slower fire rate from before the auto trajectory update?

low hazel
cunning wolf
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but you can tell are there because of where your shots land?

cunning wolf
low hazel
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Which I suppose isn't too terribly different than a player paying attention to where their shots detonate. But that's also me inhaling a big old whiff of copium

low hazel
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This would mean that the unit would shoot high, then advance when issued the fight command.

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This would continue until it had a low trajectory Target at which point it would stand still and shoot until it died

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Is this an alignment with expectations?

marsh lantern
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maybe one day 🙏

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i want to use rattlesnakes as bombs

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it also made a cool sound

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perhaps i can find a older version of the arties and unit tweak them

low hazel
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This won't be possible until modding support in the God knows When Future

marsh lantern
low hazel
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Or would it be... Beyond all reason?

marsh lantern
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it would be a balaanced annihilation... (remodeled)...

nimble trail
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I doubt I can give a good verdict of this

cunning wolf
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higher aoe good for hitting underwater units

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higher burst good for things being healed

severe dune
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higher burst doesn't really make sense, it was just a gameplay gimmick. If anything high trajectory should have lower burst from losing momentum from air drag.

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it was also annoying that switching to high trajectory meant a longer delay between shots.

lucid jewel
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And to hit moving targets

cunning wolf
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you think air drag would do something compared to gravity?

viscid knot
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the high trajectory makes it sound like you are firing heavier rounds

severe dune
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Then add air drag, and the ball you threw straight hits the ground with less force than the one you threw straight down.

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Also, this is plasma, which very likely lose energy over time, blabla.

timber hollow
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Since I appear to be in the minority, I guess it's time for a long post.

I wasn't there when the decision was made, but I get the feeling this was not thought through as deeply as it deserves. If it was, a post that goes into at least as much detail as this is warranted to explain the controversial decision. That is to say, I agree with the decision to automate this behaviour, but not how it was presented, nor what appears to be the logic behind it.

Let's look first at the role of area control plasma artillery. Area control means enemy units will not be able to operate freely in the area controlled by artillery. Anything that steps in will take chip damage and be strongly incentivised to walk out.

A common use, and that arguably fits into the the role of area control, is sieging an enemy position. The previous iteration has provided a lot of control for precision strikes. This is undeniably a form of skill expression that got taken away, and we're not able to replicate a skilled player's targeting choices automatically, nor should that level of smart automation be implemented if we could.
An artillery emplacement is not a precision instrument. Bringing back a toggle without decoupling the stats of the firing modes again will not make it as much of a precision instrument as it was before (which never made sense intuitively anyway, it's a hidden mechanic of sorts). Area control can be executed by a dumb artillery piece.

There's one more use that's been floated around and is not directly related to trajectory, but keeps being brought up in the context of units that use it. Area control artillery are not defensive emplacements. They do not perform well as defensive emplacements, and any artillery utilised as such should be expected to die without accomplishing much. 4 pitbulls will hold a push much better than a rattle.

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The problem here is of expectations. Similarly to how it's not uncommon for a noob to incorrectly assume the defensive thing and build 5 gauntlets for defence purposes, skileld players are now assuming the area control artillery is a precision instrument. They're right, because historically it was, but it doesn't have to be. I don't think a player free from that expectation will view the change nearly as negatively.

What's left in the wake of this is a balance topic.

How do you dislodge forward bases in t1 without precision artillery? Does it have to be precise? Can gauntlets dislodge a base while being dumb, and if not, can they be buffed to be able to do it?
What is the use case for precise t2 artillery? Rattles are more commonly used vs actual units, where the trajectory change is mostly inconsequential. Sometimes you might waste minuscule amounts of time aiming around terrain, but at the same time, the balance of t2 arty can easily handle that imo. They're still good. A dumb artillery does the job here. For precision strikes, use tac nukes.
The Vanguard... does it matter? It has extreme aoe and damage on both modes, and extreme reload times and projectile flight times to compensate for it.

And yes, lastly, it declutters and simplifies the ui.

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I now also realise that calling the "smart trajectory switch" dumb because it's dumber than a skilled player controlling it is not going to win me any pulitzer prizes

lucid jewel
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Removing tactical choices for "ui clutter" is like so out of this world crazy for an rts

timber hollow
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Putting someone else's argument last because I hold it as of least importance was also a mistake, because people are probably only going to read that. Learning a lot about writing today.

viscid knot
viscid knot
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afaik

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or vs repaired units

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rattle needs to work against units because there are a class of units that outrange t2 standard porc

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like sheldon, starlight, banisher, mauser, etc

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i don't know who is saying rattlesnake is a precison unit

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a larger aoe on the high trajectory is not precison it's just bigger aoe which could theoritically counteract the inaccuracy, if all you need is 1-2 shots

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if there's no high trajectory then situationally you can keep blocking shots with t2 walls

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the idea behind high trajectory is "no where to hide" -- no cover can block it

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units that have high trajectory are usually very slow and the projectile takes a long time to impact

timber hollow
gray aurora
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removing 1 button when there is another 20 of them and killing gameplay for it is not the move

cunning wolf
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if we're removing things for UI why don't we remove shit people never use

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like factory quota mode

timber hollow
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Who's firing on sheldons with high trajectory? Am I missing a secret tech?

cunning wolf
timber hollow
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the auto switch has much bigger problems than what you're focusing on

cunning wolf
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I don't lose a single thing by having it

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Nothing is diminished by it's presence

timber hollow
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that settles it then emocoffee

cunning wolf
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new players will have it on auto till they are competent enough to play around with it

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so it's not even a UI issue

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I really don't get what the problem is

cunning wolf
timber hollow
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Ok, nice guy mode for a second.
You're confusing a switch and a toggle. We've already established I'm not a great writer, but come on, take the hint.
The aoe and the switching gadget are separate things and have to be discussed separately, only in the context that you can't have both an auto switch and the higher aoe/dmg on the high trajectory projectile.

cunning wolf
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seems like you can to me

timber hollow
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Why not what? Have both different projectiles and an auto mode?

cunning wolf
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"you can't have both an auto switch and the higher aoe/dmg on the high trajectory projectile."

timber hollow
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Imagine you have a building that is in direct line of fire, but will die in 1 shot from a high projectile and 2 from low. What does it take for the auto mode to choose correctly? You're asking it to be a lot smarter than is reasonable, or maybe than is possible

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And that goes beyond the ui clutter into hidden mechanics. A normal player is not going to expect the same weapon firing in a different trajectory to have different stats

cunning wolf
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also I'm aware that the higher are of high-t and the players ability to manually toggle are Now seperate. Doesn't mean they should be.

cunning wolf
cunning wolf
timber hollow
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That's a non-starter, you can't seriously expect players to read that stuff

cunning wolf
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are you seriously expecting RTS players to never look at numbers?

timber hollow
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Yes, I'm expecting rts players to not look at numbers

cunning wolf
timber hollow
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One of us does

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Something something 80% of the players never even touch multiplayer

cunning wolf
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Not looking at stats in negligence on behalf of the player

timber hollow
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and the remaining 15 probably don't know that solars cost no energy

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why not ask them to view the unitdefs on github. I did, why can't they

cunning wolf
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The innatention, laxity, and indifference that players show with not understanding units is their own fault and should not reflect on the ability of highskilled players (for whom the game should be balanced anyways) to express their skill and understanding of the game

cunning wolf
timber hollow
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Does it? Where does something they need to know stop?

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I find your indifference to idleautoheal unbefitting of a skilled player, and you never even rummaged through the engine to see the rate at which it works

cunning wolf
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and movement stats?

timber hollow
cunning wolf
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Is there more information a player needs to know to effectively play the game? Do I need to know that the hound is a model A675 houd for the planet no one gives a shit designed by Dr. whatever the fuck to play the game?

timber hollow
cunning wolf
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not in game, because players don't need it to play

timber hollow
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vs

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@low hazel fyi, high trajectory on armguard still has higher impulse for some reason, is that intentional?

timber hollow
cunning wolf
# timber hollow

I dont see the issue? perhaps 1 or 2 parameters could be added to the in game list, but other than that looks fine

timber hollow
cunning wolf
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not really

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it's still very much about not removing abilities from the game

gray aurora
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Hopefully they don't want to make our units auto cloak to remove the next button peepoShrug

cunning wolf
vale wraith
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I dont understand the thinking of players sometimes this system works perfectly idk why you have to change that

cunning wolf
vale wraith
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No thats not what I meant the point is that the automated system is way better

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Its a no brainer to go back to something worse

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It has never failed me and it does everything automatically idk what more you want tbh

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Seth made an amazing system

vale wraith
cunning wolf
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not a single person in this thread is saying that

vale wraith
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I dont want extra buttons in my screen

cunning wolf
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so don't use them

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your choice

cunning wolf
cunning wolf
cunning wolf
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it's not like you have an ability to see more of the map or real-estate is freed up on screen

vale wraith
low hazel
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Thor right now

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Auto trajectory is the last holdout against removing the alternate fire modes completely.

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If my black voodoo script that switches trajectory is incurably stupid in common situations, that's a good argument for the return of manual fire mode selection

cunning wolf
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I dont get it man. high trajectory NEEDS higher aoe to actually damage targets

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you don't have to necessarily revert to the slower reload/higher damage model

low hazel
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It's a slippery slope. If the high trajectory has different characteristics than low trajectory, then it's a point to frustration not being able to select which is being fired

cunning wolf
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but it needs the aoe to actually be able to hit things

low hazel
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Then you get silly stuff like people building T2 walls around a rattlesnake to get the higher AOE

cunning wolf
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it's higher aoe at the cost of accuracy

low hazel
low hazel
cunning wolf
low hazel
cunning wolf
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if it had a higher burst or there was a condition where the shot needed to go over someone they might

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but in general the low would still be better to hit units

low hazel
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Can you point me to a single Post in this thread or make one that best summarizes why it needs a slightly larger aoe? I can present that during the meeting to see if that cures some of the anger around it

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There are some balance boys on the team that have big brains

cunning wolf
low hazel
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Also, I highly recommend if you have tweaking talents to make a tweak so you can demonstrate a video with the current AOE of some units, and your suggested AOE.

cunning wolf
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players are also able to see where the high trajectory shot will land and move out of the way much better with this increased travel time

low hazel
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I'm going to botch presenting your idea. You have to present your ideas best you can concisely. The team doesn't comb through walls of text during meetings.

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Correct me if I'm wrong, but isn't the role of high alpha single attack long range damage reserved for the tactical missile and I guess the EMP missile silos?

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Does that not mean that the old hi trajectory was cutting into what made those units unique and useful?

cunning wolf
cunning wolf
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tac missile is still useful for long range against standing units, pulsars, artillery, cerberus as it outranges all of these. It is additionally useful for shielded units

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EMP is useful for the same but in merely stuns instead of killing units

lucid jewel
timber hollow
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That's why you're higher os than me, but the different stats have a higher burden than just the toggle

lucid jewel
lucid jewel
lucid jewel
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if every unit is just hp block that has a range and an attack around it u turn into starcraft

gray aurora
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anyways there is no point in having high trajectory anymore since it's become the same projectile with same dmg and aoe, problem solved

timber hollow
timber hollow
lucid jewel
timber hollow
lucid jewel
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i did read your blob but you kinda just are like oh well yall need to get used to change

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which is like uhh what

timber hollow
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not quite

lucid jewel
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this is literally the genre of game where u want reward players for making good decisions and unique niche tactics and u guys are like actively saying that dev plan is to remove so many things that reward players in those ways for the sake of "macro clutter"

timber hollow
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is a static artillery piece really the place you want those decisions to be made?

lucid jewel
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well u dont want any special armors, any special damages besides flank, no special abilities, no weapon toggles. I mean game is becoming less and less complex constantly idk why dev is moving in direction to remove even more stuff

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rattlesnake micro was important for midgame

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to those that used it

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in fact, i had just played a game last night where if I had old high Traj I would have had another option vs missle ships that were shooting me

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instead I had to make EMP launcher which giga slowed entire game rhythm down, very nice

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more options = i can cut more and take more risk - > more excting gameplay tbh

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Im happy yall are volunteering to work on game but i feel like yall a bit disconnected from gameplay

timber hollow
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I had nothing to do with the change btw, I'm here as much a player as you are

gray aurora
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making the game more casual friendly will make it have more players but less interesting to play

severe dune
timber hollow
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mentalgymnastics.png

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when you have to actively debate the physics of it all, you've both gone way past intuitive. Here's a weapon, the weapon shoots something, who cares how the projectile gets there. The most intuitive thing is that a weapon works the same way regardless of the trajectory it shoots at

gray aurora
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and the best gameplay was to have 2 different projectiles that people could choose depending on the situation

low hazel
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It's okay to disagree. This petition is to compile the best arguments for it to return. Not to convince the people that are happy without it to change their mind.

low hazel
gray aurora
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i mean the thing got in the game it wasn't even properly tested and done yet, so it was rushed in, it's pretty clear it ain't going away, listening to arguments after and not before is weird

devs should/can change whatever they want but making look like the community still has a say is cringe

low hazel
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I'm setting a new precedent here. When a controversial feature is recognized, I want to create a petition so that the decision makers get feedback about all the angles that might not have been considered, and to gauge sentiment.

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If setting new trends collecting feedback is cringe, call me a cringe lord. ;p

cunning wolf
severe dune
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So it is what?

cunning wolf
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" but the plasma itself is not carrying any more energy.'

viscid knot
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rattlesnaek is an artillery porc you can reclaim 100% of it after if you want

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a unit that fires one a minute vs a unit that fires once every 5 seconds

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its like saying an lrpc infringes on the role of a nuke

viscid knot
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the old version has X times more area, but Y times less fire rate

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anyways, high burst higher reload rate looked more dramatic, and had real nuanced use cases

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also easier to tell between high fire and low fire

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imo even to a casual, the high fire trajectory looks and sounds noticeably different

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projectiles are a key part of the game and i think making them identical is in a small way taking personality/flavour away from the game

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in any other rts such a tradeoff "X mode has better A but worse B" would be considered by interest by the player, but in BAR apparently it's the plague

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BAR is the highest learning curve rts i've played, due to TA streaming economy + projectile dodging + tons of units + 8v8 game mode

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it's weird that it is the most scared of a bit more detail

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anyways, one reason you can't remove high trajectory completely on statics is

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they are AREA CONTROL. other units can move to get a low trajectory shot but statics can't move

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the ability to extert control on area with indirect fire distinguishes them from pulsar/guass canon/starlight

severe dune
# cunning wolf " but the plasma itself is not carrying any more energy.'

You are mistaken.

The plasma comes out of the barrel with the same energy regardless of what direction you point it. If the plasma goes up, it slows down and converts velocity into potential energy. When it comes down, it converts the potential energy into velocity. The total energy stays the same, the only difference is the direction it's going.

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High trajectory doing more damage has no logical basis in reality, it's just a gameplay gimmick.

severe dune
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Yes, angle of impact would have an affect irl. You want to hit at a 90° angle to impart the most damage to target instead of glancing off. High trajectory doesn't guarantee the best angle of impact at all times, like against the side of a cliff. . . . And angle of impact isn't a consideration at all for this game. (*except vs shields, lol. **but that's prolly going away)

muted sigil
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The issue is that both modes now have the same fire rate and dps so are we going to get the modified weapon states too? I really loved that high trajectory with its slightly more AoE and single hit damage. it was potent at seiging areas. The time delay between shots often would leave commanders having to stay and observe the area under attack for much longer to realize just what is happening which is also a cool use case

marsh lantern
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at least give us ability to change between big damage but slow and less damag but fast

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just like hound gauss and heavy plasma

low hazel
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I got bad news about the hound gauss

muted sigil
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I CBA to make an argument, as it'll probably be redundantly repetitive with what others have said.
Just gonna say ... the proposal strikes me as the reasonable option. Newbs who don't know and folks who don't care will have auto, those who know and care can change.
Even with the most advanced "A.I" in existence, there will still always be times when "Auto" will be goofy and it'll infuriate people who knew there used to be a manual option.
Guess I failed to not present an arguement.

drowsy drum
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I was going to write something but meh. In short i just dont like auto part and no options in PVE. Can't comment on PVP since I don't play PVP.

gray aurora
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Can we have old high projectile aoe and dmg back plz
It's very sad there isn't any micro left to do, why remove good game design and make it bad, rip

dull dragon
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in my opinion it became a nerf to already a questionable unit to make it is artillery aka more so to siege/cover an area. not to defend in front of its nose. also it feels like it doubts a lot which mode to use sometimes and you just see it going up and down trying to target.

gray aurora
low hazel
dull dragon
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woah thats fast

low hazel
low hazel
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Remember @ me if y'all find anything that sucks. Remember my thumb is on the up to bring back toggle personally - doesn't mean we can't make auto trajectory good as can be. 🙂

dull dragon
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ok have to see it in action now before i can say anything about it. it just lost a gap of skill which sometimes is sad to see. and it changes balance in unforeseen ways (could be good or bad)

lucid jewel
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Okay so is this over or what

low hazel
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On the agenda for the next GDT meeting next weekend.

low hazel
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#1332752714404462662 message

  • auto trajectory now switches to high if dragons teeth block low shots, this is no longer an issue.

#1332752714404462662 message

less AOE on high means harder to hit moving targets.
loss of burst damage from high trajectory means less tactical options
switching modes is a skill expression

#1332752714404462662 message

if the auto-script has predictably abusable behavior, that sucks.

  • it's possible, but very difficult and IMO not worth doing.

script not doing what you want feels RNG, and bad. these units can decide games.
3 mode toggle (auto/low/high) good

#1332752714404462662 message

turret adjustments from switching modes feels bad

  • this was written before a series of improvements that reduce target-changes. This should be less of an issue now, but, could be made better via faster turn rates or manual mode toggle.

#1332752714404462662 message

vanguards given attack commands now stop moving from high trajectory targets and blast indefinitely using a fire mode with little chance of hitting

  • the GDT decided this behavior is the most intuitive - in allignment with other units interpretations of the fight command.

#1332752714404462662 message

auto trajectory arty still executes its role as area control with the loss in precise firemode control. Other units can fulfill the precision strike role it used to occupy.

#1332752714404462662 message

pls gimme dmg and AOE back from high trajectory plz

  • I read this as perhaps people feel the auto trajectory units are underwhelming since their weapons werent buffed
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#1332752714404462662 message

it's cool to have different characteristics to the high/low trajectory projectiles.
physics excuse the difference in weapon characteristic as demonstrated in visual aid

#1332752714404462662 message

removing this button in a UI that already has quite a few buttons is detrimental when it removes tactical/fun options

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Did I miss anything boys?

Meeting on Sunday.

gray aurora
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#1332752714404462662 message
pls gimme dmg and AOE back from high trajectory plz
I read this as perhaps people feel the auto trajectory units are underwhelming since their weapons werent buffed

about this one, what i meant is most times when you build a rattle snake, you rush it and expect this unit to defend you against most things
it's crucial that the unit hit the shots and does as much dmg as possible otherwise you may lose it and then lose the game.
After you have built it the player will go back to eco with like tick spam, while his fusion/afus is getting done
The player has literally nothing else to do than micro that rattlesnake for long time, it's like a mini game for 5mins and switch modes was very important the unit with 2 different type of projectile, fast/low speed high/low dmg was good game design to make the gameplay more engaging and fun but also rewarding skill.

This is basically gone from the game and that's for the rattlesnake unit alone, there is also vanguard and gauntlet that are concerned.

severe dune
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vanguard was always the same high or low ?

wintry root
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Na. Vanguard high trajectory were mini nukes.

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Positively thick bols of fuk u

red anvil
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auto should be always on but there should be a to force high traj...
the issue is that now people are forced to force high by placing a unit in front of the turret...its retarded.

muted sigil
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What's funny is in the Total Annihilation modding community, they added a toggle button for high/low trajectory modes in one of the recent mods the start of this year. 😅

low hazel
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Toggle is coming back.
The special characteristics of old high trajectory (higher AOE, damage, impulse) is not
Eventually there is going to be two UI modes, simple and pro.

Pro will have all of the fiddly buttons that the big brain boys can use to make the game do exactly what they want.

Thanks to everybody that put up a stink so fervently for so long to affect meaningful change. Love you guys.

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Expect it to come back in a week or two as I explore how to make a three state toggle

gray aurora
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That's a happy ending!

low hazel
timber hollow
low hazel
lucid jewel
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the high aoe and damage was cause it was shit at hitting moving targets tho

gray aurora
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yea i guess now the balance team needs to find a way to make high trajectory be effective and not just waste shots
maybe they will increase AOE to the projectile and decrease fire rate to balance it out who knows 🙂

low hazel
severe dune
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Right now it's more single-target dps down range than before with high trajectory. Either way high trajectory is bad for hitting anything that's moving.

gray aurora
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Should probably open a thread about the high trajectory projectile coz it's really terrible to use even when the button will be back imo

viscid knot
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Eh I'll take it someone do the math on their random bombardment effectiveness with dps+aoe

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Old vs new high traj

candid onyx
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oh wow. Didn't I mention this months ago?

vale wraith
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Ok how many actually use the manual way or is it always auto

low hazel
vale wraith
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people use auto.

low hazel
muted sigil
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is the optin for toggling it back in the game now?

hasty sable
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yes but high trajectory got gutted

muted sigil
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fair, high trajectory isn't that important in bar anyway for the static defenses, I think it wasn't adding that much compared to problems it causes lol

hasty sable
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gutted as in it's pretty bad. the higher damage and aoe is gone, there was a lot of utility in that but you can't do certain things anymore

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you can find the other thread related to adding toggle and see what you used to be able to do with high trajectory

wintry root
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idk why keep the high trajectory but kneecap its main advantage.

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like why would i toggle high trajectory now ?

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if the auto would tilt it up to shoot over obstacles in the first place, that's doing regular arty stuff.

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tbh high trajectory should be added to LRPCs

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high trajectory clams

viscid knot
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t4 dragon with activated abilities in extra units pack plz

wintry root
wintry root
viscid knot
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very cool

queen chasm
marsh lantern
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aoe toggle will be back...

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aoe toggle will be back...