Beyond All Reason artillery units like the Calamity and Sniper carry "theoretically infinite range" capabilities with distinct projectile behavior. Leaving artillery matches early impacts OS rating despite the passive play style.
Tags: beyond all reason, artillery, sniper, infinite range, tremor, calamity, battery position
Units like the Sniper fire projectiles that continue until they hit something. The shot does not disappear simply because it missed the intended target. This creates "theoretically infinite range" scenarios where a missed shot impacts terrain at maximum travel distance. Players can use fire-at-ground commands to exploit this mechanic for area denial or terrain destruction. The Tremor unit operates similarly but carries no low arc, causing consistent misses at certain engagement angles.
The Tremor functions as a mobile short-range artillery piece compared to the stationary Calamity. Both fire heavy projectiles, but the Tremor lacks low angle firing capability that would allow it to hit targets behind terrain obstacles at close range. The Calamity compensates with longer range and stationary accuracy that the Tremor cannot match in positional engagements.
Players stationed in artillery battery positions who leave before match completion lose OS credit for their team victory. The rating system requires active participation through match end to distribute the win bonus. Sitting in a distant battery does not exempt players from staying until the conclusion.
Creed of Champions runs training sessions in a friendly, non-toxic environment where players study artillery positioning and learn when to stand firm on backline positions. Win with skill, teamwork, and respect.