Difference between revisions of "Mortar"
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− | The mortar is a 1-round artillery weapon with a 5.8-second warmup time, 28 second cooldown time and a 11-tile forced miss radius. When a mortar is severely damaged, it will explode. | + | The mortar is a 1-round artillery weapon with a 5.8-second warmup time, 28 second cooldown time and a 11-tile forced miss radius. When a mortar is severely damaged, it will explode. The explosion has a 4.9-tile radius and deal 50 damage. |
Revision as of 11:04, 10 June 2017
Mortar
"Mortar launcher. Lobs bombs over walls. Very inaccurate but long-ranged."
Base Stats
Building
- Size
- 2
Ranged Combat
-
"Single-shot" is not in the list (Melee, Single-Shot, Single Thrown, Single-Use, Burst) of allowed values for the "Mode" property.
- Mode
- Single-shot
- Damage
- 50 dmg
- Warm-Up
- 500 ticks (8.33 secs)
- Cooldown
- 2,040 ticks (34 secs)
- Range
- 500 tile(s)
- Minimum Range
- 30 tiles
- Accuracy
- 79% - 42% - 18% - 6%
- Velocity
- 41 (m/s)
- Burst Count
- 1 (per burst)
- Miss Radius
- 16 tile(s)
- Blast Radius
- 3.5
- DPS
- 1.18
The mortar is a stationary defense mechanism which, when manned, launches mortar shells at any enemy pawns which enter its firing range. It will target any raiders, mechanoids, and psychotic animals which enter within a 500-tile radius around the mortar. It will not fire at enemies within 30 tiles.
The mortar is a 1-round artillery weapon with a 5.8-second warmup time, 28 second cooldown time and a 11-tile forced miss radius. When a mortar is severely damaged, it will explode. The explosion has a 4.9-tile radius and deal 50 damage.
There is no way to increase mortar accuracy. Reliable shelling for this mortar is somewhat expensive and usually requires multiple manned mortars. Do not forget to unassign pawns from mortars, or they will become exhausted, starve, and potentially suffer a mental break.
Mortars may also be built in incendiary mortar and EMP mortar varieties. All mortar varieties must be placed in an unroofed area to fire.
Strategy
Mortars can be used to attack siege bases, shell raiders while they are preparing or walking towards your base, or shell crashed ships and their mechanoid passengers. While 2 mortars are enough for siege bases, at least 4 will be needed for direct attacks on raiders.
Mortars are not effective against enemies equipped with shield belts, as they can take hits from the mortar, reducing its effectiveness. High quality shields can also survive a direct hit and regenerate faster than the mortar fires. Pairing them with EMP mortars can overcome this problem easily.