Difference between revisions of "Mortar"
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Revision as of 22:05, 27 June 2017
Mortar
"Mortar launcher. Lobs bombs over walls. Very inaccurate but long-ranged."
Base Stats
Building
- Size
- 2
- Cover Effectiveness
- 40%
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 manned stationary defense mechanism which launches mortar shells at any enemy within its 30 to 500-tile range. It fires a 1-round artillery weapon after a 5.8-second warmup time, has 28 cooldown seconds and a 11-tile forced miss radius. There is no way to increase mortar accuracy. Reliable shelling for this mortar is somewhat expensive and usually requires multiple manned mortars. Mortars explode a 4.9-tile radius when destroyed and deal 50 damage. Mortars must be placed in an unroofed area to fire.
There are three Mortar versions: explosive, incendiary mortar and EMP mortar.
Strategy
Mortars are effective 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 ineffective against enemies equipped with shield belts, as they are resistant to mortar hits and those of high qualities can regenerate faster than the mortar fires. Pairing them with EMP mortars can overcome this problem easily.