Difference between revisions of "Mortar"

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(General re-writes and grammatical fixes. Added links to the defense tactics & structures pages for info on how to use mortars, and added a tip about storing their ammo.)
(Undo revision 53070 by Setokaiva (talk) "Consistency" across all Mortar pages means that if you change 1 out of 3, you must edit alike the remaining 2 others.)
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The mortar is a ''manned'' stationary siege defense mechanism which launches 1-round artillery [[mortar shell]]s at any enemy that enters its 500-tile firing radius, or can be manually set a forced target, but it will not fire once the enemies have reached within 30 tiles. This is one of the three varieties available once Mortars technology has been researched, the other two being the [[EMP mortar]] and the [[Incendiary mortar]]. All mortar varieties must be placed in an unroofed area to fire. It has a 5.8-second warmup time, a 28-second cooldown time, and an 11-tile forced miss radius.
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The mortar is a ''manned'' stationary siege defense mechanism which launches 1-round artillery [[mortar shell]] at any enemy that enters its 500-tile firing radius but it will not fire once the enemies have reached within 30 tiles, or can be manually set a forced target. This is one of the three varieties available once Mortars technology has been researched, the other two being the [[EMP mortar]] and the [[Incendiary mortar]]. All mortar varieties must be placed in an unroofed area to fire. It has 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 in a 4.9-tile radius when destroyed and deal 50 damage.
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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.
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There are three Mortar versions: explosive, [[incendiary mortar]] and [[EMP mortar]].  
  
 
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Mortars are ineffective against enemies equipped with [[shield belt]]s, as they are resistant to mortar hits and those of high qualities can regenerate faster than the mortar fires. Pairing them with [[EMP mortar]]s can overcome this problem easily.
 
Mortars are ineffective against enemies equipped with [[shield belt]]s, as they are resistant to mortar hits and those of high qualities can regenerate faster than the mortar fires. Pairing them with [[EMP mortar]]s can overcome this problem easily.
  
See [[Defense structures#Mortars|defense structures]] and [[Defense tactics#Mortars|defense tactics]] for more tips on how to use mortars.
 
 
== Ammo ==
 
 
Mortars require [[Mortar shell]]s to function. To prevent the shells from deteriorating (and thus exploding), build a [[roof]] over them, or stack them on a [[shelf]].
 
  
 
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{{nav|security|wide}}
 
[[Category:Security]]
 
[[Category:Security]]

Revision as of 05:58, 22 September 2017

Mortar

Mortar

"Mortar launcher. Lobs bombs over walls. Very inaccurate but long-ranged."

Base Stats

Type
StructureSecurity
Market Value
1500 Silver
Mass
200 kg
Beauty
-60
HP
180

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
1,680 ticks (28 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
1.38

The mortar is a manned stationary siege defense mechanism which launches 1-round artillery mortar shell at any enemy that enters its 500-tile firing radius but it will not fire once the enemies have reached within 30 tiles, or can be manually set a forced target. This is one of the three varieties available once Mortars technology has been researched, the other two being the EMP mortar and the Incendiary mortar. All mortar varieties must be placed in an unroofed area to fire. It has 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.

There are three Mortar versions: explosive, incendiary mortar and EMP mortar.

Strategy

Mortars are effective against siege bases, raiders preparing or walking towards your base, or 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.