Difference between revisions of "Auto mortar"
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− | {{ | + | {{Royalty}} |
− | |name = Auto mortar | + | {{Stub|reason= General, analysis specifically. Strategy, threat etc. Targeting behavior for summary would also be useful}} |
− | |image = Automortar.png | + | {{infobox main|building |
− | |description = A self-powered, self-loading, automatic mortar. It can hit targets at any distance, over walls, but is quite inaccurate. | + | | name = Auto mortar |
− | |type = Building | + | | image = Automortar.png |
− | |type2 = Mechanoid cluster | + | | description = A self-powered, self-loading, automatic mortar. It can hit targets at any distance, over walls, but is quite inaccurate. |
− | |placeable = false | + | | type = Building |
− | |path cost = 50 | + | | type2 = Mechanoid cluster |
− | |passability = pass through only | + | | placeable = false |
− | |cover = 0.4 | + | | path cost = 50 |
− | |size = 2 ˣ 2 | + | | passability = pass through only |
− | |flammability = 0 | + | | cover = 0.4 |
− | |hp = 260 | + | | size = 2 ˣ 2 |
− | |beauty = -20 | + | | flammability = 0 |
− | |destroyyield = {{Icon small|Steel slag chunk}} 1 + {{Icon small|Steel}} 60 + {{Icon small|Plasteel}} 10 + {{Icon small|Reinforced barrel}} 1 | + | | hp = 260 |
− | |damage = 50 | + | | beauty = -20 |
+ | | destroyyield = {{Icon small|Steel slag chunk}} 1 + {{Icon small|Steel}} 60 + {{Icon small|Plasteel}} 10 + {{Icon small|Reinforced barrel}} 1 | ||
+ | | damage = 50 | ||
| damage type = Bomb | | damage type = Bomb | ||
− | |range = 500 | + | | armorPenetration = 10 |
− | |minrange = 29.9 | + | | stoppingPower = 0.5 |
− | |missRadius = 10 | + | | range = 500 |
− | |burst = 1 | + | | minrange = 29.9 |
− | |warmup = 4 | + | | missRadius = 10 |
− | |velocity = 41 | + | | burst = 1 |
+ | | warmup = 4 | ||
+ | | velocity = 41 | ||
}} | }} | ||
− | An '''auto mortar''' is a | + | An '''auto mortar''' is a hostile [[building]] that appears in [[mech cluster]]s and autonomously launches explosives similar to a manned [[mortar]]. |
− | Like the [[condition causer]]s, it counts as a cluster's problem causer, of which each can cluster can only have one. It generates four times more often than the other problem causers, but only costs the cluster 220 combat points rather than 750, so the cluster will have more other threats. | + | == Occurrence == |
+ | Auto mortars only spawn in mech clusters. Like the [[condition causer]]s, it counts as a cluster's problem causer, of which each can cluster can only have one. It generates four times more often than the other problem causers, but only costs the cluster 220 combat points rather than 750, so the cluster will have more other threats. | ||
− | + | They cannot be claimed by the player, and must be destroyed for the cluster to be considered defeated. | |
− | If it is damaged beyond | + | == Summary == |
+ | The auto mortar fires shells equivalent to [[high explosive shell]]s, which explode as normal to deal 50 [[Damage type#Bomb|Bomb]] damage in a 2.9-tile radius but do not require restocking or reloading. Like normal [[mortar]]s, it has a forced miss radius of 10 tiles, and if you [[roof]] over it, it can't fire. Note that unlike normal mortars, its forced miss radius does not increase to 13 if the [[AI_Storytellers#Player_tools|Classic mortars]] storyteller option is enabled. Valid targets appear to be colonists, buildings and, unlike [[siege]] [[mortar]]s, player owned animals. | ||
+ | |||
+ | If it is damaged beyond 20% HP (52 HP) it may explode but it is not a certainty. The mortar will spark and emit a hissing sound shortly before exploding {{ticks|240}} later. The explosion deals 50 [[Damage Type#Bomb|Bomb]] damage in a 4.9 tile radius centered around the mortar's bottom left cell. | ||
They are a source of the [[reinforced barrel]]s needed to construct mortars. Reinforced barrels will not spawn if the [[AI_Storytellers#Player_tools|Classic mortars]] storyteller option is enabled. | They are a source of the [[reinforced barrel]]s needed to construct mortars. Reinforced barrels will not spawn if the [[AI_Storytellers#Player_tools|Classic mortars]] storyteller option is enabled. | ||
− | |||
Like all mech cluster buildings, they not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack. | Like all mech cluster buildings, they not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack. | ||
+ | |||
+ | Auto mortars must be destroyed for the mech cluster to be defeated. | ||
+ | |||
+ | == Analysis == | ||
+ | Auto mortars are like a [[siege]] which lasts until the building is completely destroyed. Even a few rounds can blow up your supplies, production facilities, and walls, making it an extremely high priority threat. Like other condition causers, it can start immediately active or remain dormant for a few days. Waking up a mech cluster will not cause the auto mortar to immediately start firing. | ||
+ | |||
+ | If the mech cluster doesn't have a [[proximity activator]], then you may be able to roof over the auto mortar. You can use the cluster's own walls, or place a wall or column 6 tiles away from any mech or mech building - this is far enough to not trigger the cluster. The action of placing roof will not aggravate the mechs, either. Unless the wall is destroyed, you'll be safe from the auto mortar. | ||
+ | |||
+ | == Version history == | ||
+ | * ? - Added.{{Check Tag|Release?|Verify if present on initial release or added in a later update}} | ||
+ | * [[Version/1.2.2753|1.2.2753]] - Fix: Auto mortars are always active. | ||
+ | |||
+ | {{nav|mechanoid|wide}} | ||
+ | [[Category:Mechanoids]][[Category:Turret]] |
Latest revision as of 12:48, 13 August 2024
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: General, analysis specifically. Strategy, threat etc. Targeting behavior for summary would also be useful. |
Auto mortar
A self-powered, self-loading, automatic mortar. It can hit targets at any distance, over walls, but is quite inaccurate.
Base Stats
- Type
- Building – Mechanoid cluster
- Beauty
- -20
- HP
- 260
- Flammability
- 0%
- Path Cost
- 50 (21%)
Building
- Size
- 2 × 2
- Placeable
- False
- Passability
- pass through only
- Cover Effectiveness
- 40%
Ranged Combat
An auto mortar is a hostile building that appears in mech clusters and autonomously launches explosives similar to a manned mortar.
Occurrence[edit]
Auto mortars only spawn in mech clusters. Like the condition causers, it counts as a cluster's problem causer, of which each can cluster can only have one. It generates four times more often than the other problem causers, but only costs the cluster 220 combat points rather than 750, so the cluster will have more other threats.
They cannot be claimed by the player, and must be destroyed for the cluster to be considered defeated.
Summary[edit]
The auto mortar fires shells equivalent to high explosive shells, which explode as normal to deal 50 Bomb damage in a 2.9-tile radius but do not require restocking or reloading. Like normal mortars, it has a forced miss radius of 10 tiles, and if you roof over it, it can't fire. Note that unlike normal mortars, its forced miss radius does not increase to 13 if the Classic mortars storyteller option is enabled. Valid targets appear to be colonists, buildings and, unlike siege mortars, player owned animals.
If it is damaged beyond 20% HP (52 HP) it may explode but it is not a certainty. The mortar will spark and emit a hissing sound shortly before exploding 240 ticks (4 secs) later. The explosion deals 50 Bomb damage in a 4.9 tile radius centered around the mortar's bottom left cell.
They are a source of the reinforced barrels needed to construct mortars. Reinforced barrels will not spawn if the Classic mortars storyteller option is enabled.
Like all mech cluster buildings, they not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type. This is in contrast to, for example, a stone wall which will not be ignited by molotov cocktails but will take the 10 flame damage from the initial attack.
Auto mortars must be destroyed for the mech cluster to be defeated.
Analysis[edit]
Auto mortars are like a siege which lasts until the building is completely destroyed. Even a few rounds can blow up your supplies, production facilities, and walls, making it an extremely high priority threat. Like other condition causers, it can start immediately active or remain dormant for a few days. Waking up a mech cluster will not cause the auto mortar to immediately start firing.
If the mech cluster doesn't have a proximity activator, then you may be able to roof over the auto mortar. You can use the cluster's own walls, or place a wall or column 6 tiles away from any mech or mech building - this is far enough to not trigger the cluster. The action of placing roof will not aggravate the mechs, either. Unless the wall is destroyed, you'll be safe from the auto mortar.
Version history[edit]
- ? - Added.[Release?]
- 1.2.2753 - Fix: Auto mortars are always active.