Difference between revisions of "Auto mortar"
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== Summary == | == 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. | + | 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. |
− | If it is damaged beyond a certain point | + | If it is damaged beyond a certain point{{Check Tag|What point?}} it will explode. 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 ? tile.{{Check Tag|Which tile?|Explosions will center on of the 4 tile it occupies, which one?}} |
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. | ||
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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. | + | Auto mortars must be destroyed for the mech cluster to be defeated. |
== Analysis == | == Analysis == |
Revision as of 05:26, 7 October 2022
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: General, analysis specifically. Strategy, threat etc. Targetting 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.
Acquisition
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
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.
If it is damaged beyond a certain point[What point?] it will explode. 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 ? tile.[Which tile?]
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
??