Difference between revisions of "High-explosive shell"
Line 13: | Line 13: | ||
| hp = 60 | | hp = 60 | ||
| deterioration = 1.5 | | deterioration = 1.5 | ||
+ | | damage = 50 | ||
+ | | damage type = Bomb | ||
+ | | velocity = 41 | ||
+ | | blastRadius = 2.9 | ||
| skill 1 = Crafting | | skill 1 = Crafting | ||
| skill 1 level = 4 | | skill 1 level = 4 | ||
Line 25: | Line 29: | ||
| tradeTags = MortarShells | | tradeTags = MortarShells | ||
}} | }} | ||
− | The '''high-explosive shell''' is the "regular" kind of [[mortar shell]], that deals 50 damage in a 3 | + | The '''high-explosive shell''' is the "regular" kind of [[mortar shell]], that deals 50 damage in a 3-tile radius upon exploding. |
− | |||
− | |||
− | |||
− | |||
== Acquisition == | == Acquisition == | ||
Line 36: | Line 36: | ||
They can also be purchased from [[traders]]. | They can also be purchased from [[traders]]. | ||
− | == | + | == Analysis == |
It is the standard shell for mortars, dealing high damage and having a decent blast radius. Given the mortar's inaccuracy, it's best to have a battery of mortars firing at once to deal heavy damage to the enemy. | It is the standard shell for mortars, dealing high damage and having a decent blast radius. Given the mortar's inaccuracy, it's best to have a battery of mortars firing at once to deal heavy damage to the enemy. | ||
It is quite resource-intensive, so it's best to wait until mid-game until beginning the use of mortars. | It is quite resource-intensive, so it's best to wait until mid-game until beginning the use of mortars. | ||
− | == Storage == | + | They are effective against most enemies; [[Raid#Siege|siege]] bases, resting or charging raiders, crashed ship parts and their mechanoid guards. While two mortars are enough against siege bases, around 4 - 8 will be needed for direct attacks on raiders. |
+ | |||
+ | They are less effective against enemies equipped with [[shield belt]]s, as the explosion is blocked by the shield. A high quality shield belt can survive a blast and regenerate faster than the mortar fires. Pairing these with other mortars firing EMP rounds can overcome this problem easily. | ||
+ | |||
+ | === Storage === | ||
As with all explosive items, these should be stored in separate storage containers. For maximum protection, put each stack of shells in a separate 1x1 stone box to prevent chain reactions. Pawns currently in a tantrum should be stopped at all costs, whether it be by arresting, creating another stockpile zone with a higher priority than the shell zone and prioritizing hauling the shells, or simply by shooting the pawn. | As with all explosive items, these should be stored in separate storage containers. For maximum protection, put each stack of shells in a separate 1x1 stone box to prevent chain reactions. Pawns currently in a tantrum should be stopped at all costs, whether it be by arresting, creating another stockpile zone with a higher priority than the shell zone and prioritizing hauling the shells, or simply by shooting the pawn. | ||
Revision as of 13:15, 8 August 2021
High-explosive shell
A shell filled with high explosives. Can be fired from mortars or installed as a trap. Explodes when damaged.
Base Stats
- Type
- Crafted Resources – Mortar shell
- Stack Limit
- 25
- Mass
- 1.25 kg
- HP
- 60
- Deterioration Rate
- 1.5
- Flammability
- 100%
- Path Cost
- 15 (46%)
Ranged Combat
- Damage
- 50 dmg (Bomb)
- Velocity
- 41 (m/s)
- Blast Radius
- 2.9
Creation
- defName
- Shell_HighExplosive
- thingCategories
- MortarShells"MortarShells" is not in the list (Armor, Art, Artifact, BasicClothing, Clothing, ExoticMisc, ImplantEmpireCommon, ImplantEmpireRoyal, MortarShell, PsychicApparel, ...) of allowed values for the "TradeTags" property.
- tradeTags
- MortarShells
The high-explosive shell is the "regular" kind of mortar shell, that deals 50 damage in a 3-tile radius upon exploding.
Acquisition
High-explosive shells are made using 15 steel and 15 chemfuel at a machining table and requires Mortars to be researched. Requires a Crafting skill of at least 4. The steel cost is increased to 25 if the Classic Mortars difficulty option is enabled.
They can also be purchased from traders.
Analysis
It is the standard shell for mortars, dealing high damage and having a decent blast radius. Given the mortar's inaccuracy, it's best to have a battery of mortars firing at once to deal heavy damage to the enemy.
It is quite resource-intensive, so it's best to wait until mid-game until beginning the use of mortars.
They are effective against most enemies; siege bases, resting or charging raiders, crashed ship parts and their mechanoid guards. While two mortars are enough against siege bases, around 4 - 8 will be needed for direct attacks on raiders.
They are less effective against enemies equipped with shield belts, as the explosion is blocked by the shield. A high quality shield belt can survive a blast and regenerate faster than the mortar fires. Pairing these with other mortars firing EMP rounds can overcome this problem easily.
Storage
As with all explosive items, these should be stored in separate storage containers. For maximum protection, put each stack of shells in a separate 1x1 stone box to prevent chain reactions. Pawns currently in a tantrum should be stopped at all costs, whether it be by arresting, creating another stockpile zone with a higher priority than the shell zone and prioritizing hauling the shells, or simply by shooting the pawn.
Version history
In 1.1 its crafting cost was increased (20 --> 25 steel, 10 --> 15 chemfuel).
- 1.3.3066 - Steel requirement decreased from 25 -> 15 unless Classic Mortar difficulty option enabled.