Difference between revisions of "Mortar"
(Moderate edits, including grammatical fixes, extra links to other pages, and some new strategy tips. ~ Setokaiva) |
(Undo: Consistency across all Mortar pages. Excessive wording: "clustered raiders in preparation" makes no sense because there's no "scattered" preparations. "Static" bases makes no sense either because bases never move anyways.) |
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− | The mortar is a ''manned'' stationary siege defense mechanism which launches 1-round artillery [[mortar shell]] | + | 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. | + | 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]]. | There are three Mortar versions: explosive, [[incendiary mortar]] and [[EMP mortar]]. | ||
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== Strategy == | == Strategy == | ||
− | Mortars are effective against [[Raid#Siege|siege]] bases, | + | Mortars are effective against [[Raid#Siege|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 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 | + | 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. |
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{{nav|security|wide}} | {{nav|security|wide}} | ||
[[Category:Security]] | [[Category:Security]] |
Revision as of 23:59, 19 September 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
- 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.