Difference between revisions of "Mortar"
(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.) |
(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.) |
||
Line 32: | Line 32: | ||
}} | }} | ||
− | 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 | + | 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. |
− | 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 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. |
− | |||
− | |||
<gallery widths="300px" heights="300px" class="center" mode="nolines"> | <gallery widths="300px" heights="300px" class="center" mode="nolines"> | ||
Line 50: | Line 48: | ||
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]]. | ||
{{nav|security|wide}} | {{nav|security|wide}} | ||
[[Category:Security]] | [[Category:Security]] |
Revision as of 04:51, 22 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 shells 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.
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.
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.
See defense structures and defense tactics for more tips on how to use mortars.
Ammo
Mortars require Mortar shells to function. To prevent the shells from deteriorating (and thus exploding), build a roof over them, or stack them on a shelf.