Difference between revisions of "Mortar"
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{{For|additional guidance|Defense structures#Mortars}} | {{For|additional guidance|Defense structures#Mortars}} | ||
− | 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. | + | 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. In Beta 18 the three types of mortars (Incendiary, EMP and explosive) were replaced with a single, loading a different shell into it will produce the same effect as the mortars from previous alphas produced. In addition a new type of shell, the anti grain warhead was added, which is a high tech extremely powerful shell that is only purchasable from traders. It has a 5.8-second warmup time, a 28-second cooldown, and an 11-tile forced miss radius. Mortars explode in a 4.9-tile radius when destroyed and deal 50 damage. |
Mortars require a pawn each to load and fire shells. Their [[skills]] have no effect on accuracy and either melee or ranged can operate them. Unlike drafted colonists, mortar personal do not relieve their position once the battle is over and must be manually unassigned, or they will become exhausted, starve, and potentially suffer a [[Mood|mental break]]. There is no way to increase mortar accuracy. | Mortars require a pawn each to load and fire shells. Their [[skills]] have no effect on accuracy and either melee or ranged can operate them. Unlike drafted colonists, mortar personal do not relieve their position once the battle is over and must be manually unassigned, or they will become exhausted, starve, and potentially suffer a [[Mood|mental break]]. There is no way to increase mortar accuracy. | ||
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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 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 | + | 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 these with other mortars firing EMP rounds [ can overcome this problem easily. |
{{nav|security|wide}} | {{nav|security|wide}} | ||
[[Category:Security]] | [[Category:Security]] |
Revision as of 10:46, 27 November 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. In Beta 18 the three types of mortars (Incendiary, EMP and explosive) were replaced with a single, loading a different shell into it will produce the same effect as the mortars from previous alphas produced. In addition a new type of shell, the anti grain warhead was added, which is a high tech extremely powerful shell that is only purchasable from traders. It has a 5.8-second warmup time, a 28-second cooldown, and an 11-tile forced miss radius. Mortars explode in a 4.9-tile radius when destroyed and deal 50 damage.
Mortars require a pawn each to load and fire shells. Their skills have no effect on accuracy and either melee or ranged can operate them. Unlike drafted colonists, mortar personal do not relieve their position once the battle is over and must be manually unassigned, or they will become exhausted, starve, and potentially suffer a mental break. There is no way to increase mortar accuracy.
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 these with other mortars firing EMP rounds [ can overcome this problem easily.