Difference between revisions of "High-explosive shell"
(Fixed some values (Mass, MarketValue, MaxHP)) |
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| deterioration rate base = 1.5 | | deterioration rate base = 1.5 | ||
| flammability base = 1.0 | | flammability base = 1.0 | ||
− | | market value base = | + | | market value base = 55 |
− | | max hit points base = | + | | max hit points base = 60 |
− | | mass = | + | | mass = 1.25 |
}} | }} | ||
<onlyinclude>The [[high-explosive shell]] is the 'regular' kind of [[mortar shell]], that deals 50 damage in a 3.5-tile radius upon exploding. | <onlyinclude>The [[high-explosive shell]] is the 'regular' kind of [[mortar shell]], that deals 50 damage in a 3.5-tile radius upon exploding. |
Revision as of 19:58, 7 July 2021
High-explosive shell
A shell filled with high explosives. Can be fired from mortars or installed as a trap. Explodes when damaged.
- Type
- Crafted Resource
- Stack Limit
- 25
Base Stats
Stat Modifiers
The high-explosive shell is the 'regular' kind of mortar shell, that deals 50 damage in a 3.5-tile radius upon exploding.
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.
Crafting
It is made using 25 steel and 15 chemfuel at a machining table.
Usage
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.
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).