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===Weapon Stats=== | ===Weapon Stats=== | ||
− | There are a couple of stats that are particularly important | + | There are a couple of stats that are particularly important for considering a weapon: |
*'''DPS''': Damage per second (at a given range), taking into account raw damage, accuracy, firerate, burst count, and armor. This is the primary consideration for most weapons, and for melee weapons in particular. | *'''DPS''': Damage per second (at a given range), taking into account raw damage, accuracy, firerate, burst count, and armor. This is the primary consideration for most weapons, and for melee weapons in particular. | ||
*'''Damage type:''' Whenever a weapon checks Sharp, Blunt, or Heat damage. Most ranged weapons deal Sharp damage. In addition, each specific damage type ([[short bow|Arrow]] vs [[recurve bow|ArrowHighVelocity]], for instance) can have different chances to hit different body parts. | *'''Damage type:''' Whenever a weapon checks Sharp, Blunt, or Heat damage. Most ranged weapons deal Sharp damage. In addition, each specific damage type ([[short bow|Arrow]] vs [[recurve bow|ArrowHighVelocity]], for instance) can have different chances to hit different body parts. | ||
Ranged Weapon Stats | Ranged Weapon Stats | ||
− | *'''Accuracy''': For 2 weapons with the same DPS, a more accurate weapon | + | *'''Accuracy''': For 2 weapons with the same DPS, a more accurate weapon is more consistent. In general, more accurate weapons are better with low-skill shooters, too. Certain weapons are more effective at certain ranges. |
− | *'''Range''': How far a ranged weapon can fire. | + | *'''Range''': How far a ranged weapon can fire. Whenever firing from this range is actually effective is another story. |
*'''Firing Cycle''': Firerate of a ranged weapon - the combination of warmup, cooldown, and firing time. For the same DPS, a lower firing cycle makes a weapon more flexible, and better for kiting strategies. | *'''Firing Cycle''': Firerate of a ranged weapon - the combination of warmup, cooldown, and firing time. For the same DPS, a lower firing cycle makes a weapon more flexible, and better for kiting strategies. | ||
*'''Stopping power:''' A stopping power of 1 or more can stagger, or slow, humans and human-sized enemies. Specifically, if stopping power >= body size, then the enemy will be slowed. | *'''Stopping power:''' A stopping power of 1 or more can stagger, or slow, humans and human-sized enemies. Specifically, if stopping power >= body size, then the enemy will be slowed. | ||
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**Weapon [[quality]] and [[material]] has a large impact on ''any'' weapon's effectiveness. | **Weapon [[quality]] and [[material]] has a large impact on ''any'' weapon's effectiveness. | ||
*[[Shield belt]]s are invaluable to give protection against bullets. They give melee pawns a new use - to serve as tanky distractions. | *[[Shield belt]]s are invaluable to give protection against bullets. They give melee pawns a new use - to serve as tanky distractions. | ||
− | *Try to avoid using melee in the very early game | + | *Try to avoid using melee in the very early game; ranged weapons and [[spike trap]]s are stronger than the weaker melee choices. |
=== Sharp === | === Sharp === | ||
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*[[Plasteel]] or [[bioferrite]]{{AnomalyIcon}}[[longsword]]s are the best craftable sharp weapon. | *[[Plasteel]] or [[bioferrite]]{{AnomalyIcon}}[[longsword]]s are the best craftable sharp weapon. | ||
− | Sharp weapons are the bread and butter of melee weapons. They are the most common type of melee, dealing strong all-round damage | + | Sharp weapons are the bread and butter of melee weapons. They are the most common type of melee, dealing strong all-round damage. |
:'''Comparisons:'''<br> | :'''Comparisons:'''<br> | ||
− | When made of plasteel, a longsword of sufficient quality (2 | + | When made of plasteel, a longsword of sufficient quality (1-2 levels above) can outdamage a regular monosword. A ''masterwork'' plasteel longsword will outdamage a ''good'' monosword, though has less {{AP}}. Plasteel is much better than steel; a plasteel [[knife]] is roughly on par with a steel longsword of the same quality. The next best weapons from longswords are [[spear]]s and [[gladius]]es. Faster weapons (like knives) have some niche to training melee. |
===Blunt=== | ===Blunt=== | ||
*[[Persona zeushammer]]s {{RoyaltyIcon}} are the strongest blunt weapon, followed by regular [[zeushammer]]s {{RoyaltyIcon}}. Both variants cause a small amount of [[EMP]], stunning turrets and mechanoids for a short time. | *[[Persona zeushammer]]s {{RoyaltyIcon}} are the strongest blunt weapon, followed by regular [[zeushammer]]s {{RoyaltyIcon}}. Both variants cause a small amount of [[EMP]], stunning turrets and mechanoids for a short time. | ||
*[[Uranium]] [[mace]]s are the best craftable blunt weapon, and 2nd best overall. | *[[Uranium]] [[mace]]s are the best craftable blunt weapon, and 2nd best overall. | ||
− | ** Uranium [[warhammer]]s{{RoyaltyIcon}} | + | ** Uranium [[warhammer]]s{{RoyaltyIcon}} are better against armor, but 3x as expensive, and slightly weaker overall. |
− | Blunt wounds do not bleed and are often weaker in | + | Blunt wounds do not bleed, are much less likely to destroy limbs, and blunt weapons are often weaker in {{DPS}} than their sharp counterparts. However, blunt weapons are great for penetrating armor, as most items have a poor Blunt armor rating. They also have a small chance to stun for {{ticks|45}} on hit. In addition, non-bleeding ''can'' help with capturing [[prisoner]]s. Note that enemies have a ''Death on Down'' chance from pain, so this does not increase the actual capture rate by a great amount. Weaker blunt weapons can help supress [[berserk]]ing pawns. |
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:'''Comparisons:'''<br> | :'''Comparisons:'''<br> | ||
− | In terms of raw damage, zeushammers lose to monoswords until facing foes in [[marine armor | + | In terms of raw damage, zeushammers lose to monoswords until facing foes in [[marine armor]]. Even [[centipede]]s don't have the Sharp% armor to resist a monosword. Maces lose to longswords until facing [[flak vest]]-level armor, and longswords can still harm the unarmored areas of the body better. Like with monoswords and longswords, a masterwork uranium mace can beat a good zeushammer. |
− | |||
− | Maces lose to longswords until facing [[flak vest]]-level armor, and longswords can still harm the unarmored areas of the body better. Like with monoswords and longswords, a masterwork uranium mace can beat a good zeushammer | ||
===Body parts=== | ===Body parts=== | ||
*[[Power claw]]s are the strongest melee body part, but lowers [[Moving]] by 8%. | *[[Power claw]]s are the strongest melee body part, but lowers [[Moving]] by 8%. | ||
− | [[Artificial body parts]] can be used ''while holding a gun''. Fulfilling the role of a sidearm, these implements are weaker than dedicated melee weapons. You can put these on your frontline gunners, who may not always be able to supress | + | [[Artificial body parts]] can be used ''while holding a gun''. Fulfilling the role of a sidearm, these implements are weaker than dedicated melee weapons. You can put these on your frontline gunners, who may not always be able to supress combatants in melee. These parts can slightly increase damage in melee; due to the melee verb system, sometimes the fists / body parts will be used as a weapon. |
− | Creating these bionics is an advanced technology, so they are usually reserved for the mid- to late- game. Body parts can also be bought, though the [[surgery]] can be a bottleneck if you don't have a good doctor. Also note that pawns will prioritize their "best" melee attack; only one part is required | + | Creating these bionics is an advanced technology, so they are usually reserved for the mid- to late- game. Body parts can also be bought, though the [[surgery]] can be a bottleneck if you don't have a good doctor. Also note that pawns will prioritize their "best" melee attack; only one part is required. |
:'''Comparisons:'''<br> | :'''Comparisons:'''<br> | ||
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*The [[Genes#Ability|animal warcall]] [[gene]]{{BiotechIcon}} turns a specific animal hostile against your opponents. | *The [[Genes#Ability|animal warcall]] [[gene]]{{BiotechIcon}} turns a specific animal hostile against your opponents. | ||
− | For the former two strategies, you should wall in [[door]]s (to prevent exit via [[mental break]]), and watch the carnage. Stronger animals like [[megasloth]]s or a herd of [[elephant]]s can easily end smaller raids, or at least force [[siege]]s to attack. These are | + | For the former two strategies, you should wall in [[door]]s (to prevent exit via [[mental break]]), and watch the carnage. Stronger animals like [[megasloth]]s or a herd of [[elephant]]s can easily end smaller raids, or at least force [[siege]]s to attack. These are heaily dependent on your map's current fauna. Also note that using wild animals like this becomes progressively weaker as raids become stronger. An [[elephant]] can't handle 30 gun-wielding raiders, for instance. |
===Mechanoid=== | ===Mechanoid=== | ||
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*[[Scyther]]s are the most effective at melee combat. | *[[Scyther]]s are the most effective at melee combat. | ||
− | Mechanoids have all the advantages of being an animal | + | Mechanoids have all the advantages of being an animal, but then some, including the ability to be [[draft]]ed like a colonist. Mechs can be repaired of all damage for just the cost of power and can be resurrected for a couple of [[steel]]. This negates all the long-term problems that lategame melee faces (though mechs are, of course, not invincible). |
Mechs have their unique costs. They require their [[mechanitor]] nearby to actually control. They cost [[bandwidth]], which could have been used for any amount of ranged mechs. And they create [[toxic wastepack]]s, which will eventuallyy [[pollution|pollute]] your landscape. As combat mechs can be turned off, the actual costs of power and pollution are rather limited. | Mechs have their unique costs. They require their [[mechanitor]] nearby to actually control. They cost [[bandwidth]], which could have been used for any amount of ranged mechs. And they create [[toxic wastepack]]s, which will eventuallyy [[pollution|pollute]] your landscape. As combat mechs can be turned off, the actual costs of power and pollution are rather limited. | ||
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*{{Icon Small|pila|24}} [[Pila]] lose even to a shortbow in raw damage. They have a small range and a massive cooldown, so are terrible as standalone weapons. However, the pila can stagger humans. The best use of the pila is a support weapon; place a low-skill fighter with a pila behind melee fighters. They also have some use as a hunting weapon. The high per-shot damage compensates for the lowered range. | *{{Icon Small|pila|24}} [[Pila]] lose even to a shortbow in raw damage. They have a small range and a massive cooldown, so are terrible as standalone weapons. However, the pila can stagger humans. The best use of the pila is a support weapon; place a low-skill fighter with a pila behind melee fighters. They also have some use as a hunting weapon. The high per-shot damage compensates for the lowered range. | ||
− | Due to its weaknesses | + | Due to its weaknesses, pila shouldn't be actively created or sought after. However, a Lost Tribe will start with one. |
===Flamebows=== | ===Flamebows=== | ||
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Handguns are close-mid range, general combat options. | Handguns are close-mid range, general combat options. | ||
*{{Icon small|Revolver|24}} [[Revolver]]s are a low-tier firearm with decent damage at the closer ranges. Unlike many lighter firearms, revolvers can stagger humans, slowing them slightly when a shot hits. | *{{Icon small|Revolver|24}} [[Revolver]]s are a low-tier firearm with decent damage at the closer ranges. Unlike many lighter firearms, revolvers can stagger humans, slowing them slightly when a shot hits. | ||
− | *{{Icon small|Autopistol|24}} [[Autopistol]]s | + | *{{Icon small|Autopistol|24}} [[Autopistol]]s are slightly better DPS than revolvers at any range, but do not stagger humans. Autopistols also have the fastest cooldown cycle in the game, lending well to hit-and-run tactics against melee opponents. |
− | As the lowest tech firearms, pistols are weaker than most of the options here, but still better than a recurve bow at all ranges. Inaccurate from max range. | + | As the lowest tech firearms, pistols are weaker than most of the options here, but still better than a recurve bow at all ranges. Inaccurate from max range. They are roughly the same, but revolvers are better as a support weapon, and autopistols better as a main damage dealer. |
===Long ranged=== | ===Long ranged=== | ||
− | These options are effective in any situation (outside of close combat), mostly due to the small effective range of | + | These options are effective in any situation (outside of close combat), mostly due to the small effective range of these lower-tech weapons. |
*{{Icon small|Greatbow|24}} [[Greatbow]]s are on-par with most pistols, but have a higher range. "Greatbows are better than pistols at the pistol's max range". While costing only wood to create, actually researching greatbows is usually not worth all that effort - even for Tribal starts - when other guns are easy enough to get from raiders. Also, they are outclassed by the bolt-action rifle in every reasonable statistic. | *{{Icon small|Greatbow|24}} [[Greatbow]]s are on-par with most pistols, but have a higher range. "Greatbows are better than pistols at the pistol's max range". While costing only wood to create, actually researching greatbows is usually not worth all that effort - even for Tribal starts - when other guns are easy enough to get from raiders. Also, they are outclassed by the bolt-action rifle in every reasonable statistic. | ||
− | *{{Icon small|Bolt-action rifle|24}} [[Bolt-action rifle]]s are a fairly standard, mid-long range option, only outranged by the [[sniper rifle]]. Best range in this tech level by far, it can shoot just about any enemy as they approach | + | *{{Icon small|Bolt-action rifle|24}} [[Bolt-action rifle]]s are a fairly standard, mid-long range option, only outranged by the [[sniper rifle]]. Best range in this tech level by far, it can shoot just about any enemy as they approach. Good for open combat, and great for hunting. Preferably used with high-skill shooters. |
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Due to enemy AI firing from the closest available cover, meaning they often fire from near-max range, both of these weapons perform very well in the open. Both weapons are good in a long distance firefight, though bolt-action rifles are statistically superior. | Due to enemy AI firing from the closest available cover, meaning they often fire from near-max range, both of these weapons perform very well in the open. Both weapons are good in a long distance firefight, though bolt-action rifles are statistically superior. | ||
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===Rifles & SMG=== | ===Rifles & SMG=== | ||
Rifle-class weapons are generalist weapons, dealing great damage at any range. | Rifle-class weapons are generalist weapons, dealing great damage at any range. | ||
− | * {{Icon small|Assault rifle|24}} [[Assault rifle]]s are perfect for open engagements, with good damage, above-average range, and high accuracy. | + | * {{Icon small|Assault rifle|24}} [[Assault rifle]]s are perfect for open engagements, with good damage, above-average range, and high accuracy. Strongest overall weapon outside of a [[killbox]] (such as repelling breachers and sappers), and good inside of one. Skill friendly. |
− | * {{Icon small|Heavy SMG|24}} [[Heavy SMG]]s are skill friendly, close-medium range weapons. Great damage and accuracy up close, remaining decent at longer distances. A strict upgrade to the machine pistol. SMGs are best for low-skill shooters | + | * {{Icon small|Heavy SMG|24}} [[Heavy SMG]]s are very skill friendly, close-medium range weapons. Great damage and accuracy up close, remaining decent at longer distances. A strict upgrade to the machine pistol. SMGs are best for low-skill shooters. They can outdamage even charge rifles at <10 tiles, without the restrictions of a chain shotgun. |
* {{Icon small|Charge rifle|24}} [[Charge rifle]]s are high-tech versions of assault rifles. Stronger, and with high {{AP}}, but with shorter range and less accuracy. Charge rifles are the strongest weapon in a [[killbox]] that can remain flexible outside of one. | * {{Icon small|Charge rifle|24}} [[Charge rifle]]s are high-tech versions of assault rifles. Stronger, and with high {{AP}}, but with shorter range and less accuracy. Charge rifles are the strongest weapon in a [[killbox]] that can remain flexible outside of one. | ||
− | In general, these weapons are great for base defense, whenever in static setups or when dealing with [[breacher]]s and [[sapper]]s. They are also the best options for attacks outside of your base. Assault rifles are the overall best weapon outside of a | + | In general, these weapons are great for base defense, whenever in static setups or when dealing with [[breacher]]s and [[sapper]]s. They are also the best options for attacks outside of your base. Assault rifles are the overall best weapon outside of a kill, charge rifles deal the most damage of the three, and SMGs are best at lower skill. |
===LMG & Minigun=== | ===LMG & Minigun=== | ||
Weapons with a large burst of bullets, but low accuracy and long cooldowns. | Weapons with a large burst of bullets, but low accuracy and long cooldowns. | ||
* {{Icon small|LMG|24}} [[LMG]]s fire a 6-shot spray of bullets. Can stagger humans, but lower single-target DPS than the rifles. The LMG is decent for crowd-control, and a good support weapon. | * {{Icon small|LMG|24}} [[LMG]]s fire a 6-shot spray of bullets. Can stagger humans, but lower single-target DPS than the rifles. The LMG is decent for crowd-control, and a good support weapon. | ||
− | * {{Icon small|Minigun|24}} [[Minigun]]s fire a massive 25-shot burst, a massively heavy SMG. High cost, | + | * {{Icon small|Minigun|24}} [[Minigun]]s fire a massive 25-shot burst, a massively heavy SMG. High cost, widly inaccurate, and with a huge cooldown cycle, miniguns are dedicated to crowd-control in specialized, stationary setups. Extremely powerful in the right situations. |
− | Both weapons are good as support, and for at mowing crowds of enemies. Missed shots can hit other enemies in the vicinity, meaning their low accuracy is compensated when attacking a horde of tribals. Both weapons do well in crowded, stationary setups. The minigun is much more extreme - its optimal DPS is miles above any weapon in the game, but the user becomes a sitting duck | + | Both weapons are good as support, and for at mowing crowds of enemies. Missed shots can hit other enemies in the vicinity, meaning their low accuracy is compensated when attacking a horde of tribals. Both weapons do well in crowded, stationary setups. The minigun is much more extreme - its optimal DPS is miles above any weapon in the game, but the user becomes a sitting duck. |
===Chain shotgun=== | ===Chain shotgun=== | ||
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===Grenades=== | ===Grenades=== | ||
Grenades have the shortest range of any colonist weapon in the game, only thrown up to 12 tiles. All grenades have a forced miss radius. | Grenades have the shortest range of any colonist weapon in the game, only thrown up to 12 tiles. All grenades have a forced miss radius. | ||
− | *{{Icon small|Frag grenades|24}} [[Frag grenades]] are standard explosives. While powerful, they are virtually unable to hit a moving | + | *{{Icon small|Frag grenades|24}} [[Frag grenades]] are standard explosives. While powerful, they are virtually unable to hit a moving target. Can be thrown straight for a few tiles in a hallway, lending some use behind melee blockers. Grenades are also ''very'' effective against structures and walls. While breaking a wall fast is rarely helpful, this property is great for taking out [[mech cluster]]s{{RoyaltyIcon}}. |
*{{Icon small|Molotov cocktail|24}} [[Molotov cocktail]]s create [[fire]]. Unwieldy, and with a small blast, molotovs aren't very effective to throw on top of raiders. Instead, fire can quickly heat up any place considered ''indoors'', burning [[raider]]s and [[insect]]s alive via [[temperature]] mechanics. Mechs are immune to fire and heat. | *{{Icon small|Molotov cocktail|24}} [[Molotov cocktail]]s create [[fire]]. Unwieldy, and with a small blast, molotovs aren't very effective to throw on top of raiders. Instead, fire can quickly heat up any place considered ''indoors'', burning [[raider]]s and [[insect]]s alive via [[temperature]] mechanics. Mechs are immune to fire and heat. | ||
− | *{{Icon small|EMP grenades|24}} [[EMP grenades]] stun [[mechanoid]]s and [[turret]]s for a massive duration and break both [[shield belt]]s and [[low-shield pack]]s | + | *{{Icon small|EMP grenades|24}} [[EMP grenades]] stun [[mechanoid]]s and [[turret]]s for a massive duration and break both [[shield belt]]s and [[low-shield pack]]s{{RoyaltyIcon}}, but are harmless against organic targets. Invaluable for mech raids. Its blast radius is ''much'' bigger than the other grenades. As the blast is bigger than the forced miss radius, these are fairly reliable. |
*{{Icon small|Tox grenades|24}} [[Tox grenades]]{{BiotechIcon}} create [[tox gas]]. This affects colonists and raiders alike, though you can outfit colonists with [[toxic resistance|toxic]] [[Toxic Environment Resistance|protection]]. Tox grenades are best for attacking enemies who are passing through long, winding, and tight corridors, which have no recourse against the poison. [[Vent]]s allow tox gas to transfer between rooms. | *{{Icon small|Tox grenades|24}} [[Tox grenades]]{{BiotechIcon}} create [[tox gas]]. This affects colonists and raiders alike, though you can outfit colonists with [[toxic resistance|toxic]] [[Toxic Environment Resistance|protection]]. Tox grenades are best for attacking enemies who are passing through long, winding, and tight corridors, which have no recourse against the poison. [[Vent]]s allow tox gas to transfer between rooms. | ||
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===Consumables=== | ===Consumables=== | ||
− | Weapons of mass destruction. | + | Weapons of mass destruction. Rocker launchers have a large warm-up and cooldown for the user. Targeters can be deployed quickly, but also takes some time to actually start explosions. None of these can be crafted by a colony. |
− | *{{Icon small|Doomsday rocket launcher|24}} [[Doomsday rocket launcher]]s fire 1 large explosion, followed by smaller flame explosions. Extremely effective against humanoid raiders and lighter mechnoids, as a single launch can cause an entire raid to retreat. Available from [[trade]] or quests. | + | *{{Icon small|Doomsday rocket launcher|24}}[[Doomsday rocket launcher]]s fire 1 large explosion, followed by smaller flame explosions. Extremely effective against humanoid raiders and lighter mechnoids, as a single launch can cause an entire raid to retreat. Available from [[trade]] or quests. |
*{{Icon small|Triple rocket launcher|24}} [[Triple rocket launcher]]s fire 3 explosions. Each of the three rockets deals the ''same damage'' as the doomsday's main explosion, though with a much smaller radius. Effective against mechanoids and structures in particular, and can still damage a raid quite heavily. Available from [[trade]] or quests. | *{{Icon small|Triple rocket launcher|24}} [[Triple rocket launcher]]s fire 3 explosions. Each of the three rockets deals the ''same damage'' as the doomsday's main explosion, though with a much smaller radius. Effective against mechanoids and structures in particular, and can still damage a raid quite heavily. Available from [[trade]] or quests. | ||
− | *{{Icon small|Orbital power beam targeter|24}} [[Orbital power beam targeter]]s create a massive, fire-based beam centered on a target in [[line of sight]]. Incredibly powerful against humans, but useless against mechanoids. Can attack through overhead mountain. [[Quest]] only. | + | *{{Icon small|Orbital power beam targeter|24}} [[Orbital power beam targeter]]s create a massive, fire-based beam centered on a target in [[line of sight]]. Incredibly powerful against humans, but useless against mechanoids. Can attack through overhead mountain. [[Quest]] only, so limited in practice. |
*{{Icon small|Orbital bombardment targeter|24}} [[Orbital bombardment targeter]]s fire a total of 30 explosions over a large, 20-tile radius. Stronger than a doomsday against large groups, this item is also [[quest]] only. | *{{Icon small|Orbital bombardment targeter|24}} [[Orbital bombardment targeter]]s fire a total of 30 explosions over a large, 20-tile radius. Stronger than a doomsday against large groups, this item is also [[quest]] only. | ||
− | *{{Icon small|Tornado generator|24}} [[Tornado generator]]s create a tornado at your map, on a specific point. This | + | *{{Icon small|Tornado generator|24}} [[Tornado generator]]s create a tornado at your map, on a specific point. This is likely to destroy your base when used in a colony, so is mostly useful for offensive operations (or as a last resort). Quest only. |
As these are all rare, single-use items, use them for when you can't handle a raid, such as an extra-nasty [[siege]]. | As these are all rare, single-use items, use them for when you can't handle a raid, such as an extra-nasty [[siege]]. | ||
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[[Mortar]]s are not handheld weapons, but are weapons nonetheless. | [[Mortar]]s are not handheld weapons, but are weapons nonetheless. | ||
− | *{{Icon small|Mortar|24}} Mortars have a 500-tile range, but costs a [[mortar shell]] for each shot, and take {{ticks|1800}} to reload. With a massive Forced Miss Radius (9 tiles, reduced by Shooting skill), they are mostly effective against large, stationary targets. In addition, they require [[reinforced barrel]]s every 20 rounds, unless Classic Mortars are turned on | + | *{{Icon small|Mortar|24}} Mortars have a 500-tile range, but costs a [[mortar shell]] for each shot, and take {{ticks|1800}} to reload. With a massive Forced Miss Radius (9 tiles, reduced by Shooting skill), they are mostly effective against large, stationary targets. In addition, they require [[reinforced barrel]]s every 20 rounds, unless Classic Mortars are turned on. |
− | Mortars are extremely useful against enemy [[siege]]s. Until they take enough | + | Mortars are extremely useful against enemy [[siege]]s. Until they take enough casualties, a siege will lob their own mortar shells, which is devastating to any colony not under overhead mountain. They are great against other stationary opponents, such as [[crashed ship parts]] or [[mech cluster]]s{{RoyaltyIcon}}. |
Each mortar shell has its own purpose: | Each mortar shell has its own purpose: | ||
*{{Icon small|High-explosive shell|24}} [[High-explosive shell]]: General purpose shell, good against any stationary target. | *{{Icon small|High-explosive shell|24}} [[High-explosive shell]]: General purpose shell, good against any stationary target. | ||
− | *{{Icon small|Incendiary shell|24}} [[Incendiary shell]]: Great for igniting a [[siege]]'s own mortars/mortar shells on fire, potentially causing a chain reaction. But | + | *{{Icon small|Incendiary shell|24}} [[Incendiary shell]]: Great for igniting a [[siege]]'s own mortars/mortar shells on fire, potentially causing a chain reaction. But as the game will start [[rain]] if a fire spreads too far, these shells aren't very useful otherwise. |
− | *{{Icon small|EMP shell|24}} [[EMP shell]]: Stuns mechanoids. Massive explosion radius makes this ''somewhat'' accurate. Can also disable [[mech high-shield]]s{{RoyaltyIcon}}, so that other mortars can | + | *{{Icon small|EMP shell|24}} [[EMP shell]]: Stuns mechanoids. Massive explosion radius makes this ''somewhat'' accurate. Can also disable [[mech high-shield]]s{{RoyaltyIcon}}, so that other mortars can fire. |
− | *{{Icon small|Firefoam shell|24}} [[Firefoam shell]]: Creates [[firefoam]], extinguishing fires. The | + | *{{Icon small|Firefoam shell|24}} [[Firefoam shell]]: Creates [[firefoam]], extinguishing fires. The introduction of [[firefoam pop pack]]s and [[foam turret]]s have mostly left the shell obsolete. |
− | *{{Icon small|Smoke shell|24}} [[Smoke shell]]: Creates blind smoke in a large radius. As with the [[smoke launcher]], it prevents turrets from locking on and reduces accuracy. While the smoke launcher is free to use, the | + | *{{Icon small|Smoke shell|24}} [[Smoke shell]]: Creates blind smoke in a large radius. As with the [[smoke launcher]], it prevents turrets from locking on and reduces accuracy. While the smoke launcher is free to use, the smoke launcher has a larger radius and can be used from further away. |
− | *{{Icon small|Antigrain warhead|24}} [[Antigrain warhead]]: A weapon of mass destruction, on | + | *{{Icon small|Antigrain warhead|24}} [[Antigrain warhead]]: A weapon of mass destruction, on the level of a doomsday rocket. Quest only, so use it wisely. |
{{nav/guides}} | {{nav/guides}} | ||
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[[Category:Guides]] | [[Category:Guides]] |