Destabilizing mortar: Difference between revisions

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(weapon history)
(1.6.5 mk5)
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{| class="wikitable" width="50%" align="center"
{| class="wikitable" width="50%" align="center"
!rowspan="2" width="20%"|Parameters
!rowspan="2" width="20%"|Parameters
!colspan="4" |Destabilizing mortar 11
!colspan="5" |Destabilizing mortar 11
|-align="center"
|-align="center"
|{{Mk.1}}
|{{Mk.1}}
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|{{Mk.3}}
|{{Mk.3}}
|{{Mk.4}}
|{{Mk.4}}
|{{Mk.5}}
|-align="center"
|-align="center"
|DPS (kinetic)
|DPS (kinetic)
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| +27 dmg./s.
| +27 dmg./s.
| +21,5 dmg./s.
| +21,5 dmg./s.
| +19 dmg./s.
|-align="center"
|-align="center"
|Damage (kinetic)
|Damage (kinetic)
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| +54 dmg.
| +54 dmg.
| +43 dmg.
| +43 dmg.
| +38 dmg.
|-align="center"
|-align="center"
|Cloud DPS (thermal)
|Cloud DPS (thermal)
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| +27 dmg./s.
| +27 dmg./s.
| +21 dmg./s.
| +21 dmg./s.
| +19 dmg./s.
|-align="center"
|-align="center"
|Rate of fire
|Rate of fire
|colspan="4"| 30 rounds/min
|colspan="5"| 30 rounds/min
|-align="center"
|-align="center"
|Critical chance
|Critical chance
|colspan="4"| 7%
|colspan="5"| 7%
|-align="center"
|-align="center"
|Critical damage bonus
|Critical damage bonus
|colspan="4"| 50%
|colspan="5"| 50%
|-align="center"
|-align="center"
|Projectile speed  
|Projectile speed  
|colspan="4"| 4200 m./s.
|colspan="5"| 4200 m./s.
|-align="center"
|-align="center"
|Firing range (max.)
|Firing range (max.)
|colspan="4"| 2800 m.
|colspan="5"| 2800 m.
|-align="center"
|-align="center"
|Spread
|Spread
|colspan="4"| 0,3 deg.
|colspan="5"| 0,3 deg.
|-align="center"
|-align="center"
|Overheating/cooling
|Overheating/cooling
|colspan="4"| 10/1,8 s.
|colspan="5"| 10/1,8 s.
|-align="center"
|-align="center"
|Cost
|Cost
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|315000{{CR}}
|315000{{CR}}
|735000{{CR}}
|735000{{CR}}
|[[Workshop#Kinetic|Manufacturing]]
|}
|}



Revision as of 13:33, 27 December 2019

Destabilizing mortar
Destabilizing mortar

Type: Kinetic weapon.

For ship type: Kris AE and premium ships of the role

For ranks: 7-11.

Munitions:

Description

Shell explosion creates a 150 m. range cloud.
Enemies inside get thermal damage if they use their main weapons.
The cloud persists for 5 s.


Weapon history

Despite the disappearance of the Technologists, the Sentinels continue to manufacture new ships and weapons. Currently, the interceptors of their strike squadron are armed with destabilizing mortars. This weapon is mounted on the Kris AE and has an interesting feature. Its projectiles form a small cloud upon detonation, which deals damage to all enemies within it using their main weapons. Due to this effect, ECMs can attack the enemy without fear of return fire. As a gesture of cooperation with mankind, the Sentinels provided this mortar to the United Mercenary Centre. The pilots appreciated the new toy and now most of these ships use this weapon exactly.


From the report of the UMC supervisor:

A few hours ago, the Jericho AIs, who call themselves “Sentinels”, provided us with their design. They call it a destabilizing mortar and speak of it as an extremely effective weapon. Indeed the effect when shooting is curious. But the most important part is that they do not require money for the blueprints and say that this is a gift as a sign of friendship between mankind and AI. They never speak of their emergence, referring to the secrecy of information. Their objectives are also unknown, but most likely they were left by the Technologists in order to look after their laboratories and caches. I recommend continuing cooperation with the Sentinels in order to get more information and technology.


Characteristics

Parameters are shown without ship bonuses and modifiers for the 1 weapon.
The rate of fire increases depending on the number of weapons mounted on the ship, result is increased damage per second.
Some damage parameters are rounded to integer values.
Parameters Destabilizing mortar 11
Mk.1 Mk.2 Mk.3 Mk.4 Mk.5
DPS (kinetic) 614 dmg./s. +26,5 dmg./s. +27 dmg./s. +21,5 dmg./s. +19 dmg./s.
Damage (kinetic) 1228 dmg. +53 dmg. +54 dmg. +43 dmg. +38 dmg.
Cloud DPS (thermal) 608 dmg./s. +26 dmg./s. +27 dmg./s. +21 dmg./s. +19 dmg./s.
Rate of fire 30 rounds/min
Critical chance 7%
Critical damage bonus 50%
Projectile speed 4200 m./s.
Firing range (max.) 2800 m.
Spread 0,3 deg.
Overheating/cooling 10/1,8 s.
Cost Can be picked up from destroyed enemies in the zone Processing rig 157500 315000 735000 Manufacturing


Weapons Missiles Special Modules Active Modules Ship Modifiers Munitions