Destabilizing mortar: Difference between revisions

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|colspan="4"| 2800 m.
|colspan="4"| 2800 m.
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|Spread (from-to)
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|colspan="4"| 0,3 deg.
|colspan="4"| 0,3 deg.
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Revision as of 15:02, 10 June 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.

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
DPS (kinetic) 614 dmg./s. +26,5 dmg./s. +27 dmg./s. +21,5 dmg./s.
Damage (kinetic) 1228 dmg. +53 dmg. +54 dmg. +43 dmg.
Cloud DPS (thermal) 608 dmg./s. +26 dmg./s. +27 dmg./s. +21 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


Weapons Missiles Special Modules Active Modules Ship Modifiers Munitions