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Mortars


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Poll: Mortars (73 member(s) have cast votes)

Who's excited to get their hands on mortars?

  1. Yea-huh! *Thump* (37 votes [50.68%])

    Percentage of vote: 50.68%

  2. yes. (4 votes [5.48%])

    Percentage of vote: 5.48%

  3. eh, sure, why not? (19 votes [26.03%])

    Percentage of vote: 26.03%

  4. Naw, I don't think I'm ready (1 votes [1.37%])

    Percentage of vote: 1.37%

  5. No. (8 votes [10.96%])

    Percentage of vote: 10.96%

  6. Abandon ship! (0 votes [0.00%])

    Percentage of vote: 0.00%

  7. I choose to not take sides for some reason. (4 votes [5.48%])

    Percentage of vote: 5.48%

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#21 Trauglodyte

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Posted 07 June 2013 - 05:49 PM

View PostSam Slade, on 07 June 2013 - 05:47 PM, said:


Use your range finder and guess... although they would have to have a very low recycle rate and good ammo per tonne for this.


That would work but then you wouldn't be able to using them indirectly. I wonder if they wouldn't allow for some level of ghetto guidance like a laser guided mortar? Hell, I don't know but I like the concept of a lighter weight ballistic weapon. The really funny thing is how the art work is going to look when you toss one on a mech, especially if it is on your arm. You'll look like you've got a hook or something.

#22 Bloodyhand

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Posted 08 June 2013 - 04:05 AM

I'd be very interested...if the dev's would see fit to include smoke shells. To be able to lay down a smokescreen - now that would be a very interesting tactical wrinkle. It could even be worked in as a module or consumable add-on. GXP and then MC or C-bills for the special munitions.

I'm going to run away and hide from the screams of 'pay to win' and so on.

#23 Strum Wealh

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Posted 08 June 2013 - 08:03 AM

View PostGeneral Taskeen, on 07 June 2013 - 03:31 PM, said:

Also, I believe Mortars are 2 damage per mortar shell, not 1. They are sort of like missile systems.

Mech Mortar/1 (Shoots 1 Mortar at a time) - 2 Total Damage
Mech Mortar/2 (Shoots 2 Mortars at a time) - 4 Total Damage
Mech Mortar/4 (Shoots 4 Mortars at a time) - 8 Total Damage
Mech Mortar/8 (Shoots 8 Mortars at a time) - 16 Total Damage

In addition to this, it should be noted that the Mech Mortars have the same weight and volume (critical space requirements) as the equivalent LRM launcher.
  • Mech Mortar/1 = LRM-5 = 2.0 tons and 1 critical space
  • Mech Mortar/2 = LRM/10 = 5.0 tons and 2 critical spaces
  • Mech Mortar/4 = LRM-15 = 7.0 tons and 3 critical spaces
  • Mech Mortar/8 = LRM-20 = 10.0 tons and 5 critical spaces
Moreover, the Clans also have Mech Mortars, and theirs are half the weight of the IS versions as well as slightly less bulky (just as with Clan LRMs vs IS LRMs). However, the Clan Mech Mortars (unlike the Clan LRMs) retain the arming range requirement (that is, they do/should have a minimum range).

Additionally, they even have a set of particular alternate munitions (should PGI ever decide to implement both Mech Mortars and an alternate munitions system):
  • Airburst (heavy Shrapnel shell) rounds
  • Anti-Personnel (light Shrapnel shell) rounds
  • Armor-Piercing (Shaped-Charge) rounds (which serve as the "default/standard" munition)
  • Flare rounds
  • Semi-Guided rounds
  • Smoke rounds


#24 scJazz

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Posted 08 June 2013 - 02:05 PM

View PostStrum Wealh, on 08 June 2013 - 08:03 AM, said:

In addition to this, it should be noted that the Mech Mortars have the same weight and volume (critical space requirements) as the equivalent LRM launcher.
  • Mech Mortar/1 = LRM-5 = 2.0 tons and 1 critical space
  • Mech Mortar/2 = LRM/10 = 5.0 tons and 2 critical spaces
  • Mech Mortar/4 = LRM-15 = 7.0 tons and 3 critical spaces
  • Mech Mortar/8 = LRM-20 = 10.0 tons and 5 critical spaces
Moreover, the Clans also have Mech Mortars, and theirs are half the weight of the IS versions as well as slightly less bulky (just as with Clan LRMs vs IS LRMs). However, the Clan Mech Mortars (unlike the Clan LRMs) retain the arming range requirement (that is, they do/should have a minimum range).


Additionally, they even have a set of particular alternate munitions (should PGI ever decide to implement both Mech Mortars and an alternate munitions system):
  • Airburst (heavy Shrapnel shell) rounds
  • Anti-Personnel (light Shrapnel shell) rounds
  • Armor-Piercing (Shaped-Charge) rounds (which serve as the "default/standard" munition)
  • Flare rounds
  • Semi-Guided rounds
  • Smoke rounds


PGI has said that multiple ammo types is way down on the priority list.

#25 Strum Wealh

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Posted 13 June 2013 - 09:14 AM

View PostscJazz, on 08 June 2013 - 02:05 PM, said:

PGI has said that multiple ammo types is way down on the priority list.

Listing the other ammo types was showing how the Mech Mortars are much more akin to missile weapons (the class in which they are considered to be, according to the BT source material) rather than to the ballistic weapons (ACs, Gauss Rifles, Machine Guns, and so on). :)

#26 Exilyth

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Posted 13 June 2013 - 01:01 PM

If OP is talking about mech mortars... depends on how they're implemented.

But, generally, they'd be a welcome addition.

Edited by Exilyth, 13 June 2013 - 01:02 PM.


#27 Johnny Z

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Posted 14 June 2013 - 04:12 AM

A different looking mortar capable mech/tank would be great. With the 12 vrs 12 on the way this could add alot to the tactics and flavour on the battlefield for sure. Really this could be a whole new skill for piloting and the players who are practiced with the mortars would really stand out for the artillery role. Really looking forward to seeing them on the field. Then flanking them :)

#28 Sabazial

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Posted 14 June 2013 - 05:23 AM

These could be good fun depending on how they're implemented.





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