General 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