G.C._madGin Oct 22, 2013 @ 11:27am
Heavy Mortar, need some help on using it...
After just coming back to this game from a long break, I've had some decent fun with all the new and old stuff, except for the Heavy Mortar turret (Lumberjack I think it was called). I can not stand the aimer for it when firing for a couple of reasons:

1) It takes up most of the screen when aiming, between the turret and it's aimer, you can barely see stuff. This mostly sets up the next point.

2) The amount of shake + blur from shots, makes it even harder to follow where the shots are even going to corret your aim. Especially when clouds are present and shots dissapear into them fairly quickly.

I don't remember the mortar being such a pain back when this game came out, but whatever they changed (if they changed it at all), I can't seem to really grasp how to use it well now. Any advice you guys can give? Or should I just start avoiding it now lol.

Also a suggestion for it might be to give it a more distinguished tracer/trail from the shots to follow it a lil' better.
Showing 1-13 of 13 comments
< >
Vergewaltigungmeisterneuntausend Oct 22, 2013 @ 11:39am 
It is only useful in close quaters and in conjunction with another weapon.
Twinkie D-Lite Oct 22, 2013 @ 12:04pm 
The mortar had its range nerfed big time, its around 850m max now. The thing your talking about is the new Hades, its a long range version of the mortar kinda, its meant to strip off armor, and yes the design is crap. You cant see anything unless the target is moving in a certain direction.
dragonmere Oct 22, 2013 @ 12:16pm 
Now I'm confused as to which gun we're discussing. If we're talking about the Lumberjack and not the new Hades cannon...

Lumberjack is probably the only gun where I would say a gunner is actually needed. The Heavy Mortar has arming time, so you need to make sure you have enough distance between you and the enemy for the shell to arm. Select the ammo types for their effect on shot speed.

Lesmok is great for long range because it will even out your shot and require less arc. It increases the shot speed, so if you're using it at mid or close range, your attacks won't hit with the maximum damage. Long range ONLY.

For mid range, I'd suggest something that does not have any effect on the shot speed. Charged for the extra damage, or burst for the extra shell.

Close range is probably the most important ammo selection. Heatsink slows the shot the most, meaning you can still get the full effect of an armed shell at relatively close range. Greased also slows the speed slightly less, but still a considerable amount. It will also help you dump your clip faster. Highly recommend Heatsink, though, as during very close encounters, every percentage point of shot speed really counts.

If you've got the right ammo types, next you need to get comfortable with the on-gun iron sights. Using a shot that does not have an effect on the shell speed, each tick mark on the iron sights equates to 1000m. That is assuming both ships are at the same altitude, and not moving. Adjust for the exact distance, and movement of both ships. If you're using long range ammo, aim slightly lower, as each tick will get you further than 1000m. If you're using close range ammo, aim a bit higher. Also worth noting, the squares on the map are usually approximately 1000m, but that changes depending on the size of the map. I'm fairly sure the map squares on Dunes are exactly 1000m.

Other than that, it just takes a good captain who can give you a very steady shot, and practice, practice, practice.

Keep in mind that I am absolutely abysmal at the Lumberjack. So if someone who's actually a decent gunner wants to jump on this thread and expand on or correct what I've said, please do!

If we were talking about the new Hades cannon, it also has arming time, although not as severe, so using the same tactics as you would on a Lumberjack isn't a bad idea. I am not 100% sure on how many meters each one of the tick marks on it's iron sights is, though.

Final note, there may or may not be something that will help greatly with targeting and finding the range of your enemy in the next patch, due out Oct. 29th. But I can't really say... ;-)
G.C._madGin Oct 22, 2013 @ 12:33pm 
Originally posted by dragonmere:
Now I'm confused as to which gun we're discussing. If we're talking about the Lumberjack and not the new Hades cannon...

Lumberjack is probably the only gun where I would say a gunner is actually needed. The Heavy Mortar has arming time, so you need to make sure you have enough distance between you and the enemy for the shell to arm. Select the ammo types for their effect on shot speed.

Lesmok is great for long range because it will even out your shot and require less arc. It increases the shot speed, so if you're using it at mid or close range, your attacks won't hit with the maximum damage. Long range ONLY.

For mid range, I'd suggest something that does not have any effect on the shot speed. Charged for the extra damage, or burst for the extra shell.

Close range is probably the most important ammo selection. Heatsink slows the shot the most, meaning you can still get the full effect of an armed shell at relatively close range. Greased also slows the speed slightly less, but still a considerable amount. It will also help you dump your clip faster. Highly recommend Heatsink, though, as during very close encounters, every percentage point of shot speed really counts.

If you've got the right ammo types, next you need to get comfortable with the on-gun iron sights. Using a shot that does not have an effect on the shell speed, each tick mark on the iron sights equates to 1000m. That is assuming both ships are at the same altitude, and not moving. Adjust for the exact distance, and movement of both ships. If you're using long range ammo, aim slightly lower, as each tick will get you further than 1000m. If you're using close range ammo, aim a bit higher. Also worth noting, the squares on the map are usually approximately 1000m, but that changes depending on the size of the map. I'm fairly sure the map squares on Dunes are exactly 1000m.

Other than that, it just takes a good captain who can give you a very steady shot, and practice, practice, practice.

Keep in mind that I am absolutely abysmal at the Lumberjack. So if someone who's actually a decent gunner wants to jump on this thread and expand on or correct what I've said, please do!

If we were talking about the new Hades cannon, it also has arming time, although not as severe, so using the same tactics as you would on a Lumberjack isn't a bad idea. I am not 100% sure on how many meters each one of the tick marks on it's iron sights is, though.

Final note, there may or may not be something that will help greatly with targeting and finding the range of your enemy in the next patch, due out Oct. 19th. But I can't really say... ;-)

Yeah I was talking about the lumberjack, I have yet to try the hades cannon you guys mentioned. But yeah, thanks for all the info there, I'll have to boot up practice mode and see how it goes.

And I'm really happy to hear that bit right at the end about targeting and range finding, will be looking forward to the patch now..wait Oct 19th? Isn't it the 22nd now? Or is the patch already out? I'll have to try it later and see I guess lol.
dragonmere Oct 22, 2013 @ 12:40pm 
19th=29th Sorry for the typo!

Patch is very much slated for release on the 29th to celebrate GoIO's 1 year release date anniversary. Things always are subject to change, but I know they're fairly committed to this release date.
G.C._madGin Oct 22, 2013 @ 2:58pm 
Originally posted by dragonmere:
19th=29th Sorry for the typo!

Patch is very much slated for release on the 29th to celebrate GoIO's 1 year release date anniversary. Things always are subject to change, but I know they're fairly committed to this release date.
lol np it happens. Thanks for the info.
Iscra Oct 22, 2013 @ 3:47pm 
I'd really like to see even more new guns.
dragonmere Oct 28, 2013 @ 7:18am 
It looks like we ended up on the "not" side of 'may or may not' when it comes to a new device that may or may not exist to assist in range finding. Last minute bug popped up, and couldn't be squashed in time. It should make next patch.
G.C._madGin Oct 28, 2013 @ 3:41pm 
Originally posted by dragonmere:
It looks like we ended up on the "not" side of 'may or may not' when it comes to a new device that may or may not exist to assist in range finding. Last minute bug popped up, and couldn't be squashed in time. It should make next patch.
That's alright, better released in working condition rather than bugged/broken :)
[Muse] Bubbles  [developer] Oct 29, 2013 @ 8:25am 
Yeah range finder we're still testing. Had a couple of bugs with it. If we can fix them and it tests well, we can hotfix it in. Thanks!
dragonmere Oct 29, 2013 @ 9:54am 
See how he doesn't have to qualify his responses with ambiguity? So there you have it. The range finder is real, and it might even make it into the game before the next monthly patch.
[Muse] Bubbles  [developer] Oct 29, 2013 @ 10:13am 
Actually, speaking of which, a new dev app build is up, and I'll be testing the range finder in a bit!
G.C._madGin Oct 29, 2013 @ 10:43am 
Originally posted by Muse Bubbles:
Actually, speaking of which, a new dev app build is up, and I'll be testing the range finder in a bit!
:)
Showing 1-13 of 13 comments
< >
Per page: 15 30 50
Date Posted: Oct 22, 2013 @ 11:27am
Posts: 13