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I'm not sure it has a visible max range.
Really? EMP absolutely wreck mechanoids. Pretty much the best bang-for-buck weapon in the game. Turns something dangerous into a glorified statue, especially the centipedes.
Really? EMP absolutely wreck mechanoids. Pretty much the best bang-for-buck weapon in the game. Turns something dangerous into a glorified statue, especially the centipedes. [/quote]
Wait until the adapted to emp and kick your butt.
Usually one the 3rd emp grenade it woll adpat to it.
Then your glorified statue comes back to life.
Hold fire, wait until they're in your killbox or your range, then let the EMP loose. One good volley and that's all you need, the AoE on EMP mortars is absolutely huge. It's not like the grenades where you end up hitting the same mechanoid multiple times, causing them to rapidly adapt.
That's why EMP mortars are so good. A single mortar can hit a huge group. You can disable like half a dozen centipedes and their reaper friends with just two mortars spread out. Hold your fire until you have them in your sights, and you won't need more than one round, usually.
Really the best bang for buck against mechonoids, man. Adaption is just so you don't stun then forever, but even one round of stun at the right time is the difference between an easy fight and a lot of injuries for your colonists, and the occasional death.
I'm fairly sure the accuracy is based on shooting skill, so if you use your best shooters you should have better luck.
While its probably better to most times just take them out with snipers, I have successfully destroyed quite a few sieges with them.
But they are mortars so expect to use 3-4 of them and fire off several shots a piece.