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I'm pretty sure that's not as intended. The cooldown is to prevent rapid fire, not from you reloading, returning a week later, and having to wait for the cooldown.
I can't believe you'd say it's working as intended, that's ridiculous.
http://militaryhistoryvisualized.com/how-does-a-mortar-work/
"How does a mortar work?
A Mortar is basically just a huge tube, which is closed on the bottom side and mounted on a base plate that allows for some adjustment. At the bottom of the barrel there is a fixed firing pin. If a mortar shell is dropped into the barrel and hits the pin, the propelling charge is ignited.
Then the explosion of the propelling charge creates gas that pushes the mortar shell (or bomb) out of the tube."
You drop a mortar into a tube and it fires. There is no 30 second prep time in real life, just two people loading the mortar. The cooldown timer is to simulate the loading and aimng of the mortar. If this had to be done before firing each time, then the first time you'd use a mortar after building it, you'd have to wait 30 seconds before firing.
So no, it's not working as intended. The cooldown is there for balance reasons, it makes no sense that if you need 11 seconds more to fire before you left off, when you come back you'd need 11 seconds to fire. You'd need to wait 30 seconds before firing each time, not some random interval left by the last person who used it.
im sure you could add a function that resets it after a while. making it less of a hassle
The cooldown time can be interpreted as time you need for recalculaton the angle and direction (that the mortar needs to have in order to hit the intended target region) and actually adjusting the mortar to this angle and direction
(also perhaps in order tto communicae (via radio) with colonists near he point of last impact, in order to find out how well the last shot was on target)
Any evidence that subsequent shots correct themselves with a hit chance bonus?
The RimWorld mortar reminds me of a trebuchet ... The way peeps freak out about dead bodies, it makes me want to fling their buddies at them and watch them break, that's more effective (at the moment) than flinging explosive rounds at them with our "mortar" (as it were).
On second thought, launching some trained killer rabbits might be more effective. Only the "Holy Hand Grenade" could defeat them!
..... then, tho must lobbith thy holy hand grenade towards thy foe, who (being naughty in my sights), shall stuff it ... amen.
Rimworld Wiki unfortunately says "No" ... neithr subsequent shots nor shooting skill seem to increase mortar accuracy:
http://rimworldwiki.com/wiki/Mortar
(although there is a Mod, Combat Realism, that among many other things (new weapons, ammo requirements, and so on) also has a Binocular that you can give to omeone to act as forward observer. In this case the shooting skill of the Forward Observer (and his distance to the target) will determine, how well the shots hit)
Regarding lobbing corpses (or their severed heads) at the enemy:
Good idea, was done in reality (medieval times) as well :D
Killer Rabbits are hypothetically in game (if you have rabbits as pets) just not the holy handgrenade of Antioch :D
The mortars in the game arent light, portable mortars as you describe.
They are essentially heavy mortars, or artillery class mortars.
The kind you describe, the ones you simply drop in the shell and it fires...clearly cant be the ones in the game, as you load the shell and there is a 30 second prep time to fire...and you can also load a shell, and then hold fire...you cant hold fire with the mortar type you describe.
Also the shells for mortars, look like artillery shells, so perhaps calling them artillery might be better?