RimWorld

RimWorld

Spyderborg Feb 19, 2017 @ 4:17pm
Mortars really need fixed
The cooldown timer between shots doesn't run down unless someone is maning the mortar. This is just plain stupid. The only way to fix it is to reload the game. I hate having to do this every time I get raided because I didn't make the colonists stand there for 30 seconds after the last raid.
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Showing 1-15 of 65 comments
bigsengineer Feb 19, 2017 @ 4:49pm 
well u expect the mortar to self reset itself after each shot? nothing broken working as intended
jlrmarin Feb 19, 2017 @ 4:51pm 
No, he means after the shot's been loaded. That doesn't seem to be working as intended. Even in some mods, like More Vanilla Turrets, the electric-operated plasma mortars won't cool down unless someone is standing on it.

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.
Last edited by jlrmarin; Feb 19, 2017 @ 4:51pm
bigsengineer Feb 19, 2017 @ 4:53pm 
Originally posted by jlrmarin:
No, he means after the shot's been loaded. That doesn't seem to be working as intended. Even in some mods, like More Vanilla Turrets, the electric-operated plasma mortars won't cool down unless someone is standing on it.

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.
no it is as intended its time betweens shot aka prep time so it wont happen iof no1 is there.
jlrmarin Feb 19, 2017 @ 5:01pm 
No, you're interpreting it that way for reasons beyond reason.

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.
Last edited by jlrmarin; Feb 19, 2017 @ 5:03pm
bigsengineer Feb 19, 2017 @ 7:06pm 
Originally posted by jlrmarin:
No, you're interpreting it that way for reasons beyond reason.

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.
who cares how a mortar in reality works its a game with mechanics so yea it is working as intended. not working like reality does not mean not working as intended
Zakariaz Feb 19, 2017 @ 7:10pm 
In that case it is working in a stupid way. And lets hope it was not intended. I dont understand the need to argue for something that makes little sense
Peanutslol Feb 19, 2017 @ 8:51pm 
You need the timer for balance if your guy could fire 7 she'll in the time it takes to full load one now it would be a little broken tbh.
Zakariaz Feb 19, 2017 @ 11:26pm 
Originally posted by thedudedude:
You need the timer for balance if your guy could fire 7 she'll in the time it takes to full load one now it would be a little broken tbh.

im sure you could add a function that resets it after a while. making it less of a hassle
jlrmarin Feb 20, 2017 @ 1:33am 
In every possible RTS, the cooldown for an attack resolves itself whether or not you moved (for units that can move while shooting or that can move immediately after firing). The cooldown (not the need to reload) should be independent of whether or not you stayed at the mortar after firing.
ministrog Feb 20, 2017 @ 1:35am 
Just leaving a person standing there isn't going to KO your base. It's rare to need mortars 30 seconds AFTER a raid. (in fact, why would you ever?)
Proteus Feb 20, 2017 @ 2:05am 
Originally posted by jlrmarin:
No, you're interpreting it that way for reasons beyond reason.

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.

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)
CellNav Feb 20, 2017 @ 4:45am 
Originally posted by Proteus:
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.
Proteus Feb 20, 2017 @ 6:48am 
Originally posted by CellNav:
Originally posted by Proteus:
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
Last edited by Proteus; Feb 20, 2017 @ 6:50am
Mytheos Feb 20, 2017 @ 8:02am 
@jlrmarin

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?
jlrmarin Feb 20, 2017 @ 3:00pm 
Originally posted by Proteus:
Originally posted by jlrmarin:
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)

Then why do you not have to do it the first time you use the mortar, and why then is that interval whatever was left by the last user, instead of a consistent 30 seconds? :/

Whoa this message appears as quote no matter what I do

lol
Last edited by jlrmarin; Feb 20, 2017 @ 3:00pm
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Date Posted: Feb 19, 2017 @ 4:17pm
Posts: 65