Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You just pop it on your 'Mech and you can use it in battle whenever. Its button is directly below the other weapons.
The Thumper on the Bullshark has 2 ammo. Based on the earlier comments in this thread, the basic Mortar just has 1?
The weapon damage from it is pretty strange. The blast location relative to the target doesn't matter at all. The target is either in the zone and gets damaged or isn't and gets no damage. When damage happens, it seems to hit EVERY piece of armor (except the head) with damage. It's hard to tell how much because numbers all fly out at once but I'm guessing 25-40 damage.
In practice, that hurts the rear armor far more than the rest of the pieces. It will flat out destroy really small targets like Locus and Fleas. It will really hurt mechs in those missions where the enemies have very reduced armor, too. If you've got a mech big enough to field the thing, though, you're probably fighting heavy mechs, which results in your blast scratching a lot of armor but not destroying any of it. Still, if you can't get a clean shot or if there are enough targets, it's worth shooting.
https://steamcommunity.com/sharedfiles/filedetails/?id=1949502197
https://github.com/caardappel-hbs/bt-dlc-designdata/blob/master/HeavyMetal/data/abilities/AbilityDef_Mortar_MechMortar.json
Thumper:
https://github.com/caardappel-hbs/bt-dlc-designdata/blob/master/HeavyMetal/data/abilities/AbilityDef_Mortar_Thumper.json
The description in both JSON files could be wrong, but it says 10-50 damage (which will be per location, not head). FloatParam2 is 300 for both (range?) while FloatParam1 is 60 for the mortar and 90 for the thumper (radius? heat?).
There's also the "MortarBuildingDamageMultiplier", which defaults to 3, in the combat game constants.
If you're dealing mostly with enemy heavy and assault mechs these damage numbers don't seem terribly impressive for the bulk, weight and extremely limited uses -- but it might be useful for quick base destruction (esp. the "Attack/Defend" mission type, where trashing the enemy base quickly means fewer reinforcement waves to deal with).
There's a bug with the Thumper, when you go to fire it calculates the total heat of ALL your weapons so the heat warning is misleading. You could try disabling your weapons before going to fire and that might give you the correct heat calculation.
problem is there was no warning, just fire and shutdown.
If I walk & fire the rest of the guns (2xUAC5, 2xUAC2, 2xERML), the gained heat is about twice as much.
. . . and I just checked on it's second shot. The heat buildup is the same whether my other guns are turned on or not.
I pulled the ERML, basically had just the auto cannons, and was standing in water the last time I used the Bullshark. Fired a few times on targets then when things lined up, fired/launched the Thumper and would have overheated if the pilot wasn't at max guts. I really don't think that the Bullshark needs a turn based cooldown before firing the Thumper again.