I built some mortars in B18. [Cluster Bomb Shell] : A cluster bomb that contain 8 bomblets for wide area of effect. Since it doesn't appear that Shooting skill affects accuracy, I put my "civilians" on the mortar.
As it stands, if you want to change the loadout of a set of mortars for different situations (mostly HE<>EMP for me), then you need to go through each mortar individually, every time. :Oerlikon 20mm machine gun:twin Oerlikon with shield:Quad Oerlikon 20mm gun---40mm gun. I've built some high explosive shells, and even a few incendiary ones. Press J to jump to the feed.

"Fear is the enemy within you that can lead to your demise." Explosives mixed into an incendiary paste with a chemical trigger for dispersal. If you set up like 8 mortars you can usually do some decent damage to seige camps. Explosive mortars usually tend to have a lesser effect, but when they do hit something, it's great. Also against manhunter packs, but only if you don't care that you will not be able to butcher the corpses. Incendiary mortar shells are good against shielded raiders (explosive, at least with just 1-2 mortars, is too slow to get down the shield AND do any damage. Hello! Looks like you're using new Reddit on an old browser.

a 5x5 square) and sets the area on fire. If you believe your item has been removed by mistake, please contact, This item is incompatible with RimWorld. Fire doesn't care about the shield). © Valve Corporation. On occasion they hit a target, but as /u/MaturinTheTurtle said using the incendiary mortars is great for distracting raiders. 60% difficulty, began with Classic but have flipped the storyteller around a bit, depending on my mood for an evening, and am currently on Basebuilder because I was hoping it would give me enough time for my colony to get over a large malaria outbreak. Crafting. Personally I find explosives to be far superior in basically every situation, as they will always kill or seriously injure their target upon successful detonation/hit, whereas incendiaries hardly do any damage over a period of time and can damage player structures or destroy all of the phat loot. [In vanilla / cost per 1 shell] high-explosive shell: 20 x Steel, 10 x Chemfuel incendiary shell: 5 x Steel, 20 x Chemfuel EMP shell: 5 x Steel, 1 x Component firefoam shell: 25 x Steel antigrain warhead: Impossible to create [In this mod / cost per 1 shell] high-explosive shell: 12 x Steel, 6 x Chemfuel incendiary shell: 3 x Steel, 18 x Chemfuel High-explosive incendiary/armor-piercing ammunition (HEIAP) is a form of shell which combines armor-piercing capability and a high-explosive effect. That being said, I freaking love a good artillery duel. Enter the full URL of your item or group's Facebook page, Enter the full URL of your item or group's Twitter page. Can fire high explosive shell and incendiary shell. With the knowledge that EMP grenades and mortar shells detonate both Chemfuel and High Explosive (HE) Shells, an idea began coming together, and tests were done. Please see the. Explosive mortars are a real mixed bag sadly, you are just as likely to do real dammage as well as just hit the damn wildlife. The armor-piercing ability can vary widely, allowing … Proxyer's RimWorld Old JP Mods. When someone disturbs the chemical trigger, it ignites burning fuel sprays. Does the CIWS shoot incoming projectiles? The triggering of the explosive charge is dependent upon the resistance of the target. It only deals 10 burn damage, plus burn damage by flames for a total of 16 - 25 damage (by comparison, IED traps deal 50 dmg). Haven't ever had a siege when I had incendiary mortars available to test it out myself, though. Also, as others have said, the EMP rounds rock vs mechanoids. "High-explosive incendiary/armor-piercing ammunition", Learn how and when to remove this template message, "PGU-27A/B TP/ PGU-28A/B SAPHEI / PGU-30A/B TP-T", "Mark 211 .50-caliber Multipurpose Ammunition", https://en.wikipedia.org/w/index.php?title=High-explosive_incendiary/armor-piercing_ammunition&oldid=982332997, Articles needing additional references from September 2014, All articles needing additional references, Articles with unsourced statements from August 2013, Creative Commons Attribution-ShareAlike License, This page was last edited on 7 October 2020, at 14:15. I don't use traps, but for mortars I find explosive ones better for the general case. The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. You need to sign in or create an account to do that. Wow that is expensive... but good to know. This item will only be visible to you, admins, and anyone marked as a creator. Seems to work well so far, colonists always go for the Explosive ones. The initial collision ignites the incendiary material in the tip, triggering the detonation of the HE charge. But generally I find counter sieging is lots of fun. [1]. So High Explosive Shells there, the Incendiary shells back in my usual armory room. Discussion, screenshots, and links, get all your RimWorld content here! The incendiary shell is a type of mortar shell that upon exploding, deals 10 damage in a 2.9-tile radius (i.e.

Moreso, the EMP blast radius is larger than the high-explosive and incendiary rounds, and EMP doesn't affect my colonists at all. https://rimworldwiki.com/index.php?title=IED_incendiary_trap&oldid=73480. You can easily turn the tables on them by using the incendiary mortars on them. Well, not that I can remember, but they did hit near it, and that was pretty much all that needed. This allows the player to purposefully shoot them to set them off.

Each round has both capabilities. If I need incendiary I just have those shells quickly hauled over there. The explosion took 30 High-Explosive shells, a bunch of EMP shells, and 5 Incendiary shells with it. Español - Latinoamérica (Spanish - Latin America), https://steamcommunity.com/sharedfiles/filedetails/?id=1296958152, https://github.com/emipa606/MachineGunDefence. Also against manhunter packs, but only if you don't care that you will not be able to butcher the corpses. (Credit to twitch user NotEthanIce for all the testing). Luckily, it also detonated 8 Firefoam shells I brought to fire at forest fires in case of emergency, which extinguished the resulting fires. I wish mortar accuracy was either part of the shooting skill, or a separate skill that could be improved. This page was last edited on 17 August 2020, at 11:21. But, I still can't control whether they use HE or fire shells. High-explosive incendiary/armor-piercing ammunition (HEIAP) is a form of shell which combines armor-piercing capability and a high-explosive effect. This burns at a very high temperature, is not easily extinguished, and can last up to 15 minutes. Those burning will attempt to put their fire out by running around carelessly exposing themselves and will not be able to fight back, and very useful against shielded enemies since the flames can penetrate shield belts. As with all mortar shells, it explodes on deterioration to 0 hp or when damaged to 20hp. Those are the only who I … A trap is less likely to be triggered by a colonist or friendly (0.4% chance). Typical of a modern HEIAP shell is the Raufoss Mk 211[2] designed for weapons such as heavy machine guns and anti-materiel rifles. [Cluster Incendiary Shell] : A cluster bomb that contain 20 small incendiary bomb [HEAT Shell] : high explosive anti tank. @TetSatou Can you provide the hugslib for your setup? Colonists, friendlies and sane animals are aware of placed traps and will walk around them, but only if another short route is available. Combat Realism just implemented a Mortar "Fix" that adds realism. ('Course, multiple explosive shells will destroy things just the same, but they'll at least count one's enemies among them.). Colonists, friendlies and sane animals are aware of placed traps and will walk around them, but only if another short route is available. Its main benefit is that it can set enemies on fire. Do they ever hit anything you purposefully targeted?
It is made using 20 steel and 20 chemfuel at a machining table.Requires crafting level 4. While yes, besieging pawns have a serious advantage over you since a colony is massive and sprawling. This has a large amount of kinetic energy and will penetrate the armor as a solid-cored armor-piercing shot would.

Larger guns such as the British 30 mm RARDEN cannon fire APSE (armor-piercing special effects) shells, which are an armor-piercing round with an added HE effect. Since it doesn't need to detonate high explosives, the chemical trigger is simpler and more reliable than some others. So High Explosive Shells there, the Incendiary shells back in my usual armory room. I have a mortar mod. I tend to have my non-combatant units at the mortars to soften up the enemy while my fighters form up and attack.

If the target offers little resistance then the lack of frictional heating will prevent the incendiary from igniting and the high explosive from detonating. Over the course of the fight, it will hit atleast some of the mechs.

Enter the full URL of your item or group's Polycount page, Enter the full URL of your item or group's reddit page, Enter the full URL to your item or group's Sketchfab page, This item has been removed from the community because it violates Steam Community & Content Guidelines. Ok then, thanks. What gives? Press question mark to learn the rest of the keyboard shortcuts. Press question mark to learn the rest of the keyboard shortcuts. @Tet Satou Tested this by buidling the M45 and spawning some 12.7 mm ammo boxes.

I built a small roofed area near my mortars with a small stockpile zone just for the shells I wanted to use at the time. While two mortars are enough against siege bases, around 4 - 8 will be needed for direct attacks on raiders. A shell is a payload-carrying projectile that, as opposed to shot, contains an explosive or other filling, though modern usage sometimes includes large solid projectiles properly termed shot. Discussion, screenshots, and links, get all your RimWorld content here! In my opinon, the the Explosive (standard) mortars and the incendiary mortars are both extremely powerful and useful tools. Fire doesn't care about the shield). They can be crafted at a machining table, bought from traders, typically the combat supplier, or rarely obtained as a trade item (for the Antigrain warhead).All shells require a minimum crafting of level 4, excluding the Antigrain Warhead, which … I find EMP mortars to be highly effective against mechs. This mod adds in a sweet new rifle emplacement as well as many different types of shots you can use. Moreso, the EMP blast radius is larger than the high-explosive and incendiary rounds, and EMP doesn't affect my colonists at all. ... Now I confirmed the contents of the B18 version of "Combat Extended", but if you introduce CE, you can see "High-explosive shell / incendiary shell / EMP shell "will automatically be converted?