Weapons | ‣ Light Weapons ‣ Weapon Types ‣ Projectile Weapons ‣ Mortars ‣ Fire-Starting Weapons |
‣ Kalakuta Gas Mortar Mk. II ‣ ‣ |
Kalakuta Gas Mortar Mk. II | |
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Gun Statistics | |
Direct Damage per shot: | 16 Shatter |
Burst Damage per shot: | 22 Piercing |
Direct Damage per magazine: | 80 Shatter |
Burst Damage per magazine: | 110 Piercing |
Burst Radius: | 60 meters |
Arming Time: | 0.2083333 seconds |
Arming Range: | 125 meters |
Effective Vs: | Guns, Engines, Armor |
Rate of Fire: | 2 shots/s |
Delay between shots: | 0.5 seconds |
Unload Time: | 2 seconds |
Reload Time: | 7.7 seconds |
Magazine Capacity: | 5 |
Projectile Speed: | 600 m/s |
Range: | 798 meters |
Shell Drop: | 12 m/s² |
Jitter: | 4 deg |
Spread radius at Max Range: | 56 meters |
Size: | Light |
Movement and Arcs | |
Horizontal Angles: | 30 deg Left; 30 deg Right |
Vertical Angles: | 25 deg Up; 25 deg Down |
Additional Info | |
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“ | Higher rate of fire with experimental gas shells that deals high damage but dissipates quickly. | ” |
—Wilson's Notes |
The Kalakuta Gas Mortar Mk. II is a medium ranged armor-piercing weapon.
Common Tactics
The Kalakuta Gas Mortar Mk. II is a sample of almost pure armor-piercing weapons and it is usually paired with kill weapons. The damage from one clip may not seem too big, but ease of use and high rate of fire gives a significant blow to the armor of the enemy ship. The size of the cloud makes it possible to simplify the aiming, as rightly any hit, even in the balloon of an enemy ship, allows him to reach his armor.
Like the Kalakuta Gas Mortar Mk. I, the gun has a mechanism for manual detonation of the canister, a button for secondary fire, but this is of less importance, and in view of the high rate of fire, direct hits give more effect.
The gun has a certain arming time, but it is small enough and can be further reduced by using special ammunition without significant negative effects. It should be noted that the minimum distance of manual detonation of the canister does not allow to circumvent this limitation.
Commonly Used Ammunition
Incendiary Rounds
- Allow to reduce the arming distance while the velocity of the projectile remains still large enough.
- Since each cloud deals damage three times, and damage actually always passes through the entire ship, the chance to set fire to the components is quite large.
Heavy Clip
- Reducing the spread of the gun, you can remove almost the only factor limiting the shooting to the maximum distance, because the velocity of the projectile is enormous and, as a result, the projectile falls slightly.