Tribes 2 Weapons
     
     
  Fusion Mortar  
     
 

The Basics
Type: Indirect Fire
Rate of Fire: Slow
Direct hit damage: Huge
Splash Damage: Huge
Range: Above Average
Projectile speed: Very Slow
Ammo: 10 on heavy

 
     
 

This is it! The grand daddy of artillery. Only the heavy is strong enough to wield this beast, and no heavy would think about leaving home without one. As far as power goes, the Fusion Mortar reigns supreme. That does, however, not make it the best at every task.

Indirect fire weapons definitely take some getting used to if you have never played an FPS that has them, or never used one before. The projectiles are slow and you are forced to fire them in an arc. Luckily indirect fire weapons like the Mortar always have very large explosive range so you do not need to be quite as acurate as you would with a direct fire weapon. Timing is just as important as accuracy. It might be all good and well that you could hit a fly from 400 meters, but if your target isn't there when you hit the ground then its all for naught. Timing is more difficult to get down witht he slow porjectiles on indirect fire weapons. To get these two aspects down try out this exercise. Host an empty lan game. Get a deployable inv and a mortar, and go out into the field. Find a place with a reasonable amount of things to shoot at. Check the range with your targeting laser, the lob mortar shells until you get the correct angles. Do this for as many ranges as your heart desires, the more the better. When you get the angle correctly start counting inside you head the amount of time it takes for the shell to reach its target. This information will be very useful when you are trying to hit people from a long ways out.

The Mortar shell has a arming time before it becomes "hot". The shell will not explode before this period expires. If it hits a solid surface before then it will simply bounce. The shell does not bounce very far, so this does not lower the accuracy of the weapon. The bounce can become very annoying though since the shell won't explode until after the arming period is over and it hits a solid surface. Consider the shell hitting the side of a hit a split second before it arms then having to wait for it to fall all the way to the ground before exploding. This aspect of the Mortar can be used to your advantage though. If you are being chased by someone, consider dropping a mortar shell at your feet as you ski away. If the enemy is following closely on your heels there is a high likelihood of them dieing. This arming period also makes an MA (mid-air) virtually impossible. Its not hard to hit them in the air, but to do so from the distance it would require for the mortar to actually explode would be difficult to say the least. So much so, that you shouldn't have delusions of ever being able to do it with any reasonable amount of success.

The Mortar is useful just about anywhere. A well placed mortar shell indoors is nearly impossible to dodge. Any light and most mediums caught in the blast will die instantly. It does take about 3 shells to take down a heavy though. The Mortar is also very useful at taking out base assets and deployables. Especially when you are pressed for time (such as having 5 LDs breathing down your neck). If you have the luxury of time, use another weapon to take out an immobile target. I say this because Mortar ammo is very limited. Do not use the Mortar against enemy vehicles. One would think that it would do well against vehicles, but it does not. Since you must be in a heavy to wield this weapon, you are garunteed to have a better weapon on hand to take out a vehicle.

As with almost every other weapon, Mortar shots are easier to make from above. When you are above a target you do not need to arc the shot nearly as much. If you are being chased by a light try dropping a mortar shell at your feet as you run.

The Fusion Mortar comes stocked with 10 rounds. An ammo pack will make that 20.

 
     
     
 
Design and graphics by Dave "!FT!Marauder" Kratky. Rendered images taken from tribes2.com
 
 
 
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