Quantum Mortar "Critical Mass"?
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Join Date: Dec 2007
11-29-2010, 05:57 AM
Did some research, and I come bearing knowledge.
What I found was;
If you are in a
tight confined area where your target can't move around much, or are dealing with enemies that by their nature don't move around much
, the Q-mortar is more effective than a phaser turret (when deployed in quantities greater than 3). In these circumstances, a BO with phaser turret 1, 2 and a drone can be replaced with a BO with Q-mortar 1 and 2 for the same overall damage of your group. Each BO after the first which is replaced in this manner provides greater firepower than the previous one, since the Q-mortar will hit multiple enemies, and in the circumstances underlined above, will tend to hit most if not all of the enemy targets. In essence, each successive mortar is more valuable than the one before...they are more than their sum.
The trick however, is that they are an effective replacement only in the underlined circumstances. If you are in open territory with targets that move around a lot, they are not effective in that they will have difficulty landing hits.
There is however the possible side effect in that the knockback from a sustained bombardment of a full compliment of Q-mortars would "stun lock" anything in the area of effect. However, once the bombardment began, the resulting damage imposed upon anything in that area would quickly kill it before any such stun lock would be apparent....with the possible exception of the occasional super creep generated on elite.
So there is a sort of "critical mass" to the mortar, except the exact number needed to match/exceed an equivalent phaser turret/drone spam varies by terrain and targets. The other bit to consider is that the phaser turrets and drones start shooting right away, whereas the mortars don't start shooting until several seconds into the fight, but once they do start shooting things die much quicker. The fight might end sooner, or later. Individual millage will vary.