Lt. Commander
Join Date: Dec 2007
Posts: 120
I've been thinking of experimenting with large numbers of quantum mortars to see if they have a critical mass of sorts...meaning, how many does it take to get a good overall refire rate? I've noticed they tend to do decent damage, just not very often.

I'm thinking of grabbing a couple cheep-o engineer BOs and training them with as many iterations of this skill to see what effect it has, but was wondering if anyone has already done such a test? Has anyone seen the effect of 5-6 mortars? Does it suck, does it produce a non-stop **** storm of awesomeness....or something in between?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
11-10-2010, 09:52 AM
Before you do this on holodeck, try it on tribble

and you can have a maximum of 5 turrets in a battle at any one time: 1 for you and 1 each for your BOffs. I believe they fire every six seconds, so if you time the deployment right you can have one mortar fire every second and a quarter.

Keep in mind they'll start drawing aggro pretty quickly on higher levels, so it might not be worth trading Quanutm Mortar for weapons malfunction when you factor in cooldown rates
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
11-10-2010, 10:07 AM
Quote:
Originally Posted by SP3CTREnyc
Before you do this on holodeck, try it on tribble

and you can have a maximum of 5 turrets in a battle at any one time: 1 for you and 1 each for your BOffs.
You could actually have at least nine, if you give them mortars I and II... not sure if III is trainable.

I agree, try it on tribble. My experience with mortars would lead me to believe phaser turrets are better... I mean, once a mortar fires, it can't change where it shoots. If the enemy is moving around a lot, they become useless.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
11-29-2010, 05:19 PM
+subscribed

The test results above are as expected. The availability of open terrain and the delayed firing are balance measures intended to keep the mortar from becoming OP vs. other turret types. Thanks for the info!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
11-30-2010, 04:39 PM
Trouble is Every enemy apart from the Cardassians I've ever seen rushes you, and "moves about allot".
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
11-30-2010, 07:24 PM
Quote:
Originally Posted by Curii
Trouble is Every enemy apart from the Cardassians I've ever seen rushes you, and "moves about allot".
Romulans and Federation/Mirror universe troops, stay put as well. And for those that don't there is gravimetric shift to root them down.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
11-30-2010, 07:33 PM
Undine are rediculously stupid opponents... every group I have ever encountered in fluidic space, just STAND in a cluster and wait for you to atomize them. Drop a Q mortar or two, toss a plasma grenade over, and just before the grenade lands, hit gravimetric shift. The ensuing carnage is quite beautiful to behold. To add insult to injury, run over and use the serpent staff on them... they just hover there while the plasma fire continues to incinerate them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
11-30-2010, 10:08 PM
Quote:
Originally Posted by Treagersama View Post
Undine are rediculously stupid opponents... every group I have ever encountered in fluidic space, just STAND in a cluster and wait for you to atomize them. Drop a Q mortar or two, toss a plasma grenade over, and just before the grenade lands, hit gravimetric shift. The ensuing carnage is quite beautiful to behold. To add insult to injury, run over and use the serpent staff on them... they just hover there while the plasma fire continues to incinerate them.
Really? My experience with Undine is that half of them try to charge into melee range. However, they don't have the "assimilated" attack of the Borg, or the high damage output of a Klingon Swordmaster, so they aren't as much of a threat in hand to hand.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
12-24-2010, 04:06 AM
Update;


Further testing has found that the mortar can still be deadly when used in large numbers against enemies that do not stand still. The trick is to make them stand still. I.E., Chroniton Mines and Gravametric Shift, when used judiciously will restrict enemy movements enough to allow the mortars to pound them into the deck plates.

A further possible way to get them to stand still is for you to do the same. Though this comes with the consequence of taking more damage which is somewhat mitigated by the fact that everything around you will die at approximately the same time. If you're built to take damage or prefer to swing a Bat'leth, this may be a successful strategy for you.

An example of "pound them into the deck plates";
When replaying Assimilated for the console, a heavy tactical drone was taken from ~95% to ~5% by a volley from 5 mortars.


My BO setup was as follows;
Engineer: Shield recharge, Chroniton Mine Barrier 2, Q-mortar 1, Q-mortar 2
Engineer: Chroniton Mine Barrier 1, Chroniton Mine Barrier 2, Q-mortar 1, Q-mortar 2
Science: cookie cutter healer
Science: Tachyon harmonic 1, Gravimetric Shift 2, Sonic Pulse 2, Hyperonic Radiation 2
Kit: Fabrication Specialist


The Borg Drones had a hard time moving around, which resulted in far more hits from the mortars. Though I might have had still better results with Gravimetric Shift 1 in place of tachyon Harmonic 1.

As a side note, the second science officer was causing so many exposes, I couldn't help but miss several per fight since I was equipped with sniper rifles. I'd recommend anyone with a BO loaded out with AoE exposes carry split beam rifles, lest you miss a lot of opportunities to vaporize something.
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