A/M-12 Mortar Sentry
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Helldivers 2 | Helldivers 1 |
“A turret firing powerful shells in a high arc. Effective at long ranges, and able to strike at targets behind cover.
— Ship Management Terminal
The A/M-12 Mortar Sentry is a very powerful defensive stratagem able to destroy enemies from range, and behind cover.
Stratagem Statistics
General | ||
---|---|---|
Call-in Time | Standard | 7.75 seconds |
Upgraded | 4.75 seconds | |
Uses | Unlimited | |
Cooldown | Standard | 180 seconds |
With Morale Augmentation | 171 seconds | |
With Synthetic Supplementation | 162 seconds | |
With All Upgrades | 153.9 seconds | |
Sentry | ||
Fire Rate | ~32 RPM | |
Ammo | Standard | 36 |
Upgraded | 48 | |
Health | Standard | 200 |
Upgraded | 300 |
Detailed Weapon Statistics
A/M-12 Mortar Sentry | |
---|---|
Main Health | 200 |
Main Armor | ![]() |
Cooldown | 180 sec |
Call-in Time | 3 s |
Attacks | |
Grenade Mortar 40mm HE | Projectile |
Grenade Mortar 40mm HE | Explosion |
Grenade Mortar 40mm HE | |
---|---|
Projectile | |
Caliber | 360 mm |
Mass | 70 kg |
Initial Velocity | 100 m/s |
Drag Factor | 25% |
Gravity Factor | 600% |
Penetration Slowdown | 25% |
Damage | |
Standard | 20 |
vs. Durable | 2 |
Penetration | |
Direct | ![]() |
Slight Angle | ![]() |
Large Angle | ![]() |
Extreme Angle | ![]() |
Special Effects | |
Demolition Force | 10 |
Stagger Force | 40 |
Push Force | 10 |
Grenade Mortar 40mm HE | |
---|---|
Area of Effect | |
Inner Radius | 3 m |
Outer Radius | 9 m |
Shockwave Radius | 13 m |
Damage | |
Inner Radius | 400 |
Outer Radius | 399 - 0 |
Penetration | |
Inner Radius | ![]() |
Outer Radius | ![]() |
Shockwave | ![]() |
AoE Effect | |
Demolition Force | 30 |
Stagger Force | 35 |
Push Force | 40 |
Tactical Information
- The Mortar Sentry fires shells in a 4-round burst before adjusting its aim.
- The shells have an error margin of 15-meters around the targeted enemy location, generally causing the mortars land haphazardly in a spread fashion.
- The Mortar Sentry is straightforward and effective, dealing solid damage at good range regardless of intervening objects. Beware of close-combat enemies however, especially agile ones such as the Hunter or the Assault Trooper, as the Mortar Sentry has no programming to avoid friendly fire and the impacts can easily be lethal to allies or even yourself. This is exacerbated by the inaccuracy of the 4 round bursts, which can ragdoll Helldivers from a significant range
- The Mortar sentry has a potential maximum targeting range of 125-meters, which is a significant increase over the 75m range of direct fire sentries like the A/MG-43 Machine Gun Sentry and A/AC-8 Autocannon Sentry.
- The further away Mortal Sentry targets, the lower is the trajectory of each shell, with the lowest vertical upward angle being 45-degrees.
- The Mortar Sentry has a minimum firing range of 15m with the error margin not included. This can occasionally cause the Mortar Sentry to shell itself into smithereens.
- The Mortar Sentry is faster to target enemies if it has a clear line of sight, averaging at around 2 seconds - which coincides with its firing interval. This makes it still valuable in large open maps.
- The indirect fire of the Mortar Sentry makes it easier to protect by placing it in ditches or behind ledges, rocks, or structures.
- Due to its large ammo pool and slow rate of fire, the Mortar Sentry has a very short downtime provided the sentry lives long enough and continuously fires all of its shells. With all the relevant ammo and cooldown upgrades, the Mortar sentry can reach a downtime of 57 seconds (113s without any upgrades).
- It is not recommended to use this Sentry on Retrieve Essential Personnel and Emergency Evacuation missions, as the Sentry can easily accidentally kill civilians.
- Due to the extended projectile travel time (averaging 3 seconds), weapons that disrupt, stun or heavily stagger enemies on approach synergize well with the Mortar Sentry.
- With the Cross-Platform Compatibility upgrade (please see module page for detailed clarification), the Mortar Sentry can be effectively micromanaged to always shell distant targets - drastically reducing the chances of friendly fire. This is most useful against Bile Spewers, Annihilator Tanks, Barrager Tank and Hulks. Note that due to the Hulks exposed heatsink and the parabolic firing arc, the mortar sentry only needs 3 successful heatsink hits to kill a Hulk and 1 should the shell land on its head.
- The Factory Strider is not a good priority target for the mortar as shell impacts will land on it's back where it has 10,000 effective health as well as higher armor (4) than the mortar shells AP (3) level. Additionally, Harvester are largely immune to the mortar though targeting it will clear it's shield quickly and any Voteless underneath it.
- With the Cross-Platform Compatibility upgrade (please see module page for detailed clarification), the Mortar Sentry can be effectively micromanaged to always shell distant targets - drastically reducing the chances of friendly fire. This is most useful against Bile Spewers, Annihilator Tanks, Barrager Tank and Hulks. Note that due to the Hulks exposed heatsink and the parabolic firing arc, the mortar sentry only needs 3 successful heatsink hits to kill a Hulk and 1 should the shell land on its head.
Avoiding Friendly Fire
- The Mortar is an exceptional friendly fire hazard, its inaccurate 4 round burst and large AOE is almost guaranteed to knock helldivers down and consecutive shells will kill the helldiver. Communicate with your team when and where a mortar is placed.
- The mortar is favored towards long distance support and sentry targeting naturally prioritizes enemies closer to itself than further, so playing/deploying at distance is a natural recommendation to avoid the mortar's own AI from friendly fire.
- The mortar is unable to target enemies within 15-20m radius of itself. However, in practice due to the inaccuracy of its attacks and the 9m explosive radius (13m shockwave), one should position themselves much closer to the sentry for assured safety.
- Due to mortar's delayed projectile impact and exceptional range, the mortar should be deployed in advance to an engagement at a reasonable distance rather than as a reactionary strategem.
- Equipping Heavy Armor with the Fortified Passive can significantly decrease the damage helldivers take to the mortar shells, as well as reduce the range at which the helldiver is ragdolled.
- Additionally, going prone and/or diving can reduce explosive damage received in the event of an emergency. If done in time, the shells shockwave can propel the helldiver away without dealing damage or narrowly avoid a fatal strike. Be warned that impact damage against an object (like a rock or cliff face) can still be fatal in the former situation if the helldiver is propelled at high enough speeds.
Applicable Ship Modules
The following Ship Modules affect the A/M-12 Mortar Sentry:
Department | Ship Module | Effect |
---|---|---|
Bridge | Morale Augmentation | Reduces cooldown time for all Stratagems by 5%. |
Engineering Bay |
Synthetic Supplementation | Reduces cooldown time for Sentry stratagems by 10%. |
Advanced Construction | Increases the health of the Sentry stratagems by 50%. | |
Robotics Workshop |
Dynamic Tracking | Removes deployment time for Sentry stratagems. |
Shock Absorption Gel | Increases ammo for all Sentry stratagems by 50%. | |
High-Quality Lubricant | Increases the rotation speed of the Sentry stratagems. | |
Blast Absorption | Sentries takes 50% less damage from explosions. | |
Cross-Platform Compatibility | Mortar Sentries prioritize fire at marked targets. |
Media
Change History
Patch
Description
1.000.402
2024-06-18
Fixes
- Sentries now have a higher destruction value so most explosions do not instantly destroy them regardless of the damage amount.
1.000.400
2024-06-13
Changes
- Increased durability from 0% to 80%.