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Artillery in CS2: the mortar and the ballistic strike

The mortar and the ballistic strike are the artillery of FrontHell servers besides the Grad. The mortar is a building that sends mines on a steep arc, one at a time, and warns nobody. The ballistic strike is not a building at all: you buy one blow, pick a point from above, and a heavy shell comes down on it out of the sky.

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The mortar

A tube on a base plate with a bipod, bought and placed like any building - under open sky. Look at it and hold R: your eyes go into a camera high above, looking straight down, as with the Grad. WASD moves the view, the small circle in the middle is where the mine will land. The left button sends one mine; the view stays free, so the next one can go to another point. Five mines, a few seconds between shots.

Nobody is warned: no siren, no alert. A mine flies a steep arc, so it takes its time and comes down almost from above. Cover works as it does against the Grad’s rockets: what bursts behind a wall does not hurt through it. The mortar cannot reach what is too close to it, and it has a longest range too; the view says which.

When the mines are spent, E loads it again for a share of its price - at the mortar or right in the aiming view. There is no cooling down: pay and fire.

The ballistic strike

One blow that you buy in the shop. Buying opens the view from above over your own head; move it with WASD and press the left button over the point. The money is taken at that moment and not before: R leaves the view, the strike stays yours, and !strike in chat opens it again. You need open sky above you to take the view, and you can have only one strike in the air at a time.

A few seconds after the button a heavy shell falls straight down. It bursts like a bomb: a fireball, a wave that throws people away and shakes the screen. It kills in a wide circle and hits buildings very hard - this is the weapon against a fortified base.

The other team gets an alert, “ballistic threat”, with the seconds left - and not a word about where. Your own team is told that the fire is its own.

Living through them

Against a mortar: do not stand still in the open, and look for the mortar itself - it stands under open sky within its range, and its owner is busy looking down. A kamikaze drone or a Grad salvo on it ends the shelling.

Against a ballistic strike: when the alert comes you have seconds and no idea where. Get under a roof and away from your base’s most valuable buildings - those are what it is aimed at. An air defence launcher may shoot the shell down, but rarely.

Advice

  • The mortar is for what stands still: a turret, a Grad, a player at a corner. It gives no alert - use that.
  • Keep the ballistic strike for a base: it does far more to buildings than to people.
  • Both need open sky: under a roof the mortar cannot be placed and the strike cannot be aimed.

Arsenal

In the shop

Mortar

Mortar

Five mines on a steep arc, each at its own point. Reload for money.

Ballistic strike

Ballistic strike

Shells from the sky on the point you pick. Nobody is told where.

Grad

Grad

Rocket salvo on a chosen area. Reload for money.

FAQ

Questions

Does the mortar warn the enemy?

No. There is no siren and no alert on anybody's screen: the first thing the enemy learns of it is the whistle of a mine coming down.

When do I pay for a ballistic strike?

When you fire. Taking it and aiming cost nothing: R puts it off, the money stays with you, and !strike in chat opens the aim again.

Can air defence stop them?

A mortar's mines cannot be shot down. The shell of a ballistic strike can, but the chance is small - do not count on it.

Do they hurt my own team?

By default both spare your team. The one who fired is not spared: do not aim at your own feet.

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