Intruder Mountainside Fire Support + Useful Information on Mortar Usage

Intruder Mountainside Fire Support + Useful Information on Mortar Usage 1 - steamsplay.com
Intruder Mountainside Fire Support + Useful Information on Mortar Usage 1 - steamsplay.com
A synopsis to available fire support within the map ‘Mountainside’, featuring useful information on Mortar usage.

 
 

Helicopter Bridge Attack

 
Intruder Mountainside Fire Support + Useful Information on Mortar Usage - Helicopter Bridge Attack 
 
The Guards have a defence helicopter that can be launched via any of the large red buttons that appears after 2 ½ minutes at 5:30. The chopper will take out anyone on the overpass and adjacent ridge. The three locations for this launch button are: 

  • roof antenna room interior 
  • upstairs camera room 
  • downstairs camera room

Intruder Mountainside Fire Support + Useful Information on Mortar Usage 
 
As an intruder, have a plan to quickly get off the bridge as this time gets close. 
 
 

Using the Mortars

 
Spotting (if you dont have co-ordinates): 
Grab the binoculars, aim at your target from the mortars location and read the bearing in the center rectangle. This gives you a rough angle, then determine the pitch based on target distance and height. 
 
Intruder Mountainside Fire Support + Useful Information on Mortar Usage 
 
Manning: 
Press and hold ‘use’ (default ‘V’) on the small box next to the mortar to aim: horizontal mouse movement is the bearing angle (displayed at the bottom), vertical mouse movement is the pitch (displayed at the top). Personally I find it easier to set heading first, pitch second. Once set, look at the mortar and press ‘use’ to fire. You only get 5 rounds so make them count. 
 
Controlling the roof Mortar: 
You control this one via a screen on the wall in the upstairs camera room holding ‘use’ on the top screen for movement, and the press ‘use’ on the red button below to fire. Although it is very difficult to control as the graphics are bad and much of the lower view is obscured. I’ve seen this fired more than 5 times so I presume ammunition is unlimited. 
 
 

Mortar Targets: Preface

 
Please note that the obtaining of the below information could be construed as a ‘sweaty’ pursuit, and the utilising of such data whilst wearing a goof hat is considered not only incongruous, but also bad form. 
 
 

West Mortar Co-ordinates (high ground)

 
To get to the west mortar as intruders, jump onto the zip-line near the sniper watchtower at spawn. You can either let it take you the full way, or jump off when you notice a slightly lighter coloured rock on the ridge. Be careful with the latter, you can easily die by missing it! 
 
Intruder Mountainside Fire Support + Useful Information on Mortar Usage 
 

Roof

 

Target                                                              Pitch Bearing Notes                                                            
Corner: Far Left 17° 115°
Antenna doorway  17° 120°
Antenna 1st Level  18° 121°
Antenna 2nd Level 20° 121°
Antenna – Behind right Peeker 19-20° 123° 20° 123° for corner peekers
Antenna – Behind right Middle area 18° 125°
Corner: Far Right 21° 124°
Behind Right Grey Box 15° 128°
Skylight – left 124°
Skylight – Middle 10° 128°
Skylight – Right 14° 132°
Stairs 13° 133°
Extraction helicopter 7 or 9° 131-132° 8° hits chopper tail
Mortar 142°
Corner: Near Right 146°

 

Mid level

 

Target                                                              Pitch Bearing Notes                                                            
Balcony Far left Corner 14° 114°
Balcony Far left Window 11° 117°
Balcony binocs 122°
Exec office balcony 1-2° 143° 2° 143° is doorway
Exec office balcony Right 144°
Arc windows 133-136° Mid-Right Corner

 

Ground

 

Target                                                              Pitch Bearing Notes                                                            
Lake Vine top (by rock) -2° 123°
Sun Room External Doors -3° 131°
Sun Room Internal Doors 124°
Barracks (near) Doorway Left -9° 142° tunnel side
Barracks (near) Doorway Right -10° 158° Bridge side
Barracks (far) Doorway Left -1° 151° tunnel side
Ground Below Exec Corner -1° 146°
Truck park 2 (3 Box truck) 145°
Rocks Crawl – Trucks -5° 167°
Rocks Crawl – Right Entrace -6° 174°
West Bridge – Trucks near windsock -7° 164°
West Bridge Left Center -12° 162°
West Bridge – Truck (Direct) -14° 173°
Guard Tower Closest -16° 201°
Rocks Close -1° 230°

 
 

Mountain area and East Perimeter

 

Target                                                              Pitch Bearing Notes                                                            
Extraction East (short of) 33-35° 110° 5 secs
Guard Tower 37-46° 108° 5 secs
Sneaky Mountain ‘crevice’ 14-18° 95-97° Crevice to above / Mid to right
Mortar to Mortar 15° 101°
Extraction Roof Out of Range

 
 
 

East Mortar Co-ordinates (low ground)

 
To get to the east mortar as intruder, there is a gap on the overpass near spawn, drop down and take the zip to the east. Drop down the mountainside heading toward the building, at the bottom you will see it towards the right. 
 
Intruder Mountainside Fire Support + Useful Information on Mortar Usage 
 

Roof

 

Target                                                              Pitch Bearing Notes                                                            
Antenna behind pillar 24° 208°
Antenna 1st Level 25-27° 211°
Antenna 1st Level platform 23° 211°
Antenna 2nd Level 30° 210°
Antenna 2nd Level (left) 28° 208°
Roof Corner (Closest) 24° 215°
Antenna Doorway 24-25° 216°
Stairs 23° 223°
Skylight (Mid) 23° 227°
Skylight (Right) 23° 237°
Skylight/helipad 23° 232°
Helicopter Extraction 24-25° 237°
Far Left Roof Corner 27° 236°
Near Left Roof Corner 22° 200°
Roof Mortar 27° 242°

 
 

Mid level

 

Target                                                              Pitch Bearing Notes                                                            
Balcony behind pillar 17° 208°
Balcony Corner 17° 215°
Balcony Binocs 19° 242°
Balcony/roof Ladder Top 22° 243°

 

Ground

 

Target                                                              Pitch Bearing Notes                                                            
Barracks Door 20° 249°
Vine Top 10° 248°
Distant Right hand Bushes/Rock 21° 257°
Sun Double doors, Corner 14° 249°
Vent Hole 11° 231°
East Bridge: East, far side 195° near side is about 7°
East Bridge: West, near side 164°
East Bridge: West, far side 164°
Extraction Close 8-9° 137°

 
 
 

Map timings: ETA to specific locations

 
Just for additional reference, I did a quick test of how long it took me to get to certain positions on the map. These are quick tests and not professional speedruns. I typically pick up a sight and binoculars as well — although this is optional. I’ve not accounted for locked doors which are random. Also note I aim to have at least 50 energy by the time I reach the ziplines or go prone with a sniper. This means not letting energy dip below 20 as it takes longer to replenish past that point. I was running not sneaking to get fastest times. 
 
Format =time in seconds (ingame timer based on an 8 minute round) 
 

Intruders

 

  • Run along overpass: 41s (7:19) to zipline, 48s (7:12) to roof, 55s (7:05) to armoury door 
  • Run along overpass, zip drop to lake, scale to vent:1m 19s (6:41) 
  • West Zipline +watchtower code detour… to sunroom doors: 1m (7:00) 
  • East Zipline +Manta detour… to armory door: 1m (7:00) 
  • East Zipline, drop early, drop to lake, scale to vent: 1m 12s (6:48)

 

Guards

 

  • Run to Roof Stairs: 13s (7:47) 
  • Run to Exec office +code: 18s (7:42) 
  • Run to run to armoury…delay for code… +sniper, to balcony: 18s+15s = 33s (7:27) 
  • Run to Exec office +code, then run to armoury +sniper, to balcony: solo 48s (7:12) 
  • Run to and scale sneaky mountain crevice: 46s (7:14)

 

Notes on results

 

  • A single locked door adds 2-6 seconds to timings. I’d estimate 3½ seconds on average
  • A guard can potentially solo pick up the armoury code, pickup the sniper and get in position before an intruder gets to the zipline. Although in the 2nd test I hit two locked doors and it took me 55 seconds to solo it, missing a zipping intruder, so random chance heavily affects timings
  • Those placing sensors +C4 realistically need not worry about sensors going off before the 7:05 mark

 
 
 

XP

 
XP is awarded at match end. 
 

 

Notes:

 

  • Winning a match gains you an additional 200 XP 
  • Winning a round by hacking 1/2/3/4 Networks earns you 95/120/145/170 XP respectively; picking up the case and capping earns you 135XP. Thus, if you hack 3 networks or more you get more XP for the Hack win
  • If you have the choice between winning by elimination or winning by hack/capping, go for the latter. Elimination win only nets you 40XP + kills/arrests, whereas other two are 70XP + hacks/caps/pickups. 
  • Interestingly, not eliminating the last player and letting the clock run down nets you 30XP more, although your team mates might hate you if done intentionally. 
  • Only way for guards to make 70XP for the round is to run down the clock
  • Arrests reward 4 times a kill, and if you knockdown first that’s 5 times a kill. A knockdown does 10XP damage, so in theory you could farm it for more XP up to 65XP, including the arrest on a player with full health. 
  • Mortar kills don’t count towards your kills! Neither does calling the helicopter which indirectly kills those on the overpass. I suspect that neither do C4 Kills as when a team mate kills you with C4 you cannot punish them.
Event                                                XP Rewarded (each)                        
MatchesWon 300
MatchesLost 100
RoundsWonCapture 70
RoundsWonHack 70
RoundsWonTimer 70
RoundsWonElimination 40
RoundsLost 10
Captures 40
Pickups 25
NetworkHacks 25
Survivals 10
Arrests 20
Kills 5
knockdowns 5

 
 
 

In Closing

 
This is a work in progress, if you have any useful co-ordinates or any adjustments to those stated then let me know in the comments below. Make sure to detail which Mortar you used, the target, the pitch, and the bearing. 
 

Written by The Honey Badger

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