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This is the mainstream of weaponry you will find. The Projectile weapon is the most classic form of firearm. There will come in many different shapes, forms, and specialization. From small defensive pistols, to semi-automatic firearms. Most guns have several different type of ammo to chose from. We have much to cover, we had best get started.
The best strategy to use with firearms is to plug at something from behind a corner, and duck back. At this point 4 things can happen:
1 They die.
If you die, chances are there is a very upset creature behind you who doesn't appreciate you going around and killing his buddies. Remember to check above you!
If they ignore you then just keep doing it until they die.
If they come after you, you can put 6 or 7 bullets into them before they have a chance to take the turn and attack. Usually 6 or 7 bullets is plenty. Please note that this works with almost every gun except a railgun and a magpulse. The graphics for the shots take up too much space and end up exploding in your face.
These weapons have long range, but they require ammunition.(poop) Luckily, while you were sleeping, some of the locals took it upon themselves to scatter ammo all across the station. you can also search dead bodies and robots for ammo.(yay!) Almost every firearm has two kinds of ammo. The effectiveness of the gun varies greatly with the ammo used.
First found: Level 1
Rating: (out of 5)
"If my enemy was less then a foot in length, and in a cage, this gun *might* be useful"
This gun provides excellent control of labratory animals, delivering an explosive bite or a paralizing neurotoxon.
Ammo:
This gun is used to control lab rats. It is a relatively decent first gun, and against mutants it holds its own rather well. Keep it until you need room in your inventory.
15 needle packs these do well against softer targets but are useless against armored. They just bounce off and do no damage.
An initial lack of ammo prevents it from being a workhorse weapon. Ineffective against robots, but a high rate of fire (about as fast as you can click the fire button) makes it reasonably good against creatures and cyborgs in the early levels. Fast work with it can see you through the massed mutant assault on the level 1 -> level 2 elevator, even at combat level 3.
The tranq darts are mostly useless. It takes quite a few of them to stun a mutant into immobility. If you are feeling somewhat sadistic you can tranq one, then try to club it to death, but they wake up fast. It is possible to kill humanoid mutants with tranq darts.
The dart gun fires either needle darts or tranquilisers. Neither of which are very effective. Don't bother with it.
Though it is an abysmal firearm, it is your first firearm, and you will have to use it. Conserve your ammo, not many of SHODAN's minions use darts, so it's ammo will not be as plentiful. Tranq Darts will be next to useless to you. If you stun a humanoid mutant, it will wake up in several seconds anyway, so you might as well have killed it instead. If this were a more powerful tranquilizing agent, it would be very useful. But it's not, so it isn't.
First found: Level 1
Rating: (out of 5)
"Easy to conceal the cause, hard to conceal the effect"
Designed primaraly as a defensive weapon, this pistol is standard issue to all TriOptimum executives.
Ammo:
The minipistol is the first real gun you will find. It is stashed by the computer nodes on level one. The minipistol has the advantage of having a rather large clip (20 shots) which means you can plug a poor slob quite a few times before you need to reload. This is especially useful in hot firefight situations. This gun will be the first gun that can effectively neutralize robots. This is my camera gun.When I remember to switch. Try to hold on to this one as long as possible. It has the most ammo available.
20 standard rounds Weaker than darts against mutants and cyborgs, but they damage stuff that darts can't, like certain robots. Go figure. By the end of the game I usually have about 70+ clips of this stuff. Useless against robots, but real nice for cyborgs.
This is a great weapon when you first get it, and it stays around a long time as a camera-buster. As soon as you have a comfortable ammo load for it - 7 to 10 clips - the Dartgun becomes obsolete.
The pistol is good, there is plenty of ammo for it. It takes Normal rounds, and Teflon rounds which are better but more scarce.
Your second Good Gun. Keep hold of it, you can use it on cameras later on
You get this gun when you need it the most, before a huge battle. The CPU room is a deathtrap. The smart thing to do would be the toss a few nitros at the CPU, and get out of there, never looking back, but you'll forfeit an incredible amount on ammo. No, rather then that, I’d say the best thing to do is blow the CPUs personally, and then hold out in that very room. The Cyborg Drones will appear in the entrance chamber to the CPU room. Use the wall for cover, lean around it, and just keep firing until they're gone. If you're lucky, you will already have found sufficient ammo to handle this, but if not, it's possible to *quickly* run in, grab a few bullets off dead bodies, and get back into cover. A reflex patch is recommended.
If you win, you will have enough ammo to keep you going for quite a while. The mini Pistol is a good gun, don't underestimate it.
First found: Level 1
Rating: (out of 5)
"As far has handguns are concerned, you can't do better then this."
Standard Issue for TriOptimum security officers, this pistol is the preferred offensive tool in confined spaces. Rounds are designed for higher damage.
Ammo:
The best handgun you will ever find. You can pick one up on level one if you drop security to zero percent. It is in a hidden storage locker. The only drawback to the magnum is that you will not find a lot of ammo for it until you start killing sec-1 bots regularly. And even then you only have 12 shots per mag. Don't give this one up.
12 hollowpointsyour standard ammo, it damages almost every type of creature, and is especially potent against mutants and cyborgs.
A workhorse weapon - one you may keep through the game. Works OK on all targets. Slugs work better on robots, and for some reason they also seem to work better on everything else (you'd think hollow-point would work better on creatures, but I do not think it does.)
Pro version of the pistol. Little ammo for it in early levels. It fires hollow-tip rounds, or heavy SLUGS. A sign of decadence among System Shock players is when you go around using the Magnum on cameras because you have nothing less powerful...
One of the Best guns. Never let this one go.
You get this gun very early, more so then you really need it. You won't find very much ammo for it until the storage level, so preserve it. Use tactics simmilar to that of the mini pistol. A very fine weapon.
First found: Level 5
Rating: (out of 5)
"This thing should be illegal"
This full sized rifle is baised on the 2064 Interlocutor KR-5.
Ammo:
It doesnt get any better than this. Ammo is scarce, you only get 10 shots per cartrige, and it is STILL the best semiautomatic weapon in the game. With this equipped you need not fear sec-1 bots ever again. You will find ammo for this one mainly on Exec-bots and sec-2 bots. If you ever get rid of this gun, you will most likely die. Really.
10 magnesium shells It can penetrate armor, and it sears flesh. Yum.
The basic Magnesium ammo has a reasonable punch and good range. Because of the slow rate of fire, use this as a sniping weapon (although it has the punch to be a close-range weapon, you'll probably have better weapons for the task). Some choice applications:
The very rare Penetrator magazines are quite handy and do a lot of damage to anything; my only complaint about them is that they are so rare - thus I get so used to collecting and hoarding them that I forget to fire them. Duh! 8)
A sort of super-magnum, but with less ammo available. Try it, you might like it.
Not much to say about the Assault Rife, other then that it does what it was designed to do very well. Use for sniping, or pair it with a reflex patch for a very satsifying massicre.
First found: Level 6
Rating: (out of 5)
"....it is a specialized weapon that fills a specialized niche."
This heavy assualt weapon propels a grenade-like projectile that explodes on contact and is capable of penetrating heavy armor.
Ammo:
The railgun shoots rounds that are the equivalent of frag grenades. This sounds better than it actually is. The railgun almost never kills anything except you. The shells move very slowly. Repulsor lifts can screw with your aim. The one cool thing about it is that in tight corridors you can pick off units behind turns. If you ever use it on a close target,such as a mutant in your face, you deserve what you get. I never even bother picking it up.
12 count rail clip- Things go boom, monster goes: "?" and you go looking for your spleen which is now somewhere on the chandellier.
I think the Rail Gun is often underestimated as a tool. It is a *specialized* tool, but a useful one nonetheless. I save all my rail clips for these two situations (they work on all combat difficulty levels) :
Level 8 (Security): Use the rail gun to take out the pesky Assassin Cyborgs (and the one Mutated Cyborg and the single Flier) that are up in pigeon-holes around the shaft. The trick is that you can launch the rail grenade at the ceiling above the cyborg's head - while the cyborg cannot see you. After a few carefully-placed shots, no cyborg. It does take practice to get the grenade placed right. You can use other weapons to do this in some cases.
Note that a force lift will stop the grenade. 8(
Level 9 (Bridge): Use it in the final assault. Why? The railgun retain a useful rate of fire even when you have a reflex patch in use. So you slap a reflex patch, launch a salvo of rail grenades at each guard, and keep moving to avoid the return fire. It will take about 5-8 rail grenades to kill each guard, but you can launch them in the time that other weapons would only get off 1 or 2 shots. (For guards at longer ranges, you may have fired 8 grenades, on reflex, before the first one impacts!) The grenades imact rapidly enough to inflict suppression on the guards, reducing return fire.
Fires explosive missiles, but they are not very effective. Ammo is only available from Mutant Cyborgs. I never found it was any good against monsters, even a mutant takes several shots. It kills you more than it kills them so it's useful for ritual suicides.
It's brilliant for smashing cameras and even more decadant than the magnum.
There seems to be a bit of controverys surrponding the usefulness of the weapon. I'll leave it at this. If you are in a wide open space, and need to destroy your enemy post-haste, This weapon will anihilate them. Sure it's dangerous, but it wouldn't be combat without danger.
First found: Level 1
Rating: (out of 5)
"Don't waste your magpulse ammo."
The intense electromagnetic bursts from this rifle damage any shielded circuitry. It is the recommended means of deactivating malfunctioning combat robots.
The magpulse is an anti robot weapon. It is in the same room as the first cyberjack on the hospital level. It shoots energy bolts that short circuit anything they touch. This weapon is one of the most powerful in the game, with its only drawback being the lack of ammo in earlier levels. And the fact that this gun is completely useless against mutants. The first time you should use this would be on lev. one against the hopper on the central hub. You might want to stash this in an elevator so you can pick up other guns, but ALWAYS be able to get to it. You will definitely need it for the bridge level.
25shots per mag-cart- These shots are large, so you need a clear path between yourself and your target. If the enemy shoots the energy ball, it can deflect and hit YOU, but this rarely happens. It is also effected by repulsors. It downs a sec-2 bot with two or three shots. "DON'T WASTE YOUR MAGPULSE AMMO!"
This is the best anti-robot weapon. The pulse is big, and has a nasty tendency to impact in places you did not intend before it hits your target. Learn how much clearance you need to avoid this - a trial and error learning process.
The to get hits with the magpulse that look like close misses can very very useful. You can pop off the first round from your leaned-out hide, assume the bot will react by moving towards you - so you pop off the next 2 without waiting for results, and retreat. If all goes well, the bot walks into the next two rounds and dies.
This is like an EMP mine. It fires green shots that destroy most types of robot, and some cyborgs. It fires Magpulse Carts, which are abundant on level 4 in the Cargo Pits of Ragnarok. It does not work on mutants at all!
You will need this!
No doubts about this, this is a very useful, and specialized weapon. It's Electromagnetic Pulses are harmless to organisms, but wreck havor with circuitry. This gun is essential for navigating areas under heavy Security Robot patrol, such as the maininence corridors.
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