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For the enemy in the Original Game, see Hopper.

The Hopper (sometimes called a Med Laser or Mobile Laser (Not to be confused with the variant of the same name)) is an enemy encountered in System Shock (Remake).

Overview[]

Hoppers perform a variety of tasks. Their laser is multi-purpose and can be used for welding, precise medical cuts, as well as combat.

Strategy[]

Tactical Analysis[]

As all robots, hoppers have an extremely quick reaction time and pinpoint accuracy. Attempting to dodge it's fire is a futile exercise, unless circlestrafing a single hopper in melee range. Positioning trumps reaction time when engaging these enemies so be in cover.

While the Hopper is very quick to fire it's initial laser barrage, it will take a second or two to recharge before being able to fire again. Unload on the hopper with your firearms at that time.

Hoppers usually don't move and fire at the same time, however they may return fire if hit with a strong weapon (Magnum, SparqBeam overcharge) while floating. Don't assume the Hopper is harmless just because it's moving, you're only safe immediately after it fires.

It's possible and very expedient to destroy a hopper with the Laser Rapier. That being said, the Hopper will explode and damage the player if such is done. Make sure to use the Energy/Projectile shield if you insist on using the Rapier.

The SparqBeam becomes the ideal weapon to quickly dispatch hoppers once the heat generation mod is installed, as it allows to fire two overcharge shots in quick succession. A hopper will always survive a single such shot, but a second one will blow it up.

It's quite possible to bash a lone hopper to death with the pipe or the wrench. Be sure to remain at the very tip of your melee weapon range, as the hopper may spin around on itself if you're too close, hitting you in the process. You can either bait this attack by moving in and out of range to prevent the hopper from firing, or stay just outside that range and circlestrafe the hopper to just narrowly avoid it's laser fire. Bashing a hopper to death will take a while, so make sure no other enemies are around to disrupt this.

Overall Strategy[]

Unlike in the original, Hoppers can be quite useful to "farm", as they have a rare chance of dropping a battery pack, and a higher chance of dropping some scrap. Level 2, Research, will continue endlessly spawning Hoppers and Maintenance Bots through most of the Alpha quadrant, the entrance to Beta quadrant and the Robotics room in the Gamma quadrant. It's proficient to get the SparqBeam upgrade in the same level and then kill a few waves of hoppers while using the recharging station, as that will help get a stockpile of battery packs, logic probes and credits.

The respawning system will eventually run out of reinforcements on the Reactor level, meaning that the hoppers spawning near the elevator and recharging station will eventually stop being a problem. The above mentioned robot production system however, will continuously and endlessly spawn more enemies so long as it isn't turned off. It might be a good idea to delay turning robot production off in case the player requires more logic probes and battery packs.

Hoppers are the middle ground of robotic enemies: They're armored enough where using standard 9mm ammunition is inefficient, yet easily dispatched enough where EMP grenades or assault rifle ammo is best saved for tougher enemies. The most efficient way to defeat these enemies would be the SparqBeam, while 9mm Teflon or Flechette ammo is a good backup when low on energy or in a difficult situation.

Gallery[]

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