|Mark VI Laser Rapier|
|First Found on||Engineering Deck|
|Requirements|| Agility: 3|
Energy Weapons: 4
|Attack Types|| Normal|
Overhand [with Smasher]
|Damage|| 11 (Normal)|
15 (Overhand) [with Smasher]
|Summon Code||electro shock|
~ Street vendor selling Rapier replicas in New Detroit.
This weapon works by projecting a porous field of reflective material in a shaft shaped region around its base. When it strikes the target, the material bends and the intense refracted light inside is released locally, causing intense burns to the target.
Being a melee weapon, it requires no ammunition, cannot decay, and cannot be modified.
General Melee Strategies
- Strength increases the final bonus added to the melee damage, and thus should be a high priority.
- Both Lethal Weapon and Smasher O/S Upgrades (acquired preferably in that order) substantially increase the damage output of a melee weapon, and should come in handy throughout the whole game.
- Contrary to popular belief, O.S.A. Agent is arguably the best class to specialize in any melee weapon, as one can unlock the following Psionic Powers at the (very) beginning:
- Psycho-Reflective Screen that protects against 15% of almost all damage (Year 1, Mission 3)
- Psychogenic Agility which can be used to catch up with enemies on early maps (Year 3, Mission 1)
- Adrenaline Overproduction which can greatly increase melee damage (depending on one's PSI), allowing the player to literally smash any foe in one hit
- Recursive Psionic Amplification that boosts PSI statistic, influencing all Psi Powers
- Psychogenic Strength that increases the final bonus to the melee damage
- Localized Pyrokinesis which makes the player immune to the explosion of Protocol Droids (and also Laser and Blast Turrets), eliminating the greatest threat of any melee weapon user
- and Neural Decontamination efficiently protecting against radiation, which is useful on Deck 1.
- Observe the attack patterns of enemies and always try to evade when they are about to strike. Agility can make the job easier for obvious reasons.
- Shotgun Hybrids are one of the tougher opponents on early stages, as they have hitscan weapons. It is hard to defeat them without taking any damage being already in their range. However, the player can hide, attack them from behind and circle-strafe, buying enough time to finish them before they turn and start shooting.
- Protocol Droids are very hard (close to impossible, actually) to defeat with melee weapons safely, therefore keeping a ranged weapon in one's inventory is advised.
- The other approach is to run away at just the right moment when they go into self-destruct to avoid the explosion. Going around corners is very useful. Lots of practice and high Agility are recommended.
- Enemies with no melee attack at all, including most droids, always prioritize getting some distance before attacking. That means as long as one stays very close to the enemy, it will keep walking back instead of attacking the player, giving enough time to defeat the foe. This strategy stops working efficiently when an enemy does not have enough space to flee.
- This strategy also applies to Cyborg Assassins, but they can fall back at a very high speed, putting the player in a tough situation.
- All Robots have their only weapon mounted on their right side, the other one being harmless. Approach them preferably from their left side using the above strategy to avoid their attacks.
- If they follow you, make sure to go clockwise. They can shoot at you even if only a part of their weapon protrudes around the corner.
- Turrets are best attacked at close quarters - that is, if they can be reached. Cutting the distance and circle-strafing around them doesn't give them a chance to fire at you.
Laser Rapier Specific
- It is the only melee weapon that deals bonus damage to fully mechanical targets, which is also its major advantage over the Crystal Shard. This does not apply to half mechanical opponents.
- Along with Cerebro-Energetic Extension it is the only melee weapon which can damage final boss.
- The greatest drawback of this weapon is that it inflicts half damage to pure Annelid creatures. Considering how dangerous some of these are in close range, Rapier is one of the least practical weapons to fight against them.
- Wrench can deal more damage to pure Annelids than the Laser Rapier, but has a much shorter hitting range. Whether keeping a Wrench is essential depends on one's habit.
- Despite pure Annelid damage penalty, the Laser Rapier is capable of killing even the strongest pure Annelids in one hit (except the Greater Psi-Reaver). This is achievable by maxing out STR (8), Energy Weapons (6), PSI (8), taking the Lethal Weapon upgrade, researching corresponding organs for 25% damage boost, and finally, activating the Adrenaline Overproduction Psi power.
- On lower difficulties, upgrades are inexpensive and a melee specialist may consider obtaining both a Laser Rapier and a Crystal Shard.
|System Shock 2 Weapons|
|Standard Weapons||Wrench • Talon M2A3 .45 Caliber Pistol • Shotgun • M-22 Assault Rifle|
|Energy Weapons||Apollo H4 Laser Pistol • Mark VI Laser Rapier • Dual-Circuit EMP Rifle|
|Heavy Weapons||TC-11 "Brick" Grenade Launcher • Stasis Field Generator • Fusion Cannon|
|Exotic Weapons||Crystal Shard • Viral Proliferator • Annelid Launcher|
|Psi Weapons||Black Ops Psionic Amplifier • Psi Sword|