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|Unlocked through an assignment|
|Requires Engineer 20
Take a standard, high-grade submachine gun and, bolt a semi-sentient AI core to the side of it, and rig it up with several sophisticated tracking packages, arm that resulting abomination with prototype rounds that interface directly with the onboard systems, and you have the aptly named LOK-1 Smart Rifle - a glorious bit of kit any engineer worth their salt would be happy carrying.
|— Item Description|
The LOK-1 Smart Rifle is an unlockable primary weapon for the Engineer. It is a heavily augmented submachine gun with multiple electronic attachments and wiring surrounding the weapon. In the front, a small mechanical "eye" rests on top of the barrel with a foregrip attached below. A hinged metal arm supports a loaded magazine that contains a munitions window and a pull tab.
The Smart Rifle is one of the few weapons that has an alternative firing mode, although it is a lot more unique. Tapping the fire button will cause a single shot to be fired normally. Holding down the fire button however, will cause a targeting interface to appear and begin placing incremental indicators onto enemies within range, along with visible tracers that lead from the gun barrel to the enemy. Upon releasing the fire button, the weapon fires at all enemies that were locked on with the amount of bullets corresponding with the number displayed on each indicator. When a locked on enemy is killed, any excess locks will not cause additional bullets to be fired.
When using this alternative firing mode, bullets follow the path of the tracer which means that firing at weakpoints will require you to position the tracer appropriately. This also means that anything blocking the tracer will be impacted instead, which can include terrain, teammates, or other enemies.
There are five tiers of modifications and each tier has two to three upgrades. Only one modification can be equipped per tier.
Overclock calculations happen after modifiers.
Understanding the Weapon
The Lok-1 will sequentially target all enemies in its scanning range, prioritizing enemies closest to the center of the 'crosshair' (note: the bracket). If the smRt upgrade is not taken, it will paint as many locks as possible per target until reaching the maximum lock capacity. Note however, that the Lok-1 will only ever use the number of bullets needed to actually kill an enemy essentially meaning that no ammo is wasted considering that the player does not waste bullets on terrain, etc. Holding M1 will initiate 'scanning' mode to target enemies and acquire locks, this is visually represented on screen by a loading bar with the text "SCANNING".
The Lok-1 will display a trajectory highlighting the bullet pathfinding for each locked enemy. This orange glowing line can be manipulated by continuing to hold down the lock button and changing the player's perspective. However there is a limit to how far the player can view before the lock's disengage. One may also get a stronger arc by jumping or using perks such as dash to extend the curvature of the bullet trajectory (such as to hit weakspots). Doing this is important to maximize ammo efficiency with the weapon as the Lok-1 has a crippling low amount of maximum ammo.
Compared to the Stubby and the Warthog , the Lok-1 boasts the longest effective range of any weapon in the engineer's arsenal, with a maximum scanning range of up to 35m with appropriate upgrades. As a result the Lok-1 is incredibly effective at disposing of mactera and spitters.
The SmRt upgrade prevents 'overlocking' of enemies, by default the Lok-1 will put as many locks as possible on an enemy but only use the amount of bullets neccessary to actually kill the enemy, the SmRT thus acts a quality of life assurance so all bullets are equally dispersed between locked targets, saving time to scan and refire should the player opt to use it.
Explosive Chemical Rounds
Targets with 3 or more Locks on them will trigger an explosion on the last shot locked onto the enemy (or the locked-on shot that kills the enemy), dealing 50 Area Damage and 50% Base Fear Chance in a 4m radius around them (2m Max Damage Radius, 50% Falloff).
Locked shots always hit their targets and ignore armor. The interval between shots in a burst is multiplied by 1.9 which reduces the Burst Fire Rate from 16.67 (1/0.06) to 8.77 (1/0.114), which is approx. -47% Burst Fire Rate.
Seeker Rounds' bonus to Lose Lock Threshold stacks multiplicatively with CCD Array Add-On for a total of 200% if both are equipped.
Each Lock on an enemy slows it down by 10% (x0.9), and the slows multiply together on each enemy.
Each modification that is purchased advances a mastery bar by one unit.
- Three modifications – First Stripe Weapon Paintjob
- Seven modifications – Deepcore Weapon Paintjob
- All modifications – The Company Special Weapon Paintjob