No edit summary Tag: Visual edit |
m (Reverted edits by AliansStayler (talk) to last revision by GotenSakurauchi (script)) Tag: Manual revert |
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− | {{stub}}{{cleanup}} |
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<div class="InvisibleAlignmentBox" style="margin-left:10px;"> |
<div class="InvisibleAlignmentBox" style="margin-left:10px;"> |
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<br />{{equipment infobox |
<br />{{equipment infobox |
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| slot = 1 |
| slot = 1 |
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| availability = 2 |
| availability = 2 |
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− | | hitscan = |
+ | | hitscan =Yes |
}} |
}} |
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− | {| |
+ | {|class="wikitable" width="300" align="right" style="display: inline-table; text-align:center;" |
|- |
|- |
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! [[File:Icons Campaign.png|20px|link=]] Unlocked through an [[assignment#Equipment_Licenses|assignment]] |
! [[File:Icons Campaign.png|20px|link=]] Unlocked through an [[assignment#Equipment_Licenses|assignment]] |
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|- |
|- |
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− | | style="padding: 5px;" |Requires [[Engineer]] {{level}} |
+ | | style="padding: 5px;" |Requires [[Engineer]] {{level}} 18 |
----- |
----- |
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Purchased for: <br> {{Price table | width = 150px |
Purchased for: <br> {{Price table | width = 150px |
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|} |
|} |
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− | {| |
+ | {|class="wikitable" style="float:right;" |
! Initial Stats |
! Initial Stats |
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|- |
|- |
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</div> |
</div> |
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⚫ | {{quote|Take a standard, high-grade submachine gun, 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}} |
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− | {{quote| |
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⚫ | Take a standard, high-grade submachine gun |
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− | |Item Description}} |
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− | The '''{{PAGENAME}}''' is an unlockable primary weapon for the [[Engineer]]. It is a heavily augmented submachine gun with multiple electronic attachments and wiring |
+ | The '''{{PAGENAME}}''' is an unlockable primary weapon for the [[Engineer]]. It is a heavily augmented submachine gun with multiple electronic attachments and wiring. 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 |
||
⚫ | The Smart Rifle is one of the few weapons to possess an alternative firing mode. Tapping the fire button will cause a single shot to be fired normally. However, holding down the fire button will cause a targeting interface to appear and begin placing incremental indicators onto targets within range, along with visible tracers that track bodies and exterminate targets accordingly. Upon releasing the fire button, the weapon fires at all enemies that were locked onto with the amount of bullets corresponding with the number displayed on each indicator. When an enemy is killed, any excess locks will not cause additional bullets to be fired. |
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+ | |||
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. |
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. |
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{{clear}} |
{{clear}} |
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− | == |
+ | ==Modifications== |
{{Mod notice|Weapon}} |
{{Mod notice|Weapon}} |
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− | {| |
+ | {|class="wikitable" width="100%" style="text-align:center" |
! colspan="5" | LOK-1 Smart Rifle Modifications |
! colspan="5" | LOK-1 Smart Rifle Modifications |
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|- |
|- |
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− | ! width=" |
+ | ! width="60px" | |
! width="20%" | Mod |
! width="20%" | Mod |
||
! width="20%" | Effect |
! width="20%" | Effect |
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− | ! Description |
+ | ! In Game Description |
− | ! width=" |
+ | ! width="150px" | Price |
|- |
|- |
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! rowspan="2" style="border-bottom-width: 3px;" | Tier 1 |
! rowspan="2" style="border-bottom-width: 3px;" | Tier 1 |
||
| style="padding:10px" |{{icon upgrade|DamageGeneral}}<br/>Increased Caliber Rounds |
| style="padding:10px" |{{icon upgrade|DamageGeneral}}<br/>Increased Caliber Rounds |
||
| +6 Damage |
| +6 Damage |
||
− | | The good folk in R&D have been busy. The overall damage of your weapon is increased. |
+ | | "''The good folk in R&D have been busy. The overall damage of your weapon is increased.''" |
− | | {{Price table |
+ | | {{Price table |
| credits = 1200 |
| credits = 1200 |
||
| bismor = 25 |
| bismor = 25 |
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| style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|Ammo}}<br/>Expanded Ammo Bags |
| style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|Ammo}}<br/>Expanded Ammo Bags |
||
| style="border-bottom-width: 3px;" | +72 Max Ammo |
| style="border-bottom-width: 3px;" | +72 Max Ammo |
||
− | | style="border-bottom-width: 3px;" | You had to give up some sandwich-storage, but your total ammo capacity is increased! |
+ | | style="border-bottom-width: 3px;" | "''You had to give up some sandwich-storage, but your total ammo capacity is increased!''" |
− | | style="border-bottom-width: 3px;" | {{Price table |
+ | | style="border-bottom-width: 3px;" | {{Price table |
| credits = 1200 |
| credits = 1200 |
||
| magnite = 25 |
| magnite = 25 |
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! rowspan="3" style="border-bottom-width: 3px;" | Tier 2<br>{{level}}-- |
! rowspan="3" style="border-bottom-width: 3px;" | Tier 2<br>{{level}}-- |
||
| style="padding:10px" | {{icon upgrade|Aim|45px}}<br/>Macro Lens |
| style="padding:10px" | {{icon upgrade|Aim|45px}}<br/>Macro Lens |
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− | | |
+ | | x2 Lock-On Range <br> |
− | + | + Tight Lock-On Field<br> |
|
+ | (x0.2 Acquire Lock Threshold) |
||
− | | The Macro Lens decreases the size of the lock on area for extra tight control and focused targeting while also greatly extending the lock on range. |
+ | | "''The Macro Lens decreases the size of the lock on area for extra tight control and focused targeting while also greatly extending the lock on range.''" |
− | | {{Price table |
+ | | {{Price table |
| credits = 2000 |
| credits = 2000 |
||
| bismor = 15 |
| bismor = 15 |
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|- |
|- |
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| style="padding:10px" | {{icon upgrade|Angle}}<br/>CCD Array Add-On |
| style="padding:10px" | {{icon upgrade|Angle}}<br/>CCD Array Add-On |
||
− | | |
+ | | x1.5 Lose Lock Threshold <br> |
− | + | +1.3° Acquire Lock Threshold |
|
− | | The CCD Array Add-On enables the camera to keep track of enemies in a wider angle and also expands the angle at which new locks can be acquired. |
+ | | "''The CCD Array Add-On enables the camera to keep track of enemies in a wider angle and also expands the angle at which new locks can be acquired.''" |
− | | {{Price table |
+ | | {{Price table |
| credits = 2000 |
| credits = 2000 |
||
| magnite = 15 |
| magnite = 15 |
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| style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|Distance}}<br/>Zoom Lens |
| style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|Distance}}<br/>Zoom Lens |
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| style="border-bottom-width: 3px;" | +10m Lock-On Range |
| style="border-bottom-width: 3px;" | +10m Lock-On Range |
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− | | style="border-bottom-width: 3px;" | The Zoom Lens increases the range of your camera, enabling you to lock on to targets farther away. |
+ | | style="border-bottom-width: 3px;" | "''The Zoom Lens increases the range of your camera, enabling you to lock on to targets farther away.''" |
− | | style="border-bottom-width: 3px;" | {{Price table |
+ | | style="border-bottom-width: 3px;" | {{Price table |
| credits = 2000 |
| credits = 2000 |
||
| jadiz = 24 |
| jadiz = 24 |
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! rowspan="3" style="border-bottom-width: 3px;" | Tier 3<br>{{level}}-- |
! rowspan="3" style="border-bottom-width: 3px;" | Tier 3<br>{{level}}-- |
||
| style="padding: 10px;" | {{icon upgrade|Special}}<br/>Electro-Chemical Rounds |
| style="padding: 10px;" | {{icon upgrade|Special}}<br/>Electro-Chemical Rounds |
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+ | | + Bonus Damage to Electrified and Burning Targets |
||
− | | {{Hoverover|+20% Damage to Electrified Targets|Bonus Damage is Electric-element|underline=yes}}and {{Hoverover|+20% Damage to Burning Targets|Bonus Damage is Fire-element and Heat, can extend Burn DoT duration|underline=yes}} |
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+ | (+20% bonus damage with damage type matching the corresponding element, and can stack for each element) |
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− | | A simple copper wire and some reactive chemicals makes your rounds pack an extra punch with electricity and high temperatures. |
+ | | "''A simple copper wire and some reactive chemicals makes your rounds pack an extra punch with electricity and high temperatures.''" |
− | | {{Price table |
+ | | {{Price table |
| credits = 2800 |
| credits = 2800 |
||
| umanite = 35 |
| umanite = 35 |
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|- |
|- |
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| style="padding:10px" | {{icon upgrade|Light}}<br/>SMЯT Targeting Software™ |
| style="padding:10px" | {{icon upgrade|Light}}<br/>SMЯT Targeting Software™ |
||
− | | +Smart Targeting |
+ | | + Smart Targeting |
− | | This premium software update makes your camera prioritize targets with lower health and avoids placing more locks necessary. Now that's |
+ | | "''This premium software update makes your camera prioritize targets with lower health and avoids placing more locks necessary. Now that's SmЯt(TM)!''" |
− | | {{Price table |
+ | | {{Price table |
| credits = 2800 |
| credits = 2800 |
||
| bismor = 35 |
| bismor = 35 |
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}} |
}} |
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|- |
|- |
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− | | style="border-bottom-width: 3px; padding:10px" | {{Icon upgrade|BulletPenetration|45px}}<br/> |
+ | | style="border-bottom-width: 3px; padding:10px" | {{Icon upgrade|BulletPenetration|45px}}<br/>Super Blowthrough Rounds |
| style="border-bottom-width: 3px;" | +3 Max Penetrations |
| style="border-bottom-width: 3px;" | +3 Max Penetrations |
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− | | style="border-bottom-width: 3px;" | Shaped projectiles designed to over-penetrate targets with a minimal loss of energy. In other words: Fire straight through an enemy! |
+ | | style="border-bottom-width: 3px;" | "''Shaped projectiles designed to over-penetrate targets with a minimal loss of energy. In other words: Fire straight through an enemy!''" |
− | | style="border-bottom-width: 3px;" | {{Price table |
+ | | style="border-bottom-width: 3px;" | {{Price table |
| credits = 2800 |
| credits = 2800 |
||
| umanite = 35 |
| umanite = 35 |
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| style="padding:10px" | {{icon upgrade|Duration}}<br/>Shutter Speed Sensor |
| style="padding:10px" | {{icon upgrade|Duration}}<br/>Shutter Speed Sensor |
||
| -15% Lock-On Time |
| -15% Lock-On Time |
||
− | | The shutter speed sensor reduces the time between lock ons, helping you reach a full lock on faster. |
+ | | "''The shutter speed sensor reduces the time between lock ons, helping you reach a full lock on faster.''" |
− | | {{Price table |
+ | | {{Price table |
| credits = 4800 |
| credits = 4800 |
||
| jadiz = 50 |
| jadiz = 50 |
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| style="border-bottom-width: 3px; padding:10px" | <!-- {{icon upgrade|Light}} --> <br/>Aperture Extension |
| style="border-bottom-width: 3px; padding:10px" | <!-- {{icon upgrade|Light}} --> <br/>Aperture Extension |
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| style="border-bottom-width: 3px;" | +6 Max Targets |
| style="border-bottom-width: 3px;" | +6 Max Targets |
||
− | | style="border-bottom-width: 3px;" | The aperture extension helps the camera sort out more light and minimizes distortion, increasing the amount of lock ons you can place on targets. |
+ | | style="border-bottom-width: 3px;" | "''The aperture extension helps the camera sort out more light and minimizes distortion, increasing the amount of lock ons you can place on targets.''" |
− | | style="border-bottom-width: 3px;" | {{Price table |
+ | | style="border-bottom-width: 3px;" | {{Price table |
| credits = 4800 |
| credits = 4800 |
||
| umanite = 48 |
| umanite = 48 |
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! rowspan="3" style="border-bottom-width: 3px;" | Tier 5<br>{{level}}-- |
! rowspan="3" style="border-bottom-width: 3px;" | Tier 5<br>{{level}}-- |
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| style="padding: 10px;" | {{icon upgrade|Electricity|45px}}<br/>Electric Generator Mod |
| style="padding: 10px;" | {{icon upgrade|Electricity|45px}}<br/>Electric Generator Mod |
||
+ | | + Targets With 3 Locks Are [[Status Effects#Electrocution|Electrocuted]] When Shot |
||
− | | {{Hoverover|+Targets with 3 or more Locks are Electrocuted when shot|Electrocute gets applied after the first bullet damages the target|underline=yes}} |
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+ | (Electrocution gets applied after the first bullet damages the target) |
||
− | | An electrical generator has been wired into the lock on mechanism, turning rounds electrical when a lock on threshold is passed. |
+ | | "''An electrical generator has been wired into the lock on mechanism, turning rounds electrical when a lock on threshold is passed.''" |
− | | {{Price table |
+ | | {{Price table |
| credits = 5600 |
| credits = 5600 |
||
| umanite = 70 |
| umanite = 70 |
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|- |
|- |
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| style="padding:10px" | {{icon upgrade|DamageGeneral}}<br/>Unstable Lock Mechanism |
| style="padding:10px" | {{icon upgrade|DamageGeneral}}<br/>Unstable Lock Mechanism |
||
− | | +Full Lock |
+ | | + Full Lock Adds 20% Damage To All Shots |
− | | Loosening a screw in the lock on mechanism bypasses the safety at a full lock on, making your rounds do more damage. |
+ | | "''Loosening a screw in the lock on mechanism bypasses the safety at a full lock on, making your rounds do more damage.''" |
− | | {{Price table |
+ | | {{Price table |
| credits = 5600 |
| credits = 5600 |
||
| bismor = 140 |
| bismor = 140 |
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|- |
|- |
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| style="padding:10px" | {{Icon upgrade|ScareEnemies|45px}}<br/>Fear Frequency |
| style="padding:10px" | {{Icon upgrade|ScareEnemies|45px}}<br/>Fear Frequency |
||
+ | | + Full Lock [[Fear|Scares]] Nearby Enemies |
||
− | | {{Hoverover|+Full Lock Scares Nearby Enemies|500% Base Fear Chance in a 5m radius around the Engineer. The Fear happens when the last bullet of the Full Lock gets fired.|underline=yes}} |
||
+ | (Actually has a scaling effect for any amount of locks) |
||
− | | Denting a cavity in the bullets cause them to emit a fear inducing high pitched sound when fired en masse affecting all enemies around the shooter |
+ | | "''Denting a cavity in the bullets cause them to emit a fear inducing high pitched sound when fired en masse affecting all enemies around the shooter. Both the strength of the effect and it's range are affected by how many rounds are fired in the burst.''" |
− | | {{Price table |
+ | | {{Price table |
| credits = 5600 |
| credits = 5600 |
||
| bismor = 70 |
| bismor = 70 |
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|} |
|} |
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− | == |
+ | ==Overclocks== |
{{OC Notice}} |
{{OC Notice}} |
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{{Overclock table lok-1}} |
{{Overclock table lok-1}} |
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− | == |
+ | ==Stats Breakdown== |
− | === |
+ | ===Understanding the Weapon=== |
− | The |
+ | The LOK-1 will sequentially target all enemies in its scanning range, prioritizing enemies closest to the center of the 'crosshair', and will not target passive or friendly creatures. If the '''SmЯt''' 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 on "overkilling". Lock-on shots may not reach their target if something else blocks their path such as other enemies, players, or terrain (without the '''Seeker Rounds''' overclock). |
+ | Holding the trigger will initiate "scanning" mode to target enemies and acquire locks, this is visually represented on screen by a loading bar with the text ''"SCANNING"''. While scanning, a lock will engage every 0.095 seconds. |
||
⚫ | The |
||
⚫ | 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. This allows targeting specific areas on enemies. The maximum angle the view can be turned before locks disengage is governed by the "Lose Lock Threshold" statistic. |
||
− | Compared to the [["Stubby" Voltaic SMG|Stubby]] and the [["Warthog" Auto 210|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.<br /> |
||
⚫ | |||
⚫ | |||
+ | After releasing the trigger, the weapon begins firing at each locked target. There is a 0.06 second delay between each shot, putting the weapon's rate of fire at 16.67 during the burst. |
||
⚫ | |||
⚫ | |||
− | ==== Explosive Chemical Rounds ==== |
||
+ | {|class="wikitable" width="100%" |
||
− | {{Icon overclock full |Balanced|Explosion}} |
||
+ | ! colspan = 3 | Unique Modifications |
||
⚫ | |||
+ | |- |
||
+ | | width="100px" style="padding:10px; text-align: center;" | {{icon upgrade|Light}}<br/>'''SMЯT Targeting Software™''' |
||
⚫ | | colspan = 2 | '''SMЯT Targeting Software™''' prevents 'overlocking' of enemies. By default, the LOK-1 will put as many locks as possible on targeted enemies, but will only use the necessary amount of bullets needed to kill them. The '''SmЯt''' 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. |
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+ | |- |
||
+ | | style="padding:10px; text-align: center;" | {{icon upgrade|ScareEnemies}}<br/>'''Fear Frequency''' |
||
+ | | width="600px" | '''Fear Frequency''' will only apply the fear effect after the burst has finished firing and the fear radius is centered on the player. The mod's effectiveness scales from bullets fired and not locks engaged. |
||
+ | | width="200px" style="padding:10px" | |
||
+ | *Effect Radius: 2.4m + 0.15m per bullet fired |
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+ | *Fear Factor: 15% + 15% per bullet fired |
||
+ | |} |
||
+ | ===<big>U</big>nique Overclocks=== |
||
− | ==== Seeker Rounds ==== |
||
+ | {| class="wikitable" width="100%" |
||
− | {{Icon overclock full |Balanced|Aim}} |
||
⚫ | |||
⚫ | |||
+ | |- |
||
+ | | width="100px" style="padding:10px; text-align: center;" | {{Icon overclock full|Balanced|Explosion|Center}}<br/>'''Explosive Chemical Rounds''' |
||
+ | | width="600px" style="padding:10px" | |
||
⚫ | '''Explosive Chemical Rounds''' is a Balanced Overclock that causes targets with 3 or more Locks on them to 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). The explosion won't occur if the final shot killed the enemy and the Super Blowthrough Rounds mod is equipped. |
||
+ | |- |
||
+ | | style="padding:10px; text-align: center;" | {{Icon overclock full|Balanced|Aim|Center}}<br/>'''Seeker Rounds''' |
||
+ | | style="padding:10px" | |
||
⚫ | '''Seeker Rounds''' is a Balanced Overclock that causes locked shots to always hit their targets, ignoring armor and terrain. 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 approximately -47% burst fire rate. |
||
+ | <br/> |
||
⚫ | |||
+ | |- |
||
+ | | style="padding:10px; text-align: center;" | {{Icon overclock full|Unstable|Sticky|Center}}<br/>'''Neuro-Lasso''' |
||
+ | | style="padding:10px" | |
||
+ | '''Neuro-Lasso''' is an Unstable Overclock that causes each Lock on an enemy to slow it down by 10% (x0.9). ''This effect stacks.'' |
||
+ | |} |
||
⚫ | |||
⚫ | |||
− | |||
− | ==== Neuro-Lasso ==== |
||
− | {{Icon overclock full |Unstable|Sticky}} |
||
− | 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. |
Each modification that is purchased advances a mastery bar by one unit. |
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* Three modifications – '''First Stripe''' Weapon Paintjob [[File:Icon_Skin_First_Stripe.png|20px]] |
* Three modifications – '''First Stripe''' Weapon Paintjob [[File:Icon_Skin_First_Stripe.png|20px]] |
||
* Seven modifications – '''Deepcore''' Weapon Paintjob [[File:Icon_Skin_Deepcore.png|20px]] |
* Seven modifications – '''Deepcore''' Weapon Paintjob [[File:Icon_Skin_Deepcore.png|20px]] |
||
− | * All |
+ | * All 13 modifications – '''The Company Special''' Weapon Paintjob [[File:Icon_Skin_The_Company_Special.png|20px]] |
− | == |
+ | ==Skins== |
⚫ | |||
⚫ | |||
⚫ | |||
− | |||
⚫ | |||
[[File:LOK-1 gunsling&reload.mp4|thumb|left]] |
[[File:LOK-1 gunsling&reload.mp4|thumb|left]] |
||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | ==Trivia== |
||
+ | * The weapon's "full ammo" interaction consists of the Engineer removing and briefly inspecting its targeting module before returning it to its place. |
||
{{Equipment nav}} |
{{Equipment nav}} |
Latest revision as of 01:29, 17 November 2023
Unlocked through an assignment |
---|
Requires Engineer 18
Purchased for: |
Initial Stats | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
“ | Take a standard, high-grade submachine gun, 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. 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 to possess an alternative firing mode. Tapping the fire button will cause a single shot to be fired normally. However, holding down the fire button will cause a targeting interface to appear and begin placing incremental indicators onto targets within range, along with visible tracers that track bodies and exterminate targets accordingly. Upon releasing the fire button, the weapon fires at all enemies that were locked onto with the amount of bullets corresponding with the number displayed on each indicator. When an 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.
Modifications
There are five tiers of modifications and each tier has two to three upgrades. Only one modification can be equipped per tier.
LOK-1 Smart Rifle Modifications | ||||
---|---|---|---|---|
Mod | Effect | In Game Description | Price | |
Tier 1 | Increased Caliber Rounds |
+6 Damage | "The good folk in R&D have been busy. The overall damage of your weapon is increased." | |
Expanded Ammo Bags |
+72 Max Ammo | "You had to give up some sandwich-storage, but your total ammo capacity is increased!" | ||
Tier 2 -- |
Macro Lens |
x2 Lock-On Range + Tight Lock-On Field |
"The Macro Lens decreases the size of the lock on area for extra tight control and focused targeting while also greatly extending the lock on range." | |
CCD Array Add-On |
x1.5 Lose Lock Threshold +1.3° Acquire Lock Threshold |
"The CCD Array Add-On enables the camera to keep track of enemies in a wider angle and also expands the angle at which new locks can be acquired." | ||
Zoom Lens |
+10m Lock-On Range | "The Zoom Lens increases the range of your camera, enabling you to lock on to targets farther away." | ||
Tier 3 -- |
Electro-Chemical Rounds |
+ Bonus Damage to Electrified and Burning Targets
(+20% bonus damage with damage type matching the corresponding element, and can stack for each element) |
"A simple copper wire and some reactive chemicals makes your rounds pack an extra punch with electricity and high temperatures." | |
SMЯT Targeting Software™ |
+ Smart Targeting | "This premium software update makes your camera prioritize targets with lower health and avoids placing more locks necessary. Now that's SmЯt(TM)!" | ||
Super Blowthrough Rounds |
+3 Max Penetrations | "Shaped projectiles designed to over-penetrate targets with a minimal loss of energy. In other words: Fire straight through an enemy!" | ||
Tier 4 -- |
Shutter Speed Sensor |
-15% Lock-On Time | "The shutter speed sensor reduces the time between lock ons, helping you reach a full lock on faster." | |
Aperture Extension |
+6 Max Targets | "The aperture extension helps the camera sort out more light and minimizes distortion, increasing the amount of lock ons you can place on targets." | ||
Tier 5 -- |
Electric Generator Mod |
+ Targets With 3 Locks Are Electrocuted When Shot
(Electrocution gets applied after the first bullet damages the target) |
"An electrical generator has been wired into the lock on mechanism, turning rounds electrical when a lock on threshold is passed." | |
Unstable Lock Mechanism |
+ Full Lock Adds 20% Damage To All Shots | "Loosening a screw in the lock on mechanism bypasses the safety at a full lock on, making your rounds do more damage." | ||
Fear Frequency |
+ Full Lock Scares Nearby Enemies
(Actually has a scaling effect for any amount of locks) |
"Denting a cavity in the bullets cause them to emit a fear inducing high pitched sound when fired en masse affecting all enemies around the shooter. Both the strength of the effect and it's range are affected by how many rounds are fired in the burst." |
Overclocks
Overclock calculations happen after modifiers.
Stats Breakdown
Understanding the Weapon
The LOK-1 will sequentially target all enemies in its scanning range, prioritizing enemies closest to the center of the 'crosshair', and will not target passive or friendly creatures. If the SmЯt 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 on "overkilling". Lock-on shots may not reach their target if something else blocks their path such as other enemies, players, or terrain (without the Seeker Rounds overclock).
Holding the trigger will initiate "scanning" mode to target enemies and acquire locks, this is visually represented on screen by a loading bar with the text "SCANNING". While scanning, a lock will engage every 0.095 seconds.
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. This allows targeting specific areas on enemies. The maximum angle the view can be turned before locks disengage is governed by the "Lose Lock Threshold" statistic.
After releasing the trigger, the weapon begins firing at each locked target. There is a 0.06 second delay between each shot, putting the weapon's rate of fire at 16.67 during the burst.
Unique Modifications
Unique Modifications | ||
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SMЯT Targeting Software™ |
SMЯT Targeting Software™ prevents 'overlocking' of enemies. By default, the LOK-1 will put as many locks as possible on targeted enemies, but will only use the necessary amount of bullets needed to kill them. The SmЯt 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. | |
Fear Frequency |
Fear Frequency will only apply the fear effect after the burst has finished firing and the fear radius is centered on the player. The mod's effectiveness scales from bullets fired and not locks engaged. |
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Unique Overclocks
Unique Overclocks | ||
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Explosive Chemical Rounds |
Explosive Chemical Rounds is a Balanced Overclock that causes targets with 3 or more Locks on them to 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). The explosion won't occur if the final shot killed the enemy and the Super Blowthrough Rounds mod is equipped. | |
Seeker Rounds |
Seeker Rounds is a Balanced Overclock that causes locked shots to always hit their targets, ignoring armor and terrain. 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 approximately -47% burst fire rate.
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Neuro-Lasso |
Neuro-Lasso is an Unstable Overclock that causes each Lock on an enemy to slow it down by 10% (x0.9). This effect stacks. |
Mastery
Each modification that is purchased advances a mastery bar by one unit.
Mastery unlocks:
- Three modifications – First Stripe Weapon Paintjob
- Seven modifications – Deepcore Weapon Paintjob
- All 13 modifications – The Company Special Weapon Paintjob
Skins
Full gallery of skins can be seen in Weapon Skins.
Gallery
Trivia
- The weapon's "full ammo" interaction consists of the Engineer removing and briefly inspecting its targeting module before returning it to its place.
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