LOK-1 Smart Rifle
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Requires Engineer ![]() Purchased for: |
Initial Stats | ||||||||||||||||||||||
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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 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.
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 | ||||
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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.
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Overclock | Effect | In Game Description | Price | |
Eraser
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"Clean up the caves with an extended magazine combined with the ability to acquire more locks." | |||
Armor Break Module
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"Shots do extra damage against armor when all locks are engaged." | |||
Explosive Chemical Rounds
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"Every enemy with 3 locks triggers an explosion on the last shot." | |||
Seeker Rounds
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"Locked shots will always hit their target even finding their way around heavy armor and the system can maintain locks at more extreme angles. However the extra processing load reduces the rate of fire for locked shots and more care must be taken when reloading the advanced rounds." | ||
Executioner
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"Tweaks to the firecontrol mechanism and camera software bring lightning fast lock acquisition and more weakspot damage when all locks are used, However the max number of locks is reduced as is the magazine and total ammo capacity." | ||
Neuro-Lasso
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"Slow down enemies by locking on to them, the more locks the slower an enemy gets! The down side is a slower lock-on rate and the locks can only be maintained for a short time before the system resets." |
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 to each locked target. There is a 0.06 second delay between each shot, putting the weapons 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 approx. -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
Gallery
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