LOK-1 Smart Rifle

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DRG
DRG:RC
DRG:S



Icons Campaign.png Unlocked through an assignment
Requires Engineer Level 18
Purchased for:
Credit.png 8200 Credits
Jadiz 35 Jadiz
Magnite 65 Magnite
Umanite 100 Umanite


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
Mod Effect In Game Description Price
Tier 1 Icon Upgrade DamageGeneral.png
Increased Caliber Rounds
+6 Damage "The good folk in R&D have been busy. The overall damage of your weapon is increased."
Credit.png 1200 Credits
Bismor 25 Bismor
Icon Upgrade Ammo.png
Expanded Ammo Bags
+72 Max Ammo "You had to give up some sandwich-storage, but your total ammo capacity is increased!"
Credit.png 1200 Credits
Magnite 25 Magnite
Tier 2
Level 4
Icon Upgrade Aim.png
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."
Credit.png 2000 Credits
Umanite 24 Umanite
Bismor 15 Bismor
Icon Upgrade Angle.png
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."
Credit.png 2000 Credits
Magnite 15 Magnite
Enor Pearl 24 Enor Pearl
Icon Upgrade Distance.png
Zoom Lens
+10m Lock-On Range "The Zoom Lens increases the range of your camera, enabling you to lock on to targets farther away."
Credit.png 2000 Credits
Croppa 15 Croppa
Jadiz 24 Jadiz
Tier 3
Level 8
Icon Upgrade Special.png
Electro-Chemical Rounds
+Bonus Damage to Electrified and Burning Targets "A simple copper wire and some reactive chemicals makes your rounds pack an extra punch with electricity and high temperatures."
Credit.png 2800 Credits
Jadiz 50 Jadiz
Umanite 35 Umanite
Icon Upgrade Light.png
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)!"
Credit.png 2800 Credits
Enor Pearl 50 Enor Pearl
Bismor 35 Bismor
Icon Upgrade BulletPenetration.png
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!"
Credit.png 2800 Credits
Umanite 35 Umanite
Bismor 50 Bismor
Tier 4
Level 12
Icon Upgrade Duration.png
Shutter Speed Sensor
x0.85 Lock-On Time "The shutter speed sensor reduces the time between lock ons, helping you reach a full lock on faster."
Credit.png 4800 Credits
Jadiz 50 Jadiz
Magnite 48 Magnite
Enor Pearl 72 Enor Pearl

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."
Credit.png 4800 Credits
Jadiz 72 Jadiz
Magnite 72 Magnite
Umanite 48 Umanite
Tier 5
Level 16
Icon Upgrade Electricity.png
Electric Generator Mod
+Targets With 3 Locks Are Electrocuted When Shot "An electrical generator has been wired into the lock on mechanism, turning rounds electrical when a lock on threshold is passed."
Credit.png 5600 Credits
Jadiz 140 Jadiz
Magnite 64 Magnite
Umanite 70 Umanite
Icon Upgrade DamageGeneral.png
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."
Credit.png 5600 Credits
Magnite 70 Magnite
Enor Pearl 64 Enor Pearl
Bismor 140 Bismor
Icon Upgrade ScareEnemies.png
Fear Frequency
+Fear Frequency "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."
Credit.png 5600 Credits
Croppa 140 Croppa
Magnite 64 Magnite
Bismor 70 Bismor

Overclocks

Overclock calculations happen after modifiers.

Lok-1.png LOK-1 Smart Rifle [Expand/Collapse]
Overclock Effect In Game Description Price
Eraser
Frame Overclock Clean.png
Icon Upgrade ClipSize.png

Pos.svg +12 Magazine Size
Pos.svg x1.33 Max Targets

"Clean up the caves with an extended magazine combined with the ability to acquire more locks."
Credit.png 8 000 Credits
Croppa 135 Croppa
Magnite 70 Magnite
Enor Pearl 90 Enor Pearl
Armor Break Module
Frame Overclock Clean.png
Icon Upgrade ArmorBreaking.png

Pos.svg More Damage against Armor when all Locks are engaged

"Shots do extra damage against armor when all locks are engaged."
Credit.png 7 850 Credits
Croppa 125 Croppa
Magnite 90 Magnite
Umanite 80 Umanite
Explosive Chemical Rounds
Frame Overclock Balanced.png
Icon Upgrade Explosion.png

Pos.svg +Explosive Chemical Rounds
Neg.svg -5 Damage
Neg.svg -36 Max Ammo

"Every enemy with 3 locks triggers an explosion on the last shot."
Credit.png 8 500 Credits
Croppa 65 Croppa
Jadiz 130 Jadiz
Magnite 95 Magnite
Neuro-Lasso
Frame Overclock Balanced.png
Icon Upgrade Sticky.png

Pos.svg +Slowdown Locked Targets
Neg.svg Limited Lock-On Duration of 8 seconds

"Slow down enemies by locking on to them, the more locks the slower an enemy gets! However the locks can only be maintained for a limited time before the system resets."
Credit.png 8 950 Credits
Croppa 125 Croppa
Magnite 80 Magnite
Umanite 100 Umanite
Seeker Rounds
Frame Overclock Balanced.png
Icon Upgrade Aim.png

Pos.svg +Seeker Rounds
Pos.svg x1.33 Lose Lock Threshold
Neg.svg 47% slower Burst Fire Rate
Neg.svg +0.5 Reload Time

"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."
Credit.png 8 150 Credits
Magnite 135 Magnite
Umanite 95 Umanite
Bismor 60 Bismor
Executioner
Frame Overclock Unstable.png
Icon Upgrade Weakspot.png

Pos.svg +50% Weakpoint Damage Bonus at Full Lock
Pos.svg x0.5 Lock-On Time
Neg.svg -12 Max Ammo
Neg.svg -12 Magazine Size
Neg.svg x0.66 Max Targets

"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."
Credit.png 8 750 Credits
Jadiz 105 Jadiz
Magnite 65 Magnite
Enor Pearl 130 Enor Pearl
Smяt Trigger OS™
Frame Overclock Unstable.png
Icon Upgrade Light.png

Pos.svg +Auto-Fire
Pos.svg +Fire Rate affected by Lock-On Time
Pos.svg x0.05 Lock-On Time
Neg.svg x0.2 Max Targets

"A sleek new operating system from the Smяt Corporation gives the weapon near-instantaneous lock-on, and automatically fires shots at locked-on targets. This system is quite CPU-intensive, however, lowering the maximum number of lock-ons."
Credit.png 7 050 Credits
Croppa 60 Croppa
Jadiz 105 Jadiz
Bismor 130 Bismor


Stats Breakdown

Understanding the Weapon

Tapping and quickly releasing the [FIRE] button ("Left Mouse" by default) will directly shoot a bullet without interacting with the weapon's lock-on mechanics.

Holding the [FIRE] button will, after a ~0.22 second delay, initiate 'scanning' mode to target enemies and acquire locks. Scanning mode is visually represented on screen by the crosshair changing to a wide pair of brackets suggesting the lock-on field, and a loading bar with the text "SCANNING". During scanning mode, the weapon places locks on targetable enemies. Locks are indicated by red markers that appear on enemies, as well as a vertical segmented white bar on the left of the crosshair.

The LOK-1 will sequentially place locks on eligible enemies in its scanning range, prioritizing enemies closest to the center of the 'crosshair' and enemies that have fewer existing locks. At base, locks are engaged at a rate of one every 0.095 seconds. The weapon will not target passive or friendly creatures except for Huuli Hoarders and Fester Fleas, and will not target cloaked Glyphid Stalkers. The weapon will continue to place locks until any of the following occurs:

  • The maximum lock capacity is reached. (This is the only condition that can activate "full lock" bonuses, such as those of T5.B Unstable Lock Mechanism or the Executioner overclock.)
  • The number of locks reaches the number of shots remaining in the magazine. (In this case, the last lock indicator on the left of the crosshair will flash red.)
  • The targeting field no longer contains enemies.
  • All enemies in the targeting field already have sufficient locks placed on them as calculated by the SmЯt upgrade, if equipped. (Note however that even without the SmЯt upgrade, if an enemy dies while locked-on, the LOK-1 will stop shooting that enemy and remove the locks, so ammo is never wasted on "overkilling".)
  • The player releases the trigger.

While targets are locked-on, 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 while the player turns or moves. This allows targeting specific areas on enemies. Additionally, the targeting line will turn yellow if it is blocked by terrain, informing the player of anything that could stop the bullet. Locked-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). The maximum angle the view can be turned before locks disengage is governed by the "Lose Lock Threshold" statistic. If the player switches weapons, all locks are immediately removed.

Upon releasing the trigger, the weapon begins firing to 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. For each shot fired, a corresponding lock is removed from the target. All locks are also immediately removed from a target if it dies while locks are engaged. The [FIRE] button can be held again while the weapon is firing, which can cause the next scanning mode to initiate as soon possible afterward, but will not affect the current burst.

Due to the weapon's rate of fire of 5, there is a 0.2 second delay after the last shot in a burst before any further action can begin. Combined with the ~0.22 second delay of starting the scanning mode, this means there is a total of ~0.42 seconds after the last shot in a burst before the LOK-1 can start acquiring new locks. An exception is when using the Smяt Trigger OS™ overclock if the [FIRE] button is not released; in that case the 0.2s does not apply to the next set of locks (nor to the reload).

To calculate the maximum effective RoF, not including reloads, use the following formula. Note that it does not apply to Smяt Trigger OS™.

  • Effective RoF (shots per second) = [ Burst Size ] / ( 0.42 + [ Lock Speed ] x [ Max Locks ] + ( [ Burst Size ] - 1 ) x [ Burst Speed ] )
    • Note that [ Lock Speed ] is the time between successive lock-on acquisitions, whose base value is 0.095.
    • Similarly, [ Burst Speed ] is the time between successive shots in a burst, whose base value is 0.06.

For Smяt Trigger OS™, the following approximation can be used:

  • Effective RoF (shots per second) = [ Burst Size ] / ( 0.22 + [ Trigger Delay ] + ( [ Burst Size ] - 1 ) / [ FPS ] )
    • [ FPS ] is the number of frames per second at which the game is currently running.
    • [ Trigger Delay ] is a combination of the time to acquire locks and the time for the SMRT Trigger effect to begin firing. If T4.A Shutter Speed Sensor is equipped, [ Trigger Delay ] (seconds) = [ Lock Speed ] x [ Max Locks ]; otherwise, [ Trigger Delay ] = [ Lock Speed ] + 0.15.
      • If [ Lock Speed ] is less than 1 / [ FPS ], use 1 / [ FPS ] instead.

Alternatively, consult the table below.

Effective Rate of Fire
(per second)
No T4 Upgrade T4.A Shutter
Speed Sensor
T4.B Aperture
Upgrade
No Overclock ~5.41 ~5.86 ~5.71
Eraser ~5.63 ~6.13 ~5.88
Seeker Rounds ~4.26 ~4.54 ~4.42
Executioner ~6.56 ~6.88 ~7.27
Smяt Trigger OS™ ~4.65 ~7.13 ~9.37

Unique Modifications

Unique Modifications
Icon Upgrade Special.png
Electro-Chemical Rounds
Electro-Chemical Rounds grants bonus fire damage against enemies that are burning, and bonus electric damage against enemies that are electrocuted. The bonus damage is equal to 20% of the base damage. Each status grants its own bonus, allowing them to stack.

The bonus damage against burning enemies also applies an equal amount of Heat.

Icon Upgrade Light.png
Smяt Targeting Software™
Smяt Targeting Software™ causes the weapon to stop applying locks on an enemy once the total damage of locked shots reaches the enemy's remaining health. Without this upgrade, the LOK-1 will put as many locks as possible on targeted enemies, though it will only actually fire the necessary amount of bullets needed to kill them. The upgrade thus does not save ammo, but can help disperse locks over a wider number of targets.

Smяt Targeting Software™ does not consider several factors that may affect damage, such as Armor, Weakpoints, Status Effects, overclock bonuses, and the Unstable Lock Mechanism upgrade, when calculating the number of locks to allow. It can therefore result in an incorrect number of locks being applied.

Icon Upgrade BulletPenetration.png
Super Blowthrough Rounds
Super Blowthrough Rounds will not penetrate any targets en route to the locked target. Once they have hit the locked target, they will continue their trajectory in a straight line and penetrate like normal blowthrough rounds.
Icon Upgrade Electricity.png
Electric Generator Mod
Electric Generator Mod applies Electrocution on targets with 3 or more Locks when they are first damaged by a shot in the burst. The electrocution is applied after the shot damage, so if the target was not previously electrocuted, Electro-Chemical Rounds will not grant electric bonus damage on the first shot.
  • Damage per Tick: 3 Electric
  • Tick interval: 0.25s
  • Duration: 3s
  • Movement Speed: x0.2
Icon Upgrade DamageGeneral.png
Unstable Lock Mechanism
Unstable Lock Mechanism applies bonus Kinetic damage to each shot, equal to 20% of the base damage. The bonus applies if the burst starts with all locks engaged, and applies to all shots in the burst. The bonus damage does not benefit from the penetration effect of Seeker Rounds.
Icon Upgrade ScareEnemies.png
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.
  • Effect Radius: 2.4m + 0.15m per bullet fired
  • Fear Factor: 15% + 15% per bullet fired

Unique Overclocks

Unique Overclocks
Frame Overclock Balanced.png
Icon Upgrade Explosion.png

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 Explosive-element Area Damage and 50% Base Fear Chance in a 4m radius around them (2m Max Damage Radius, 50% Falloff).

The explosion is a property of the projectile, rather than the target, and will explode when hitting any other solid object en route to the target.

Frame Overclock Balanced.png
Icon Upgrade Aim.png

Seeker Rounds

Seeker Rounds is a Balanced Overclock that causes locked shots to always hit their targets, ignoring armor, terrain, and any other creatures en route to the target. 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% Lose Lock Threshold if both are equipped.

Frame Overclock Balanced.png
Icon Upgrade Sticky.png

Neuro-Lasso

Neuro-Lasso is a Balanced Overclock that applies a Status Effect reducing the movement speed of each locked-on creature according to how many locks are placed on it. The effect is applied instantly when locks are placed; it does not require the weapon to actually fire. Each instance of the status effect applies an 11% slowdown (x0.89 movement speed) and the effect can stack multiplicatively up to 16 times, which results in an ~84.5% (~x0.155) slowdown.

However, it is not possible for a single player to activate all 16 levels at once. This is because a new level is not applied with every lock, but only with the 1st, 2nd, 4th, 6th, and every additional even-numbered lock on a creature, which results in up to 10 total stacks with the largest possible upgraded number of locks. This results in a practical limit of ~69% (~x0.312) max slowdown unless multiple Engineers use Neuro-Lasso to slow the same target.

Once a lock is removed or expires, its associated stack of the Status Effect also expires, except for the very last stack which persists for an additional 0.5s.

The limit on lock duration does not depend on the number of locks placed.

Frame Overclock Unstable.png
Icon Upgrade Light.png

Smяt Trigger OS™

Smяt Trigger OS™ is an Unstable Overclock that drastically improves Lock-On Time and thereby the effective rate of fire, and causes bursts to be fired automatically without the need to release the [FIRE] button. The lock-on capacity is reduced, meaning each burst consists of only 2 rounds. The gun's automatic burst fire will still work if Smяt Targeting Software™ prevents the gun from adding any more locks, or if the next burst spends all remaining ammo in the magazine. The automatic burst does not instantly begin after the acquisition of the last lock, but is delayed to ~0.15s after the first lock.

The time between shots during the burst is also drastically shortened, by ~x0.01. However, in practical terms, both this time and the time to acquire a lock are limited by the game's FPS and must take at least 1 frame each. As a result, the overall effective rate of fire is different depending on FPS. The values in the ERoF table above were timed at 60 FPS.

Multiple weapon upgrades also have different functionality when this overclock is equipped.

In Tier 4, Shutter Speed Sensor now causes the automatic bursts to immediately begin once locks stop being acquired, while Aperture Extension increases the number of bullets in each burst from 2 to 4.

In Tier 5, the activation threshold for Electric Generator Mod is reduced from 3 Locks to 2 Locks (the minimum Lock amount with Smяt Trigger OS™.)

Mastery

Each modification that is purchased advances a mastery bar by one unit.

Mastery unlocks:

  • Three modifications – First Stripe Weapon Paintjob Icon Skin First Stripe.png
  • Seven modifications – Deepcore Weapon Paintjob Icon Skin Deepcore.png
  • All 13 modifications – The Company Special Weapon Paintjob Icon Skin The Company Special.png

Skins

Full gallery of all Frameworks and Paintjobs can be seen at Weapon Cosmetics.

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