M1000 Classic
| Requires Scout Purchased for: |
| “ | The original design for the M1000-pattern DRG-issue precision rifle goes back hundreds of years, practically unchanged. High damage, respectable fire rate...and that "Ping". A prime example of "if it ain't broke, don't fix it". |
| — Item Description |
The M1000 Classic is one of the Scout's alternative primary weapons. It is a semi-automatic rifle with a long, singular barrel. The barrel and receiver are made out of metal whereas the stock and grips seem to be made of wood.
It is one of few weapons to boast an alternative firing mode. Holding down the fire button will cause the weapon to enter Focus Mode. In this state, the next bullet fired has perfect accuracy, deals much more damage, and is eligible for certain bonus effects, but consumes two rounds out of the magazine at once. A brief charging time is required to activate Focus Mode, indicated by the crosshair rotating. While charging Focus Mode, the player's movement speed is reduced, and the screen zooms in slightly to assist with aiming. Focus Mode shots can be cancelled by reloading, swapping equipment or swinging the Pickaxe.
Modifications
There are five tiers of modifications and each tier has two to three upgrades. Only one modification can be equipped per tier.
Overclocks
Overclock calculations happen after modifiers.
| M1000 Classic [Expand/Collapse] | ||||
|---|---|---|---|---|
| Overclock | Effect | In Game Description | Price | |
| Hoverclock
|
|
"Your movement slows down for a few seconds while using focus mode in the air." | ||
| Minimal Clips
|
|
"Increase clip capacity and speed up reloads by getting rid of dead weight on the clips." | ||
| Active Stability System
|
|
"Focus faster and without slowing down but all that fancy tech limits how quickly you can reload." | ||
| Hipster
|
|
"A less powerful round together with a rebalancing of weight distribution, enlarged vents and a reshaped grip result in a rifle that is more controllable when hip-firing in quick succession but at the cost of pure damage output. As an added bonus you can carry more of the new ammunition." | ||
| Electrocuting Focus Shots
|
|
"Embedded capacitors in a copper core carry the electric charge from the EM coils used for focus shots and will electrocute the target at the cost of a reduced focus shot damage bonus." | ||
| Supercooling Chamber
|
|
"Take the M1000'S focus mode to the extreme by supercooling the rounds before firing to improve their acceleration through the coils, but the extra coolant in the clips limits how much ammo you can bring." | ||
| Marked for Death
|
|
"Focus Shot now fires a dart loaded with an inflammatory catalyst which causes enemies to temporarily take more damage from all sources. While faster to focus, the direct impact of these darts does negligible damage, and requires an increased Focus Shot ammo cost as well as a smaller magazine." | ||
Stats Breakdown
Understanding the Weapon
To fire a Focus Shot the player must first charge it by holding [Fire] for a brief period. The shot is then fired upon releasing [Fire]. If the player releases [Fire] before fully charging, a normal shot will be fired instead, and the charge is reset.
While [Fire] is held, the player's movement speed on the ground is reduced by the Focus Movement Speed stat, and sprinting is disabled. Additionally, the player's field of view gradually decreases while charging, up to a 15 degree reduction when fully charged. This causes a mild zooming-in effect. The rotating animation of the crosshair also indicates the level of charge, as the animation completes when the Focus Shot is ready.
The time the player needs to hold before a Focus Shot is charged is determined by a hidden stat called Charge Speed. Charge Speed represents the rate of charge gained per second while holding the [Fire] button, and has a base value of 1.6. The M1000 Classic is fully charged when reaching 1.00 charge.
Thus the time to charge a focus shot can be calculated with the following formula, or can be seen in the table below:
- Time to charge a Focus Shot (in seconds) = 1 / [ Charge Speed ]
Instead of directly showing Charge Speed in the Equipment Terminal, a percentage called Focus Speed is shown instead:
- Focus Speed (in %) = [ Charge Speed ] x 100% / 1.6
- Charge Speed = [ Focus Speed ] x 1.6 / 100%
- Time to charge a Focus Shot (in seconds) = 100% / ( [ Focus Speed ] x 1.6 )
| Modifications | Base | Active Stability System or Marked for Death |
Supercooling Chamber |
|---|---|---|---|
| Base | 0.625s | ~0.523s | ~1.041s |
| Fast-Charging Coils | 0.5s | ~0.433s | ~0.833s |
In addition to charging, Focus shots also have a brief cooldown applied after each shot before the next focus can start charging. This cooldown is determined by the RoF, and can be calculated with the following formula:
- Focus shot cooldown (in seconds) = 1 / [ RoF ]
A focus shot can still be fired even if there is only 1 ammo remaining in the clip (or 2 if Marked for Death is equipped); it will only use whatever is in the clip, consuming less ammo than usual.
Unique Modifications
| Unique Modifications | ||
|---|---|---|
Precision Terror |
Precision Terror inflicts Fear on creatures around a creature that was killed via a Focus Shot to a weakpoint. |
|
Unique Overclocks
| Unique Overclocks | ||
|---|---|---|
|
Hoverclock |
Hoverclock is a Clean Overclock that allows the player to "Hover" by charging a focus shot. The shot does not need to be fired afterward. When the player charges a Focus Shot while midair, the player's movement and falling velocity slows. This slowdown lasts for a short period. This slowdown can only be used once until refreshed. It can be refreshed by killing a Creature, touching the ground, or grappling. The duration of this slowdown, and then time it takes to fully slowdown varies with Focus Speed:
There is currently a bug that causes the slowdown to also be activated by firing a non-focused shot, if the player is not the host. |
|
|
Marked for Death |
Marked For Death is an Unstable Overclock that causes Focus Shots to apply a unique debuff to their targets, which causes them to take 55% more damage from all sources. It is possible to apply the effect to multiple targets at once, whether by sequential focus shots or with the Super Blowthrough Rounds upgrade. The debuff will be applied even if hitting heavy armour.
Additionally, the most recently afflicted target will be highlighted with a red outline visible to teammates, as though marked with the Laser Pointer. This will be the farthest target if multiple targets are hit using Super Blowthrough Rounds. Additionally, Bosco will attack this target. |
Focus Weakening:
|
|
Electrocuting Focus Shots |
Electrocuting Focus Shots is an Unstable Overclock that causes focus shots to electrocute their targets. |
|
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 (12) modifications – The Company Special Weapon Paintjob

Skins
A full gallery of all available Frameworks and Paintjobs can be seen at Weapon Cosmetics.
Gallery
Trivia
- The M1000 Classic is based on the American M1 Garand semi-automatic rifle, and includes the trademark 'ping' when ejecting spent clips.
- The M1000 Classic’s name can be said as “M1-Grand” (grand meaning thousand), which is similar in pronunciation to M1 Garand.
- Several in-game descriptions mention that "EM coils" are used to accelerate rounds in Focus Mode. This means the M1000 Classic operates at least partially as a coilgun, unlike the original M1 Garand.
- Mission Control expresses fondness for the M1000 when unlocking it via its corresponding Weapon License Upgrade assignment. He calls it a "good choice", and it is the only weapon he does not express bemusement or caution with.
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||