LOK-1/PGL - No OC / Hyper Propellant

by Anonymous on 2025-03-25

EDIT
Salutes 0

LOK-1 Smart Rifle

LOK-1 Smart Rifle icon
+6 Direct Damage
+72 Max Ammo
x0.2 Acquire Lock Threshold, x2 Lock-On Range
+1.3° Acquire Lock Threshold, x1.5 Lose Lock Threshold
+10m Lock-On Range
+20% Damage to Electrified Targets and +20% Damage to Burning Targets
Lock-On now prioritizes low health enemies, and will only place as many Locks on an enemy as are required to kill it.
+3 Penetrations
x0.85 Lock-On Time
+6 Max Number of Lock-Ons
Targets with 3 or more Locks are Electrocuted by the first Locked-On bullet that damages them. The Electrocute DoT does 12 Electric-element Damage per Second, slows enemies by 80%, and lasts for 3 seconds.
Full Lock adds 20% more Direct Damage to all shots fired during the burst.
Every time you release a Lock-On burst, the last bullet fired emits an aura of Fear to all enemies near you. For every bullet fired during the Lock-On burst, add 0.15 Fear to the aura (ranges from 30% Base Fear Chance at 1 Lock to 375% Base Fear Chance at 24 Locks). The aura's radius starts at 2.4m and each bullet fired during the Lock-On burst increases it by +0.15m (ranges from 2.55m at 1 Lock to 6m at 24 Locks).
SMЯT Trigger OS™

Loadout Guide

Note: The build here is for me, and I hope to edit these builds over time as I get access to more overclocks. In other words, I attempt to put together the best build I can at my point in progression. In testing the loadout's, I aim for Hazard 4.

LOK-1 Smart Rifle

The most significant changes happen in Tier 2 and Tier 3. I took CCD Array at Tier 2 to increase the camera since I needed to do AoE. Smart Targeting Software is taken at Tier 3 to avoid wasting locks. At Tier 4, I took Shutter Speed Sensor because I found it took way too long to get 18 locks; at least, that is how it felt for me. But I can see its value for higher health enemies or when you're getting swarmed. And at Tier 5, I took Fear Frequency, a double-edged sword; the upgrade can save or annoy you depending on the situation. If you're low health and want to get away and a Slasher turns around and starts crawling away, it's a good upgrade; but it becomes annoying when the Praetorian you wish to kill turns away and goes behind the corner, and you can't chase because it would put you in a vulnerable position. You can switch to Unstable Lock-on System, so even though you don't get the CC, the weapon does 20% more damage when you need it the most. And since with the build at a base of 12 max targets and 15% less lock-on time, Unstable Lockon makes sense. With the LOK-1, it's possible to bend the bullet's trajectory, so make use of this when needing to hit bugs at a certain angle around a corner.

Deepcore 40MM PGL:

Hyper Propellant makes this into a rail gun, and ammo is a problem at 7. The build here does 445 + 150 = 595 damage before resistances. Note that the damage done to a bug is both direct and area damage, but the latter cannot do weak point damage. And since we have armor break, we want as much damage as possible to rend armor. On Hazard 5, this build can kill a Praetorian in around two hits. If you want less total damage, you can get the ammo up to 11, but it may not even out if the weapon takes one extra hit to burst down a Menace or a Praetorian at range. Also, don't feel the need to take High-Velocity Grenades on Tier 3. It's overkill. I never felt the need for greater projectile velocity, but you may have to compensate a bit for bullet drop in a large cavern.