Fire and powerful crossmap burst damage

by TotallyNotManagement on 29/03/2022

Salutes 3

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).
Executioner

Deepcore 40MM PGL

Deepcore 40MM PGL icon
+1m AoE Radius
+2 Max Ammo
+20 Area Damage
+2 Max Ammo
+20 Area Damage
Lose 50% of Direct, Area, and Armor Damage, and convert it to Heat that will ignite enemies
+500% Armor Breaking
+180% Projectile Velocity
Anywhere from x0.8 - x1.4 damage per shot, averaged to x1.1
+1m AoE Radius
Stuns creatures within the blast radius for 3 seconds
After 0.2 seconds of arming time, any grenade that passes within 2m of an enemy will detonate after a 0.1 second delay. After being armed, grenades will emit a green light. Grenades no longer explode upon impacting terrain, but instead automatically self-detonate 3.3 seconds after being fired or when they stop moving. Additionally, x1.1 AoE Radius.
+60 Direct Damage to any target directly impacted by a grenade.
Changes the PGL to add the player's current velocity to the grenades being fired, instead of using a flat velocity for every grenade.
Pack Rat

Loadout Guide

Here's my reasoning behind the build, including why we're using the "trash" LOK-1.

<!!!> CAUTION: Managment reminds you that this build has not yet been tested on Hazard Five. While it should work perfectly in theory, you may run into unforseeable issues. Use at your own risk. <!!!>

Firstly, let's talk about the weapons.

The deepcore has been modded to dish out some hilariously powerful AOE damage, while the LOK-1 has been modded to focus down priority targets with frightening speed and efficiency. These weapons compilment eachother; they make up for eachother's downsides. The LOK-1 can quickly put down targets but struggles against groups, and the deepcore can instantly incinerate clusters of enemies but is severely lacking against anything bigger then a grunt. Swapping between two weapons frequently also helps with "The Rule Of Two" ammo method, where you use 50% of all your equipment before resuppling back to 100%.

To put it simply, you can kill both the really big guys and the smaller guys at lightning speeds.

Now, I know what you might be thinking. "The LOK-1 is terrible, right? Hell, this build doesn't even use the LOK-1 to dispose of groups! Isn't that the only thing it's good at?" Well my dear strawman, no. The LOK-1 is amongst the most powerful burst damage dealers in the entire game. Not only that, but it can operate at ranges that the breach cutter can only dream of.

It'd take far too long to list why the LOK-1 is so good, so we'll skip right to the mods. We're taking:

  1. Increased damage, because it simply outperforms extra ammo for total damage and ammo efficiency.
  2. Macro Lense to allow operation at extreme ranges.
  3. Blowthrough rounds, to increase ammo efficiency even further.
  4. Reduced targeting time to flick to weaker priority targets like spitters and goo bombers, and to more easily reach the damage bonus at full lock on.
  5. Extra damage at full locks to deal with the larger creatures. (Alternatively you could take electrochemical rounds to combo with the burning targets caused by the deepcore to stack with the additional damage at full locks.)
  6. The overclock we'll be using is the Exectionioner to demolish weakpoints.

For the deepcore, we're modding for fire and area. I also took 2 extra ammo and the Pack Rat overclock for a total of 4 extra shots.

Thank you for reading! Hopefully this can open your eyes to the sheer power of a properly modded LOK-1, or at least bring you success. Rock and stone.