LOK-1 Smart Rifle

Purchased for:

 — 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. 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 to possess an alternative firing mode. Tapping the fire button will cause a single shot to be fired normally. However, holding down the fire button will cause a targeting interface to appear and begin placing incremental indicators onto targets within range, along with visible tracers that track bodies and exterminate targets accordingly. Upon releasing the fire button, the weapon fires at all enemies that were locked onto with the amount of bullets corresponding with the number displayed on each indicator. When an 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.

## Overclocks

Overclock calculations happen after modifiers.

## 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 at 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.

### Unique Modifications

 **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.
* Fear Factor: 15% + 15% per bullet fired

### Unique Overclocks

**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 approximately -47% burst fire rate.

**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

Full gallery of skins can be seen in Weapon Skins.

## Trivia

* The weapon's "full ammo" interaction consists of the Engineer removing and briefly inspecting its targeting module before returning it to its place.