100 hours with the lok-1: Smart rifle build and guide - Deep Rock Galactic
After using the smart rifle for 9 promotions and 100 hours I put all my knowledge into this video guide to help you. FAQ included in the description:
0:00 Intro
2:00 Tier 1 upgrades
3:39 Tier 2 upgrades
6:10 Tier 3 upgrades
8:26 Tier 4+5 upgrades
9:13 Issues to manage
14:29 Why I love it
16:37 Longer clips
20:32 Ammo debate comments
Full buid video guide: https://youtu.be/eGp3H1FQCr4
I also have a comparison video with clips from the stubby and equivalent clips from the Lok-1 to compare: https://youtu.be/HsusD9bZg3E
Here are my Steam forum posts that are mentioned in the video:
The poll one that you can still vote for. I make sure to update it every 10 or so new posts: https://steamcommunity.com/app/548430/discussions/1/4739473745768444591/
My first post about the lok-1 - https://steamcommunity.com/app/548430/discussions/1/3203744275136305604/
My second post - https://steamcommunity.com/app/548430/discussions/1/3203745634152505457/
FAQ:
Q: What is the build you use for the entire engineer loadout when using the Lok-1? A: My next video will be exactly what you ask and I will explain my reasoning behind it with video clips for the engineer. For now though if you go onto my EDD videos it has my breach cutter load out. I obviously use plasma grenades and the following:
Sentry guns: Gemini; defender; max ammo; max mag
Platform: repellent and ammo.
Armour: -1 second delay; overcharger; shockwave
Pickaxe: reduced delay
Passive perks: friendly; born ready; resupplier
Active: Dash; shield link
Q: Do you need to hit all 8 shots for T5 +20% damage and the executioner weak point damage bonus? A: You only need to ensure you have 8 locks across any number of targets to activate these. If the targets die before firing all 8 shots you will still get the bonus as long as when you started firing there were 8 locks on.
Q: Is T5 upgrade slot 1 a good option with T3 upgrade slot 1? A: I was going to put this into the video but thought I would put people to sleep... Here we go though. T3 S1 is for 20% damage against electrocuted and ignited targets, T5 S1 applies electrocution on targets that are hit when they have 3 or more locks. This can be helpful with the slow. Electrocution also applies 36 damage over 3 seconds.
If we look at what we potentially lose. My build with damage at T1. 27 Damage +20% = +5.4 for a total of 32.4 per shot, a bonus of 43.2 instant damage across the 8 shots. Ammo at T1 = +4.2 for a total of 25.2 per shot and a bonus of 33.6.
With executioner we also get an additional +50% to weak point hits making that damage boost 64.8 let alone applying the base weak point damage boost anyway. This is a huge amount of additional damage to potentially lose.
You may get it back by applying your first burst of damage and applying electrocution, to then gain the +20% from shooting an electrified target but it seems janky and unreliable to me. You also lose super blow through rounds which are guaranteed to help you most games.
With 8 locks at most you are only electrifying 2 targets. The 36 damage over 3 seconds goes against the burst speed of the executioner overclock, you will also be applying the electrocution quicker than every 3 seconds and likely bursting the target to death before achieving 6 seconds of electrocution damage. I think keep that option for Explosive Chemical Rounds.
Видео 100 hours with the lok-1: Smart rifle build and guide - Deep Rock Galactic канала Gaming Existence
0:00 Intro
2:00 Tier 1 upgrades
3:39 Tier 2 upgrades
6:10 Tier 3 upgrades
8:26 Tier 4+5 upgrades
9:13 Issues to manage
14:29 Why I love it
16:37 Longer clips
20:32 Ammo debate comments
Full buid video guide: https://youtu.be/eGp3H1FQCr4
I also have a comparison video with clips from the stubby and equivalent clips from the Lok-1 to compare: https://youtu.be/HsusD9bZg3E
Here are my Steam forum posts that are mentioned in the video:
The poll one that you can still vote for. I make sure to update it every 10 or so new posts: https://steamcommunity.com/app/548430/discussions/1/4739473745768444591/
My first post about the lok-1 - https://steamcommunity.com/app/548430/discussions/1/3203744275136305604/
My second post - https://steamcommunity.com/app/548430/discussions/1/3203745634152505457/
FAQ:
Q: What is the build you use for the entire engineer loadout when using the Lok-1? A: My next video will be exactly what you ask and I will explain my reasoning behind it with video clips for the engineer. For now though if you go onto my EDD videos it has my breach cutter load out. I obviously use plasma grenades and the following:
Sentry guns: Gemini; defender; max ammo; max mag
Platform: repellent and ammo.
Armour: -1 second delay; overcharger; shockwave
Pickaxe: reduced delay
Passive perks: friendly; born ready; resupplier
Active: Dash; shield link
Q: Do you need to hit all 8 shots for T5 +20% damage and the executioner weak point damage bonus? A: You only need to ensure you have 8 locks across any number of targets to activate these. If the targets die before firing all 8 shots you will still get the bonus as long as when you started firing there were 8 locks on.
Q: Is T5 upgrade slot 1 a good option with T3 upgrade slot 1? A: I was going to put this into the video but thought I would put people to sleep... Here we go though. T3 S1 is for 20% damage against electrocuted and ignited targets, T5 S1 applies electrocution on targets that are hit when they have 3 or more locks. This can be helpful with the slow. Electrocution also applies 36 damage over 3 seconds.
If we look at what we potentially lose. My build with damage at T1. 27 Damage +20% = +5.4 for a total of 32.4 per shot, a bonus of 43.2 instant damage across the 8 shots. Ammo at T1 = +4.2 for a total of 25.2 per shot and a bonus of 33.6.
With executioner we also get an additional +50% to weak point hits making that damage boost 64.8 let alone applying the base weak point damage boost anyway. This is a huge amount of additional damage to potentially lose.
You may get it back by applying your first burst of damage and applying electrocution, to then gain the +20% from shooting an electrified target but it seems janky and unreliable to me. You also lose super blow through rounds which are guaranteed to help you most games.
With 8 locks at most you are only electrifying 2 targets. The 36 damage over 3 seconds goes against the burst speed of the executioner overclock, you will also be applying the electrocution quicker than every 3 seconds and likely bursting the target to death before achieving 6 seconds of electrocution damage. I think keep that option for Explosive Chemical Rounds.
Видео 100 hours with the lok-1: Smart rifle build and guide - Deep Rock Galactic канала Gaming Existence
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26 декабря 2021 г. 2:52:00
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