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DRG Analysis > LOK-1 Smart Rifle

LOK-1 Smart Rifle

About the gun

The LOK-1 Smart Rifle is a powerful primary (if you take the right builds) that gives up the reactiveness of stubby in exchange for range, armor break, and higher potential DPS if you(r team can help) activate the powerful T3A upgrade.

SMRT Trigger OS is an overclock introduced in Season 5 that allows you to gain back most of that reactiveness, but in exchange you give up the opportunity to run Executioner whose massive weakpoint bonus helped make up for the weapon’s tight base ammo pool. Still, a lot of the general public has been sleeping on SMRT Trigger OS. It kills single targets extremely quickly, at a rate competitive with or exceeding Executioner, which was the previous reigning champion among single-target LOK-1 builds.

The upgrade tree of the weapon is in a rather sad state. Most tiers have preferred or strongly preferred options with a few specific edge cases.

My complaints

There are quite a lot of fiddly details that become annoying when trying to calculate the DPS of this gun.

FPS dependence

Measuring the actual effective rate of fire of the weapon is quite an annoying task as it involves going through gameplay recordings frame by frame. My machine isn’t capable of going much above 90fps even in the sandbox, but I was able to fake 6000fps by using Better Time Control to run the game at 1% speed. There are a number of combinations that I didn’t bother testing.

Build 30 FPS 60 FPS 90 FPS 144 FPS 6000 FPS Ideal
11112 Exec 5.27 6.00 6.15 - 6.85 6.88
11122 SMRT - 9.37 - 10.06? 10.30 10.65

You can see there is quite significant variation depending on FPS. As I said above, I’m pretty sure lock-on intervals and burst shot intervals are getting rounded up to the next whole number of frames, but I really can’t be bothered to go through any more frame-by-frame recordings so this will have to remain not-completely-proven. It does work out fairly closely (+/- 1 or 2 frames) for the recordings I did analyze.

The 10.06 effective rate of fire at 144 FPS for SMRT Trigger was obtained not by testing, but from the rounding-to-the-next frame theory. It’s certainly between the tested results for 60fps and 6000fps, so it should be in the right neighborhood. Most people get better performance than I do on my potato setup, so I think this is a good FPS value on which to base build and gameplay analysis. Just, when I give results that involve timing, take them with a grain of salt.

Anyway, for the columns in which there are known values, you can see that the SMRT build has a slightly more than 50% effective rate of fire advantage over Executioner. It also has an exactly 50% bigger magazine, while Executioner has exactly 50% more weakpoint damage per shot. So a magazine of each is really quite similar.

General build comparison

OK so how to analyze this weapon? For the graph below, I’ll make some simplifying assumptions:

This graph assumes you start holding the trigger at time 0. The last horizontal segment in each curve is a reload (with reload cancel). For slow-locking builds, the reload takes about as long as filling up the lock bar.

SMRT Trigger and Executioner are clearly the most reactive and have the highest DPS. You can see why the two of them are considered so much stronger than the base weapon. ECR is also considered strong, but obviously not as a single-target weapon, being more useful for its explosion which inflicts some AOE and fear. (Ideally you want to use bursts of 3 locks to spam explosions rather than full lock, but the 3-lock version of the graph went way off the right edge so I decided to just not show it. You can still full lock if you want to deal with a single target.) Seeker has the next lowest DPS, with less than half the dps of the best options.

Different cases of Executioner (ft. SMRT Trigger)

Since SMRT and Exec are our top single-target contenders, let’s look at them in a little more detail. This time, I have specifically noted which bonuses apply. T5A electric dot is included.

I have also added breakpoints (Haz6p4), though not accounting for enemy resistances/vulnerabilities to electricity or fire. Enemies with breakable heavy armor (Brundles, Stingtails) tend not to punch through until the second hit, so I have added one bullet’s worth to their effective health.

Note how T5A electricity loses a small bit of damage up front, but ends up slightly ahead over time. When combined with the power of electric slow, I think this makes 11111 usually worth taking over 11112. The exception is if you want to combo with some separate source of electricity, because then 11112 gives a much bigger damage boost (shown in green).

Executioner vs SMRT

If I add a 0.2s human-error delay to Exec’s mouse release, then SMRT consistently kills faster than Exec even when Exec is hitting weakpoints. (However, I haven’t included the plot for this.)

When Exec isn’t hitting weakpoints, it falls way behind. There are a few quite notable enemies where this is relevant, especially shellbacks. You can only one-mag a rolling Haz6p4 shellback with Exec if you happen to hit weakpoint shots, or if you take 11112 and the shellback is on fire (rolling shellbacks are completely immune to electricity).

Generally, SMRT kinda feels like a blend between Executioner and damage-build Stubby. Like Executioner, it has long range, armor break, ceiling leech scanning capability, etc, but like the Stubby, you can quickly flick around and kill targets almost as soon as your crosshair reaches them - very handy for self defense.

The tradeoff for SMRT’s DPS and reactiveness is that as I mentioned at the beginning, it doesn’t get massive bonuses to increase its total damage pool. So you’ll have to pick your targets and be mindful of your pacing, especially in teams where resupplies are less plentiful. Still, it’s way better than the base weapon and I think it deserves to have a reputation comparable to Executioner’s.

SMRT vs SMRT

If you are particularly interested in SMRT Trigger, here is a further build comparison for SMRT specifically. T5A electricity slightly reduces the damage output of the first burst compared to T5B, except on electric-weak enemies. However, T5A catches up well before the end of the magdump even on strong x3 weakpoints.

Featured builds:

SMRT Breakpoint Samples

Breakpoints for Executioner are already given on technicaldrg, so I will put some SMRT breakpoints here.

The table below shows the number of shots taken to kill various bugs in combat tests (with bug AI enabled). Because Brundles and Shellbacks move a lot, their results are given as a range of what I experienced. For Brundles, I tried to consistently hit the same armor plate with each burst. For Shellbacks, I tried different situations of shooting them at long range vs in chaotic close quarters. Note that the curled up legs of a Shellback are completely invulnerable. The trials that took the most shots were due to shots getting blocked by this effect. Imagine shellbacks as a rolling car tire: aim for the tread, don’t aim for the hub.

  Mac Spawn Trijaw Brundle Acid Body Acid Head Web Body Grunt Body Slasher Body Shellback, Rolling (H6p4)
11111 3 5, or 4+dot 9-14 5, or 4+dot 3, or 2+dot 2 4, or 3+dot 6, or 4+dot+dot 40-53
11112 3 5 11-20 5 3 2 4 6 30-47
11121 3 5, or 4+dot usually 9 5, or 4+dot 3 2 4 6, or 5+dot 37-50
11122 3 5 usually 10 5 3 2 4 6 23-40
21111 4 6, or 5+dot 12-22 6, or 4+dot+dot 3 2 5, or 4+dot 7, or 5+dot+dot 58-65
21112 4 6 13-26 6 3 2 5 8 50-61
21121 4 6, or 5+dot 12-16 6, or 5+dot 3 2 5, or 4+dot 7 46-61
21122 4 6 13-19 6 3 2 5 8 42-56

Conclusions:

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