Deep Rock Galactic
How would you mod Lok-1 with Smart Trigger OS ?
R&S Miners!
After some back and forth testing with the new "Smart Trigger OS" Overclock for the LOK-1, i am still really unsure which build to stick with. It is partially hard to tell if some of the mods are effective or rather useless with this OC. So I've come here to gather ideas and exchange arguments. Please share your perspective.

Premise: LOK-1 with S.T.OS performs well against any type of threat - be it stationaries, crowds, HVTs or big targets. So it's not restricted to a specific enemy type. It's a good allrounder gun.

Let's go though the mod tiers:

T1: Here i take the ammo, for it provides more overall damage compared to the direct damage mod. Especially with each Resupply the total damage output rises higher and higher (get more bullets back = more total damage). Pretty much a no-brainer for me.

T2: I guess this tier is open to personal preference. I chose Macro-Lens here for 2 reasons: First, max range allows me to safely take out far away threats such as web spitters etc. And secondly, the narrow lock-area allows me to better focus on a prioritized target within a crowded situation.

T3: Here i am unsure. I tested Penetration vs. crowds, but never really noticed its effect. Maybe things just go too fast ..? I can't really tell if it's effective.
On the other hand, Electro-Chemical-Rounds is pretty much a gamble, as there's not always a status effect on the enemy. I know this can synergize with T5-1, but then again, i am unsure if this even works well with this Overclock. Things go so quick, i can't really tell if any synergies really happen.

T4: Really unsure. The +2 Lock-amount feels clunky, slow and weird at times - as if it would make the gun slower overall.
On the other hand, playing with only 2 Locks feels pretty fluid - but then again, you can not pick T5-1 with it, as that requires 3 Locks. So the whole T3-1 + T5-1 synergy falls flat if you only go with 2 Locks.

T5: I'd say, this tier depends on the mods you have chosen before.
If you go with 4 Locks, then Electrocution probably makes most sense.
If you go with 2 Locks, then the +20% damage at Full Lock probably is the most reliable option.
The Fear mod assumably makes the least sense in any build, as it's effectivity is based on the amount of bullets fired - which in our case is max 4.

You see, i have the most trouble with finding a good combination of T3, T4, and T5.
Happy to hear your feedback and ideas. :steammocking:
Last edited by Saint Lucifer; Aug 4, 2024 @ 2:09pm
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Showing 1-15 of 16 comments
Frisky Aug 4, 2024 @ 2:23pm 
personally I'd choose a different OC alltogether (or take no OC at all)

but hypothetically? my build would be 2,3,1,1,1

ammo is obviously important as the thing massacres the lok-1's already small ammo pool with the bodyshots it puts out and no armor break being available outside of an OC means you'll be spending lots of shots hitting non-weakspots

the T2 selection is tricky, if you take macro lens then directing angled shots into weakspots goes from "difficult" to "nearly undoable" since it auto-fires before you have a chance to adjust your aim and the small window basically means you can't angle the shots at all, if you take wider angles you end up burning extra ammo on random background targets and armor since you have a wide angle, I opted for extra range alone to try and meet a middle ground but honestly there isn't much winning with this mod selection

T3 is weird, either you can take electro-chem rounds and pair it with the T5 electrical generator mod (fun fact, smart trigger OS can trigger electrical generator with only 2 locks) for bonus damage or you take smrt targeting to try and let the OC pick off low HP targets a bit more, or I guess blowhtrough is an option but you already have 0 control over the shots so I don't see it being consistent enough

T4 I take quicker lock on, yeah it's literally a 1% difference but extra locks don't do much for smart trigger, and as you said it makes the weapon much clunkier

T5 I would just take the electrical generator mod for the extra damage over time and bonus with T3A and hope it gives me a tiny bit better ammo efficiency
Last edited by Frisky; Aug 4, 2024 @ 4:48pm
Athos42 Aug 4, 2024 @ 2:41pm 
I configured it this way: 2-1-2-1-2. It's not really the LOK any more, more kind of a fast firing sniper rifle with auto-aim, but it is a funny way to play and it blows through its ammo reserves fast.

As support, I use Shredder Drones, dual turrents and a trusty 2-1-1-2-2 Breach Cutter with Light Weight Cases for high flexibility and a TON of ammo.
Last edited by Athos42; Aug 5, 2024 @ 1:38pm
Cri$ Aug 4, 2024 @ 2:48pm 
the best configuration is when u dump that bad overclock and use explosive chemical rounds or executioner
kestrel Aug 4, 2024 @ 2:50pm 
don't use SMRT trigger OS. it's terrible, genuinely worse than nothing. it dumbs the weapon down so much that the inability to steer bullets means you're constantly missing weakspots (or having shots randomly clip into terrain if you move and shoot simultaneously). it's insanely ammo hungry and does substantially less damage for the effort. even something like seeker rounds would be a better pick

if you want a reactive fire weapon, warthog and stubby are right there, and they'll do an infinitely better job than SMRT ever could even without any overclocks
Chibbity Aug 4, 2024 @ 3:46pm 
It's fun and comfy, but not terribly optimal; it does however absolutely wreck the new crawlers.
babuk.fracal Aug 4, 2024 @ 3:57pm 
So important fact about this oc


Originally posted by Saint Lucifer:
T4: Really unsure. The +2 Lock-amount feels clunky, slow and weird at times - as if it would make the gun slower overall.
On the other hand, playing with only 2 Locks feels pretty fluid - but then again, you can not pick T5-1 with it, as that requires 3 Locks. So the whole T3-1 + T5-1 synergy falls flat if you only go with 2 Locks.

Smart trigger OS let you trigger T5A even with two locks.
For some reason it doesn't specify that lock requirement reduction.


https://steamcommunity.com/sharedfiles/filedetails/?id=3303119964
Last edited by babuk.fracal; Aug 4, 2024 @ 4:47pm
kestrel Aug 4, 2024 @ 4:32pm 
keep in mind, even with my preference for loadout optimization, it's very rare for me to outright tell someone not to use something, unless it's either bugged to the point of being nonfunctional, or so phenomenally terrible that it's worse than no overclock at all

even with some real low-tier OCs - sludge goo bomber special, micro flechettes burt, return to sender BC, OPA drak - i still believe that if someone thinks they can get value out of an OC they should be allowed to use it

i cannot afford such pleasantries to SMRT trigger. it actively makes the weapon worse to use by gutting the weapon of its functionality and wasting your ammo efficiency. the situations where it's even just passable to use, let alone decent, are so few and far between they may as well not exist

it's the same deal as GK2 burst fire, another overclock that ruins a weapon's positive traits for extremely minor gains in niche circumstances
Blargo Aug 4, 2024 @ 5:11pm 
I agree with the overall sentiment that this overclock just isn't that great, but I've been experimenting with it recently since I've gotten bored of using ECR all the time, and this is what I ended up with after a few rounds of trial-and-error:

T1: Ammo upgrade.
LOK-1 is already ammo-hungry at base, and this OC just increases that further.

T2: Whatever you prefer. I use Macro Lens.

T3: Electro-Chemical Rounds.
See the next two tier selections below for more.

T4: Shutter Speed Sensor.
It sounds counter-productive at first. I mean, why pick the upgrade that decreases lock-on time when this OC already dramatically decreases it? But I just find the Aperture Extension mod that increases the lock-on count only ends up further expending more ammo than needed.

T5:
Electric Generator Mod.
Synchronises with the previous T3 and T4 mods. You deal more damage to bigger targets that are electrified, and for smaller targets like grunts, the 2 shots you hit them with (instead of 4) + the electric DoT is enough to kill them while conserving ammo.
Last edited by Blargo; Aug 4, 2024 @ 6:31pm
Bookslayer10 Aug 4, 2024 @ 5:45pm 
I've heard SMRT trigger causes you to actively lose ammo because it often wastes ammo against enemies that are already dead due to it firing too fast - for example, using two bullets per swarmer instead of one.
Frisky Aug 4, 2024 @ 5:50pm 
Originally posted by Bookslayer10:
I've heard SMRT trigger causes you to actively lose ammo because it often wastes ammo against enemies that are already dead due to it firing too fast - for example, using two bullets per swarmer instead of one.

I was testing that out briefly earlier and it didn't seem to do so when it came to grunts

Might try it out again regarding swarmers and see if thats the case, I've heard the same thing
SCamp Aug 4, 2024 @ 5:55pm 
I personally use 21312. The blowthrough is used more for groups of close range enemies.

Alternative is 211x1 for an elemental build, and using either Inferno BC or Shard with heat as your secondary.

I would normally recommend damage in T1, but because SMRTTOS heavily limits curving, I cannot recommend it.
SCamp Aug 4, 2024 @ 5:56pm 
Originally posted by Frisky:
Originally posted by Bookslayer10:
I've heard SMRT trigger causes you to actively lose ammo because it often wastes ammo against enemies that are already dead due to it firing too fast - for example, using two bullets per swarmer instead of one.

I was testing that out briefly earlier and it didn't seem to do so when it came to grunts

Might try it out again regarding swarmers and see if thats the case, I've heard the same thing
There was a patch note that said it has was fixed, but yeah needs testing.
Frisky Aug 4, 2024 @ 6:09pm 
Originally posted by SCamp:
Originally posted by Frisky:

I was testing that out briefly earlier and it didn't seem to do so when it came to grunts

Might try it out again regarding swarmers and see if thats the case, I've heard the same thing
There was a patch note that said it has was fixed, but yeah needs testing.

went and tested it out both in solo and in multiplayer as a client

it does seem like they fixed it

very brief testing mind you so it might still waste shots under certain conditions but I didn't find any regarding swarmers
Last edited by Frisky; Aug 4, 2024 @ 6:11pm
Z-3 CLL. Aug 4, 2024 @ 11:03pm 
I like to build it with 2 2 3 (1/2) 2

Basically an automatic piecing hammer designed to be a hyper precise shotgun that can help you clear nearby grunts in an emergency. Best paired with Shard Diffractor.

SMRT Trigger Os have a pretty amazing advantage with Blowthrough compared to other LOK-1 OC, because it fires the burst so fast that you don't even have any time to mess up the trajectory of the bullet mid burst, so all shots fired will roughly fly in the same line and hit the same bugs most of the time.

One thing to note about Blowthrough on LOK-1, this may be a bug that might get fixed, but the Blowthrough effect will only trigger if it hits the locked on target, if anything else intercepts the bullet it will just eats it and the bullet won't go through.

SMRT Trigger eliminates that problem by making LOK-1 tendancy to target the closest enemy to you an advantage, since it will just lock and shoot, triggering Blowthrough consistently with less chance of a random bug end up blocking the bullet randomly.


You can use Zoom Lens for extra range but I highly recommend CCD Array solely for the ability to have wider lock that slightly extends out of the scan zone. Allowing you to catch stay bugs and have the ability to do some insanely curved shots without the need to break your mouse by flinging it everywhere.
Last edited by Z-3 CLL.; Aug 4, 2024 @ 11:09pm
Originally posted by kstrl:
don't use SMRT trigger OS. it's terrible, genuinely worse than nothing. it dumbs the weapon down so much that the inability to steer bullets means you're constantly missing weakspots (or having shots randomly clip into terrain if you move and shoot simultaneously). it's insanely ammo hungry and does substantially less damage for the effort. even something like seeker rounds would be a better pick

if you want a reactive fire weapon, warthog and stubby are right there, and they'll do an infinitely better job than SMRT ever could even without any overclocks

Hahahaha funny, yeah stubby and warthog is great, but warthog isn't so effective against swarm if you don't take whip. Stubby is great against swarm, but only with em discharge, em refinery boost isn't against swarm. Lok is perfect for swarm. Explosive rounds, Executioner and Smart trigger is good for swarm.
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