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I think it's become sort of a meme to hate on it, like C4ing Scouts; people do it because they saw other people do it. Let's face it though, an auto aiming gun was always gonna be controversial lol.
Coolest gun? Prolly the PGL, I just love a good ol' fashioned break away grenade launcher.
firstly it's got a very tight ammo economy, even with the ammo upgrade the gun will run dry very fast if you use it for more than 1 role and for too often without also constantly using your secondary to compensate
secondly it's another one of "those" weapons thats built lacking to start then carried by overclocks which really shouldn't be the case for any weapon, executioner makes it actually good for picking HVTs and explosive chem rounds makes it a useful crowd cleaning, eraser is also very good on elimination if cryo is present and lets you do some crazy damage with a max lock build but without OCs the weapon falls very short
thirdly, this one might just be me but why does it have no weakspot damage bonus built in or applicable via the mod tree? why just executioner, IK GSG as of recently has developed some kinda fear of weakspot hits being rewarding (cutting praetorian weakspots to 1X, the M1K incident, etc.) but it's a smart rifle, it's basically the precision weapon of choice for the engineer why is there no weakspot reward for a weapon that is supposed to encourage hitting weakspots via curving your bullets? coilgun has that issue too of being a precision weapon with no reward for precision but this thread is about the lok-1 so I won't rant further on that, but the lok-1's only form of weakspot bonus being execution is basically screaming for the gun to have no build variety
TL;DR:
-very difficult to manage ammo
-carried by OCs
-no weakspot bonus outside a single OC
as for coolest weapon, honestly I'm gonna say autocannon, it's a very fun weapon and in my eyes easily has the most build variety among gunner's weapons (maybe even all weapons imo)
while I've settled pretty much on 1 build for all other guns I still change my autocannon build constantly to try out new things with it, just feels so well rounded outside of NTP which I avoid but it's other OCs are generally good and have their place
It's also not that useful when taken in combination with engineer's other weapons. You have turrets and really nice secondaries so the primary weapon is usually used as more of a defensive weapon. Smart rifle taking time to lock on is exactly what you don't want for that. If a slasher gets close I want to be able to immediately shoot it in the face. Shotgun and pistol can do that. Smart rifle I have to beep beep beep beep and then I get to shoot it.
This is assuming no overclocks, since there are some overclocks that can save it. But not everyone has those. And if they don't then shotgun/pistol are way better.
i join randoms so i want to carry with every build i have. i can't with the lok1. i can with the bbygun and shotty fairs relatively well too.
Thats why i dont like the Lok1, since it had autoaim. Im not a fan of autoaim in games in general, with maybe the exeption of rockets. So thats already a big reason for me not to like the weapon.
Another reason is the time to kill, since i mostly play hazard 4-5 games. How long it takes for a weapon to actualy kill a target becomes more important, and the Lok1 is extremely slow in that.
It has a delay on the lock on mechanic, then you need to lock on, then there is bullet travel time, then there is another delay before you can use the lock on feature again, and there is also the reload. That together does not make for a fun weapon in hazard 5, although its probably fine for lower hazards.
Its high accuracy at high range is barly ever needed.
Imo about all weapons are fairly OP if the balancingpoint was h2. If you'd try, you could probably go ~80% melee and it works fine enough.
Some stuff like fatboy and other AoE dependant things would need a serious buff to be able to compete with anything.
having every position be a good position is great for when you're hiding on your platform parkour or spiral. and I've saved team mates from getting swarmed a couple of times with it from down the neighboring village.
you can kill while running away...
ammo isn't the greatest, but it's still manageable.
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and now we can get to the important part...
I think the m1000 looks the coolest, a classic heavy hitting run of the mill rifle.
I'm a simple man like that...
Executioner in particular possesses two upsides that I think the base weapon would greatly benefit from, either as a mod or already built-in; and that's increased lock speed and weakpoint damage.
Never looked back once I had it slotted in. The ability to scan for leeches in the dark... focusing on HVT's.. instantly deleting them once they spawn.. makes it very strong and ammo efficient.
It might be that I dont have good OC's for the shotgun and stubby.. but I struggle greatly with them. Lok1 with executioner for everything but big swarms and breach cutter combo for swarms is just so strong that I can't see how people can even think about stubby being better.
That said I'm only lvl 50 yet with a couple of promotions.. fairly new player that probably has no right to say anything about whats being good or not. Especially since nobody wants me for EDD's I have to settle in haz3-4.
I just enjoy the lok1 the most.
1- its carried HARD by its few actually good OCs
2- the lock and fire often feels slow and clunky
3- the massive noob trap of smrt targeting
4- arcing bullets
a player who doesnt know/isnt used to all of that will righfully just see it as garbage.
I really should try more overclocks. I have all of them but only have ever used like 10% of them.
Yes. If you need the targeting og the lok 1 to carry you through higher hazards, then you are not really ready for them.
You dare challenge me?
Anyway great replies so far, thanks everyone.
its not just that you dont need it. its outright harmful to the weapon
the lock limit often prevents you from getting max locks or 3 locks, which messes pretty much all of the good builds for the weapon(that is even before mentioning the fact that it often undershoots in terms of damage)
the base gun already stops shooting when the enemy dies