UPDATE and Comment response on Macro vs CCD Array : ua-cam.com/video/whF0ll1SD5Y/v-deo.html I have to say the lack of build knowledge is alarming here. One build can be made for dreadnoughts, and another for massive groups, and so on and so forth. This is why loadouts exist. I just made one for larger groups of enemies, thats it. The amount of "advice" to for for smaller group sizes, smaller turret areas (defense) and things of that nature simply work against the point of the build. Try thinking outside the box, The box being that 1 loadout your using. Make other loadouts for other purposes. This build is capable of wiping out entire rooms without the turrets. Thought I would share but i've been overwhelmed by greenbeard advice to the complete opposite direction and focus on things that would hold this build back from its intended purpose. Loadouts people, loadouts. different builds for different reasons. PS: for the comments "kills don't matter" Try playing your next mission and don't kill anything. Preventing your own death is difficult isn't it. It's almost as if killing the bugs would make it easier to finish missions or something. Nah, i'm just a crazy man.
@@jzup1_424 Don't recall where but it's in the video next to the crosshair, it shows the build. Highly recommended. So much advice to use the fire or something else for more damage. Let me be clear, the breech cutter build in the video kills a line of enemies with 1 bullet. You have 6 rounds per mag to spam and 16 rounds total. It doesn't need anything. Spam it when you need it, its an excellent build and compliments the loki's ability to scan a large area.
I was pleasantly surprised when I saw a video titled “best built in the game” posted today on April 1st and It ended up being a real build instead of a shitpost lol. Kudos
no it's just an elaborate shitpost. There's no way LOKI can have the best build in the game, this is a very sneaky trolling attempt and it got me baited even :
What I love about your videos is you actually take time to explain the build instead of confusing people by just listing out the upgrades, which is honestly less engaging anyway
Just got it as my first overclock for engi. But I got 8 oc's for other classes before that and almost lost hope that I will ever get a overclock for the only class I play. Happy it paid off.
Tried your build, it absolutely slaps. I had double the kills of my team mate with the highest kills. Also, the crowd control is unbelievable with the Lok1. Its my new favorite weapon. Thanks for the build, Rock and stone brother!
This was my first OC build. I kept coming back to it and getting so many kills, but kept telling myself maybe I was just paying attention to killing more than objectives. NOPE
ECR has been my favorite overclock since I got it over a year ago. Something about a rifle locking onto enemies and shooting explosive rounds is just the coolest thing ever to me.
Im running this loadout for over 100h hours and It is my main engi build. However, the fact that you deal a lot less bullet damage means you dont want to waste any bullets on unneccessary locks. This means I would recommend playing with 3 shot bursts with the help of macro lens and shutter speed sensor. This makes it easier to place locks on enemies where the damage of the explosion deals the most damage. So i can prioritize enemies better and dont have to rely on the automatical distribution of locks
Yes but thats still a smaller area of effect then doing multiple explosions in a larger area. There is evidence to show that with a faster lock on speed in a smaller area, there is a higher chance to place additional lock ons within the explosion radius which is a waste of ammo. Anything within proximity to that 3 locks is a waste since its right next to the explosion. As where enemies around the explosion are not going to die the first time. They will have a little health left. With the CCD array, instead i'm lowering the health of enemies too far from the explosion to die the first time, and on top of that i'm triggering mutli-explosions over a large area instead of 1 explosion. This is simply made to damage a larger area of enemies and not waste locks within the explosion radius. When seeing it in action it's very clear that the wide lens does more crowd control then the macro lens. You just have to wait 1.5 seconds longer for more explosions then 1. Not to mention all of the enemies way outside the explosion zone like Mactera and other grunts. Proof of concept: ua-cam.com/video/whF0ll1SD5Y/v-deo.html
Tip if you're having diffiuctly getting the 3 locks need as the gun likes to spread out the locks over all the enemies. Aim at the ground and only scan from the top to get only a few enemies at a time. You also don't even have to switch weapons to cancel the locks, just tap the sprint button
or take the narrower lock on area. You have increased range, and you prevent wasting lock-ons on undesirable enemies. This has been my build on engy since I got the OC. It's way OP compared to every other OC. Also take the fire mod on Breach Cutter and you'll have both fire and electrical boosts
@@GameFuMaster yes i agree. I was really surprised when i saw he took the wide view. The obvious best choice is the narrowest one for controlled locks allowing you to get 3 locks quickly and blowing up a group by burst firing the weapon
I run this overclock similarly, but with two different gear mods. I take 21111, instead of your showcased 22121 build. The reason why I take Macro Lens (T2, 1) is for both the extra range and the ability to focus on what targets I want to lock onto to increase their target count to 3 or more so I can trigger an explosion. The explosion does 50 damage, and with the additional DoT, it can be ammo efficient to try and shoot in 3 target bursts. Since the two other lock on upgrades have a bigger lock on radius, that means it's harder to try and focus on one enemy to get to 3 targets if there are other enemies in the lock on lens. There are downsides to using Micro lens though. The smaller lens means it's harder to catch cave leeches, and it can be hard to take out small enemies like swarmers if they are spread out. Additionally, I also play with a keyboard and mouse, and controllers have a harder time at making accurate shots and locking on to something. If you want to keep the bigger lock on radius, have a little extra range and play with a keyboard and mouse, take Zooms lens. I can navigate caves well enough to face enemies while I'm back peddling, but that sounds like it would be harder for controllers, so CCD Array Add-On can still help. I also take Shutter Speed Sensor (T4, 1) so I can prepare my bursts faster. Even against tanky targets, I still fire in bursts of 3 since any extra locks won't effect the damage of the explosion, and it's more ammo efficient. However this isn't too big of an upgrade, and since the timing window to hit just 3 targets is shorter, it also means you can screw up more easily, either by firing too early or late. Also means you have less lock-ons if you wish to lock-on into a big group. I feel confident enough with my timing and skill to take Shutter Speed Sensor, but Aperture Extension has it's benefits as well and might be better for beginners using the weapon/overclock. It's honestly user preference and how you are gonna use the weapon. As for secondaries, Breach Cutter is fine when enemies are close to you and need to kill them quickly, as the LOK-1 takes time to lock on and fire all it's rounds. Also does good against tanky targets, but isn't the most efficient at it. PGL is a bit redundant, since the LOK-1 already does a good job with explosions, fear, and hitting enemies at weird angles that the Breach Cutter would have a hard time hitting. If you wanna use it, I either recommend using Fat Boy or Hyper Propellent. Fat Boy can take down a large group of enemies quickly and easily, deals lots of damage and leaves an AOE effect. Use it as a panic button for large swarms. Hyper Propellent is good at dealing a lot of damage against big targets, which the LOK-1 struggles a bit with this overclock. Or take RJ250 if you wanna have a bit of fun, and there's nothing wrong with that. As for Shard Diffractor, I recommend building it for single target damage mostly as the LOK-1 can deal with crowds nicely. But if you wanna take care of big crowds more easily, Feedback Loop has you covered, and you can also use Volatile Impact Reactor to assist with your LOK-1.
My build with ecr is like yours and cuz of my primary, turrets, shredders can deal with swarm good enough, i need smt big big single target dmg from secondary. Thats why my favorite secondary is the shard diffractor overdrive booster with dmg increased to electrocuted enemies mod. Any big enemy that i want it DEAD quickly, 1 ecr shot then switch to my pocket death star to finish. Then smt i want it DEAD DEAD, press R while shooting my deathstar and the power goes over 9000 😂
I run the same as yours. If I'm firing at a swarm I don't want my locks getting wasted without exploding by hitting multiple targets, so I take macro for smaller field. The limitation on fire rate is from lock time, not count, so I take that. Maybe I could go for a build where I try to trigger many explosions against a swarm by going 22112 or 22122 if I'm not getting a high enough proportion of full locks.
This is exactly the build I use. You just focus on building 3 locks on one enemy asap with macro and shutter and releasing. Insanely ammo efficient as you get the greatest possible "free" damage out of your ECR. I run it with fat boy for the lols but it would probably be best with hyperprop or the laser.
There's a mod that highlight (color green) the lock-on when it reaches 3 VERY VERY useful for controlling when to release the lock Often I would lock on, see whether the 3 locks are in middle of the group, if not, melee, lock on again, repeat till you get the desire positions Sometimes my teammates would let me hold an entire lane while my sentry is on their lane, it's that good of an overclock
Great video! I’m glad there’s a fellow Explosive Rounds enjoyer. I usually use a tighter lock view and faster locks so I can focus on a single target in the middle of a crowd, but I’d love to try your loadout for it.
Jesus. What an outstanding guide. I'm new to the game (2 weeks or so) and I just happened to have that mod and had no idea it was any good. I'm jumping straight into using this. Cheers buddy!
Thanks for the build! It was first time I LEGITIMATELY (not being carried by others, solo) finished Elite Deep Dive using it, I even had nitra to spare! Quite a good amout, honestly. It was worth farming.
You kind of missed a part of the fun of the lok 1. So example oppressor target. Get your locks on, move to one side and face roughly 30 degrees away from target and release, this does depend on mods but, you can bend the bullets around to hit the weak spot without having to stand directly behind or even side. You can shoot round corners with a little forethought too.
Judging from the lack of comments on how this build struggles with juggling jelly sacks once the engineer has run out of sandwiches, I can only surmise that people don't watch the entire video. That being said, I had a blast trying out this build, seeing that it defies common wisdom and still works exceedingly well. Rock and stone!
Gonna try it out, haven't gotten a good enough build with ECR that I feel comfortable with, mainly because I find myself constantly running out of ammo. On the LOK-1 I usually go for Executioner or Seeker Rounds, especially the last one, since you basically can shoot through walls or in front of an Oppressor and still kill it. But nice walkthrough, ROCK AND STONE BROTHA!
ECR is one of the most ammo efficient OC in the game. I was shocked when I tried it and didn't run out of ammo as fast as I thought I would. I always over lock or lock onto too many enemies and waste ammo but still tend to not run out, its great.
@@xenosfur yeah, i feel like the most efficient ammo wise is definitely going to be the turret arc, like just maybe 3 or 7 ammo to hit the turret proc and you can kill a crapton of enemies with it, maybe combo with grenade launcher with proxy trigger to have an easier time with mactera. It just needs you to set up an area to get use from it, but engineer is already extremely good at that due to platforms, make a bridge, thin it a bit, and you've got a walkway of death, also i tested on exploders and small explosions cannot make a bridge fall if the bridge is thin enough. I'm pretty sure stuff like c4 and nukes still can do that.
@@xenosfur The Lok-1 will only shoot the amount of bullets to kill what you locked on to, it will not shoot every bullet if it isn't needed. As said in the video.
@@Thecardiaz not if you use ECR. Lok1 does not account for explosion dmg killing, ie. 3 with explosion will kill but it locks on 5 instead since it won't account for explosion dmg. The creature still explodes so not like it really matters since its so good anyways. You just waste a few bullets here or there
I'm so happy it's on Engineer. I just got back into the game after a few years away and Engineer is level 18 while the rest are level 1. So i can get to this build the quickest. Appreciate your efforts
I was lucky enough to get the Loki overclock quickly, and I started using this build on haz 5, and I never get knocked and always end the mission with double the kills of my teammates. I just got the shard detractor and now imma shred!
Nice build! I've been rocking the executioner build on my Loki for a while, but I've never even thought to try explosive rounds. Same goes with my breach cutter build and me using return to sender. I'll definitely give this one a try! I very much like to "go for kills" when I'm playing engi, so if this build satisfies that (which it clearly seems to) I'm all for it. Great video! I'm yet to see in depth build guides like these that aren't either outdated or "cerebral", for lack of a nicer word.
I typically only try to target one enemy at a time, and shoot exactly when I get 3 locks. Locking too many enemies at once delays getting to 3 locks, and with too many you risk not being able to get to 3 at all. This is because ECR rounds only explodes once per enemy, so any rounds past the third is just wasted (and also "delays" the explosion). ECR also reduces the damage of the actual rounds, so max locking something is just wasting ammo when I can just 3-lock it over and over. Major caveats are that you can sometimes waste ammo by under/overlocking, and that by only trying to 3-lock a single guy at a time your dps may suffer while you're trying to play "keep the enemies away from my reticule". ECR Lok-1 ends up being fairly ammo efficient with this playstyle, but I also don't get 1000+ kills like this guy, so take it as you will.
Not to say there is anything wrong with the build, but the 1000 kill game he shows is from the EDD (so 3 missions) that had swarmageddon on the last mission, and anything with hitscan/lockon like turrets or bullet hell could get 1000 kills pretty easily that EDD.
Same here. He dismisses the macro lens saying he's not looking to hit weakpoints, but the point of the macro lens for ECR isn't to boost accuracy. For one thing, it _doubles_ your range which is very handy. But more importantly, it better allows you to focus on a target so that you can get to the coveted 3-locks to trigger an explosion. Wide lens takes forever to get to 3 locks on even just 1 target when you're looking at a mid-large pack. The rest of those 1 & 2 lock targets are essentially just wasted time and wasted ammo. And you can see that in multiple instances in this video, where he's locked onto maany targets but only triggers 1, maybe 2 explosions (which is why you will be ammo starved with the wide lens)
It was sort of explained. Keeping locks means you can move around but still have locks when you're ready to shoot. Macro has troubles with lock breaking. I haven't tried both enough myself to know what I think is better though, and haven't really played on Haz5.
@@ppeez cause maybe people like chill games more on haz 3/4? DRG is a non-competitive relaxing game, don't know why you tried to make a big deal out of it.
Tried this build recently (after generally not liking the Loki) and am greatly enjoying it, including the breach spam. Main difference is me running the V2 sentry with quick build, but that's really my preference for play rather than improvement. Thanks for the great video as always ROCK AND STONE
It's interesting how builds change their focus from haz 4 to 5. A lot of the upgrades that would make a weapon easier to use in the lower difficulties end up being a hindrance in the higher ones because ammo economy becomes so important
I've done about a dozen hours with this and the shard diffractor set up for heat, and it absolutely shreds industrial sabotage missions. I've always felt underpowered during the boss fight, but two explosive volleys take down the robotic appendages, and the shard diffractor annihilates the patrol bots, sentries, and caretaker eyes.
Uma bela build, meu caro. Irei grindar este OverClock para a minha LOK-1 e imagino que terei sucesso com esta build visto que me parece muito eficiente para lidar com enormes enxames. You like nonsense so take this you Dwarf! Rock and stone, brother!
To me this proves the weapon doesn’t need an ammo buff- just a really good QoL and dmg buff. This is the best build for it, with the 2nd being a niche pseudo-sniper build that is very ammo-costly in some modes
Cheers mate, i overlooked this OC completely. Its been fun and most games dps and kill wise first. I love to pair this with fatboy. Cheers mate, your content is awesome!
Explosive rounds is one of the best overclocks in the game. It does literally everything. It gives burst, increases direct damage, provides aoe and makes the gun way more ammo efficient.
This seems like a great build, except for my disagreement with wide eye lens. I have used basically this exact build, for about 24 ish levels on Haz 4, 5 and EDD, however I use the smaller lens, to pick a grunt in the middle of the swarm, and after 3 locks, KA-BLOOOM! :D Other than that, I agree with ya! :)
what's your strategy for locking a grunt in the middle of a swarm? i usually have to aim at the edge of the crowd because otherwise i start locking onto too many enemies.
This is the best build.i have became a lot more better at drg with this build at all characters,this build helped me play haz 5 regularly,now hazards before 5 feel boring to me,btw for breach cutter you can use any ocs except spinning death
Subbed for the jelly sack. Also, love the tutorial, been trying not to be a one-trick engineer with the "rounds always hit" overclock. Gonna try this soon
Honestly, It's kinda surprising how Engineer and his LOK-1 primary and Shard Diffractor secondary have the most consitently amazing overclocks in the entire game, let alone the Explosive Chemical Rounds overclock for the LOK-1. But honestly ECR has been my most consitently used overclock on Engineer, and for good reason. The overclock is legitimately perfect for almost every situation when fighting bugs. Its only downside is that it's not as effective against the Caretaker itself in Industrial Sabotage missions, but other than that hiccup, ECR is one of if not the best overclock in the entire game, next to Neurotoxin Payload and Volatile Impact Reactor, and is bordering on being too overpowered.
I watched this video after I came from work after an 9 hour night shift. I fell asleep 5 times and had to rewatch it every time. You are in my head now PS: Also this is the one OC I wanted from the start and I am so dedicated to get it (got 24 engie OCs now and I won't stop until I get it)
Same. Driller has great CC but I really don't care for their secondaries. And having to combo both weapons to get kills feels awkward. Fire takes time to kill so you have to run away, Cold requires melee or an ammo efficient secondary, and Sludge feels like it burns through ammo. Maybe I just need more OCs, since I've been focusing on Scout for them to get Fire Bolts and Special Powder.
cryo cannon, barbed drills, vampire. no overclocks needed (but they help) so go wild with what else you equip. I tend to go with axes, tcf+heat pipe, and ice spear so i can keep up with single target! Have fun being a walking glyphid smoothie machine!
Tried this build yesturday, and dear lord does it shred. On average I got more than double the kills than any team mate... and I kept forgetting to use my shredder grenades
One important big of info for explosive rounds is as long as you have three bullets lock on a target, the killing bullet will explode no matter what. You can kill a wall of swarmers with a single bullet by locking on three, it will shoot a single bullet exploding on the swarmers.
I'm definitely gonna try this build! I haven't considered using the turrets the way you do, it sounds promising. The Breach Cutter is just awesome man, my favorite engie secondary! I didn't even notice you were playing on with controller until you actually said that you are playing with a controller. Kudos for that, I thought I was looking at KBM gameplay 💪🏼
I first watched this a couple days ago, and just so happened to get the overclock on the very next core event I got. This thing is so incredibly fun. I already loved the Lok1 with executioner, now it's probably my favorite weapon in the whole game. It's so satisfying with just the right amount of skill expression to feel rewarding without requiring you to sweat 24/7 if you don't want to.
I really suggest not using the increased locks with this particular overclock. Much better to use 3 ammo per explosion than lining up extra shots for one explosion like I saw him do on a couple Pretorians. Especially important to only hit 3 because you get like a 30% damage increase to not only shots but explosions from the weapon tree on electrified targets (which also triggers at 3 locks) For crowds I find it best (if you have time) to aim at the edge of the group with the mod that makes it a smaller window. I don’t like lining up a bunch of locks on crowds because you waste ammo whenever you accidentally hit a few with 2 or 4+ on grunts. Every single shot that doesn’t trigger an explosion adds up very quickly (like wasting 4 shots per couple locks. If you want full lock ons best to run executioner with blow through rounds because you can kill grunts with 2 headshots instead of a burst of 3-4. I know engi is supposed to have some of the most killing power. But the lok1 in many ways feels a bit overturned to me. Scout started doing even 1/3 this amount of killing with the plasma carbine and they threw the nerf hammer at it. People said the lok1 needed a huge buff when it came out and some STILL can’t handle using one of the most efficient weapons in the game. Past my rambling this was a very good video it makes me interested in trying a few new things with that overclock. I thought it was best in the game but SERIOUSLY Don’t sleep on executioner. I’ve found what wipes groups aren’t swarms but priority targets that no one shot at. And if you take a secondary with a lot of aoe like fat boy it makes up for the weakness to crowds
Its really not that serious, even on haz 5 its just not that deep. Unless you are playing lile double haz 6 SD or something there is no reason to be this serious. The build is about being fun and seeing big numbers and it achieves that
@@ppeez it’s about consistency. A dwarf managing ammo and NEVER assuming a position of superiority is going to be a better asset to the team. Compared to someone who assumes they will have enough ammo for later. Mindlessly blasting away without regard for what’s going on or what they are hitting. Typically these players that don’t practice these fundamentals become complacent and are caught off guard when shit actually gets bad. It’s not about doing it because you have to. It’s about doing it so when the unexpected comes up you are ready. Say you are on a deep dive and your scout has mined only 1/4 of the actual nitra available in the cave. Or your team gets wiped by an detonator and all of a sudden you are fighting waves meant to scale for 4 people. Shit happens The people I hear this “bro you should only be worried about ammo if it’s haz 6” from are generally the first ones to be double dipping from my resup since I was still over half ammo (whilst killing more bugs than them). Then they ask “bro what’s the big deal just call another one” completely disregarding that the other 3 resups are not needed at that time. Effectively either wasting the next resup or punishing the ONE person watching their ammo because you mindlessly blew all of your primary ammo down the drain (likely on targets you shouldn’t have been shooting in the first place because another class does it better). These are the kind of things that take a deep dive from an easy farm to making it a teeth grinding butt clenching experience. For instance I’ve had it where my teams have been SLAUGHTERING with 400 nitra in the bank. then all of a sudden the 3rd mission kicks your ass and you barely scrape by and it comes down to the last resup. The experienced dwarves are humble. Because they know it’s a fine line
@@AlmostJordan literally the hardest an EDD gets is 5.5, no deal at all, since they buffed nitra there is always too much in normal missions and in deep dives the excess stacks fast, in some EDDs i farm full nitra first mission and then stop or just get a little extra in the second and rust speedrun. Its not that deep because its not hard. Idk what kinda idiots you are playing with but i could double dip every time and still have nitra left because there is too much and its simply not that hard at haz 5
@@ppeez I’m thinking you missed my point. It’s not that you HAVE to do these things. But the ones that do will find more consistent success as well as being a good team player. And yes I frequently have extra nitra left over too. But it’s preparation for the times that you dont. That’s why they call it PREcaution. I’d much rather be calling 2-3 resups at the end than run even close running out I used to play driller and scout primarily. And both of them are pretty independent finding enough ammo. Engi can but with much more effort. And gunners are gunners xD. I’ve fallen in love with engineer for it’s raw carry potential. But when you don’t have lights and some nitra patches plain aren’t available to you. Times like that are when these little things start to matter. And yes I get players that are that bad with frequency. Teams where i do a vast majority of the work for mining and kills (1k kills 500+ mined avg every week compared to maybe 150 each for my team). And that’s not farming kills that’s running executioner without the ammo perk for prio targets and fat boy for crowds (both require strict ammo conservation) My point is that doing these little things adds up. Maybe it’s a flaw of mine but I always expect the worse outcome. And if I don’t have 80-160 nitra in the bank I get nervous. And it’s often for my team not myself. I’m sure if I played more selfishly these issues would lessen. But it’s a team game. And I’d rather follow these fundamentals for consistency than be that one asshat who double dips because “I need it more than you anyways” and goes ahead in caves trying to speed run missions completely disregarding what the other 3 members are doing. That’s the difference to me. As green beards we were all told to not be that guy.
@@AlmostJordan you write too much. Using more ammo means killing more which if you play right means the mission is done faster. Idk what you mea with success, are you saying you fail missions????
I've tried this build and it is incredibly good. Especially with the wide lens...nice point. I think I've never used the smart rifle that much...I know it's a good weapon, but I think I'm always more comfortable with the press and shot weapons. The only thing I change is the sentry gun. I always go with more damage and quick deploy. When you get used to fast construction 2 more seconds feels like an eternity. And sometimes just the sentry guns and e grenade drones kill a small/medium swarm
I’ve been using 1 turret defender, warthog with lightweight mag and shard diffractor with feedback loop whenever I do elite deep dives solo. Not going to lie Turret whip carried me a lot. Willing to go out of my comfort zone and give this load out a try. I never tried Loki built for add clear. Seems like a lot of fun.
Bro, I’ve been using this build for literally hundreds upon hundreds of hours. I genuinely have like a 90%+ clear rate on every single Haz5 I’ve ran. Both pugs and in-house. The only times we actually fail is, funny enough, whenever I don’t pay attention and watch another show on another monitor. This build combined with optimal terraforming from pancakes and this game becomes a joke on Haz5 if your squad is somewhat decent. This shreds solo as well. Engineer is S U C H a powerful class in the right hands.
Very informative because despite upwards of 50 missions with Engi i havent used the Lok or Breach since i didnt like the non-overclocked version but it turns out i misunderstood the mods.
I think the reason why sometimes explosion does not trigger at 3 locks is because some enemies might die before the last bullet is fired that triggers it and so as you know if an enemy dies the gun stops firing the extra bullets.
ECR was my favorite Lok1 overclock until I got Executioner, ECR is great for crowd control but sucks against big targets, by sucks I mean it takes way longer to kill, Executioner can clear out swarms too with blowthrough mods and if you kite around to line up the bugs, and executioner will kill any surprise targets such as Korlok, Bet C, Prospector like a champ, I totally agree with Breach Cutter, it's just so good I take clean overclock that gives more ammo, such a fun build.
Agreed and I love the executioner. No argument here, it was my main for longer then this build. The whole thing with deep rock is I use different loadouts for different mission types. I have teammates that have single target proficiencies, and I have builds that have single target proficiencies. So if its a swarmageddon or a salvage mission, I'm going to want crowd control. This build has excellent crowd control, far superior to the other overclocks. Since I can do multi-explosions on a large scale killing a group quickly. As far as single targets if im not using my secondary which i do usually, I just do short 3 round bursts and it doesn't take long since im doing a combo with the electricity making the rounds do more damage. Might be worth giving a try on a different loadout sometime. It might surprise you as an executioner user like I used to be. (I still have and use the executioner loadout since a Mactera plague is a great time to use something like that)
alternatively bring t2a and t4a for the strongest self-defense primary for engineer. the smaller lock-on window allows you to be precise in where you lock on, massively increasing your ammo efficiency. ECR's explosion has the same radius as a fat boy round, so use it effectively.
Drg is such a wonderful game. It truly has me invested in its universe. So much so that i want to one day see us travel to other asteroids or planets and mine them as well. The enemies don’t need to really change. The seasonal changes and additions have been more than enough. I only wish the best for this game and this dev team. Rock and stone!, till we all get home❤
If anything engineer is easiest to have most kills or at least most damage dealt since he has turrets and shredders/proxi mines that can all cause damage without engi's imput once set up, while engi shoots something else. Trying to outdo an engineer in kill count is madness. New players see big gun & think big damage, whereas gunner is a tanky/support class. Gunner has 50% explosion resistance from armor upgrade, so is more likely to survive random bullshit like detonators, dreadnaughts, friendly fire; has shields to easily pick up fallen allies or prevent team wipe from swarm or large numbers of trijaws. His guns are ammo-efficient and his ziplines are actually really good if you know how to use them right. Engi is a one man army, gunner is a one man fortress.
@@Skrymaster this is a well spoken and nuanced take. I'm a heavy engi main, and my best m8 is a gunner. The kills are always quite skewed in my favor but without him, I'd often struggle to sustain myself that long. The shields, long bouts of suppressing fire/big AOE grenades, ziplines allowing for creative escape maneuvers; they're all such foundational parts of keeping up my wild DPS I consider them nearly as indispensable as me own turrets. Rock and stone!
I'm tied between explosive chemical and blowthrough executioner for which overclock i think is the best. they're both so strong. blowthrough executioner is kind of rediculous too. would recommend
was my main for longer than using this build. Very great OC. This build is just made for a wider crowd control damage triggering multiple explosions over a large area. If you already haven't, I would highly suggest making a loadout exactly like this and trying it since you're already used to the Lok-1. If it underwhelms than you've already got a great back up build. But I don't think it will underwhelm...
@@TheLegendOfFLG I actually got electro chemical rounds very quickly for the lok-1 after released, and used this exact loudout before the executioner one!
lok-1 is by far the best primary for Engie because of the good overclocks. Explo Chem makes the usual struggle of handling swarms disappear and Executioner can handle single targets.
1 thing to note, you dont have to switch weapons to cancel locks, most efficient method ive found has been to briefly tap the pickaxe or laser pointer button and it will reset you. Similarly, and seemingly unbeknownst to a lot of drg players, you can also use this trick to cancel the ending animation for reloads, letting you shoot sooner. The moment you see your ammo count update on the bottom right, usually around when the magazine reattaches to the gun, any animation after that is not necessary to see to have the reload count. This comes in real handy for guns like the loki rifle that have very quick initial reloads with long ending animations. The loki in particular will toss the mag, and quickly pop the new one in, but then proceed to pull the bolt on the top which takes much longer in total. As soon as the new mag hits the gun, your ammo count updates and you can tap the pickaxe or laser pointer button to cancel everything left and get back to firing much quicker than if you waited for the whole animation
honestly to maximize the broken feeling of this gun I also take grenade launcher with RJ Compound + 2x Dmg mods It’s legit better then stock, clean, or the balanced overclocks ammo-dmg wise. And you get the jumping ability too… ULTIMATE CLUTCH. Swarms never a problem. Bonus points for locking-in mid-air and killing another swarm with LOK
That Oc (ECR)is still the only one I use for LOK-1 becasue of how much ammo you can save and deal with practically any type of swarm from the smallest ones to the big bois.
I figured out recently that executioner does more damage if you hit weakpoints if you don’t take ammo so I’ve been running it with fat boy for crowds. I’ve gotten over 1k kills to my teams 200 several times. I like explosive compound if I know swarmers are an issue (they rarely are) but I’ve found it MUCH more effective to take out priority targets that my team doesn’t pay attention to. The smaller bugs mostly get cleared out by auto turrets and swarmer grenades. Plus fat boy is fat boy. I save that exclusively for packs of 15+ bugs. Most of the time during escorts I get 600 ish kills on non deep dives even running single target damage on the Lok1
Someone tell GSG to add "Jelly sack" as a voice line 😂😂😂 Also, I remember not liking the Loki because of the ammo capacity. But my friend told me try it again, and I couldn't put it down!! Haven't tried this overclock either. I usually use the Seeker Rounds, so I'll have to give this one a try! Rock & stone miners!!
When I saw that this was released on April 1st I was about to write a harshly worded complaint because I love this overclock. Glad to see it’s not a joke though, funny aimbot gun go boom
I personally like using it with the overdrive booster shard diffractor. Crowd control with the Lok-1, sentries and mines. Dps with the shard diffractor.
Hey, glad to see you at 10k! Personally wasn't a huge LOK-I fan, need to give it another go. The use of the breach cutter is a real insight for me, I usually prefer grenade launcher to clear swarms but I need to try that out. Also also my personal turret strat is when they get empty, just recall it to save reload time. Then I go hawkeye so this one turret becomes a powerhouse! edit: kept watching, I think I got my turret recall strats from you XD been using that advice so long it took the reminder to see it was advice!
Great to hear from you my Liege. It's honestly a cheat weapon. I would haz 4 it for a while personally as there is a few things to get used to. Most of my high level friends took a while before they liked it, but now its their mains. Until next time my grace 👑
I commented this on your other video but I'll comment it here as well, this build is really good, the CCD array is great for swarm clear too but I use the 35M rang one just because Im running hyper propellant and need a general purpose weapon and I feel like the 35m range one gives good range with good scanning angle, if I was using a more broad secondary or just building for hoard clear I'd use CCD array for sure I also use lures because I'm using hyper propellant and I use the single sentry with armour breaking just cause I find the 2 turrets a bit of a slog rock and stone!
This is a good general use build, but I have some critique. I find most Lok-1 builds to be too clunky and they lock you out of some powerful options like Turret Whip or Turret EM Discarge OC. But this OC in particular is a lot of fun and can put in a similar amount of work. I know you're hellbent on the increased locks, but taking it nerfs your gun with ExCR because it does less to help you leverage the explosion. You mention multiple times how the gun locks too slow to be used up close and Shutter Speed Sensor specifically shores up that weakness and allows you to output more explosions on average. With ExCR, you want to proc as many explosions as possible with your total ammo supply or you're losing ammo efficiency. The 1-shot enemies you mention can be dealt with using other tools or with smarter grouping to allow them to die to explosions. Swarmers, shredders, and jellies are what your turrets are for, but you can also shore up Lok-1's weakness by changing your Breach Cutter setup and/or taking Thorns. It's really hard to go wrong with Breach Cutter since it can carry you through basically any situation. That said, Triple Split Line is easily the worst choice in Tier 5 as all it does is make it easier to hit enemies that are slightly off the ground. Plasma Trail will do more damage to swarm waves AND help relieve the need for Extra Locks on your Lok-1 by killing swarmers. I like the choice of Stronger Plasma Current as it will perform better on bosses, but just like you mentioned Light-weight cases is a great choice as well. I find it slightly better for general use because you don't really need the increased Beam DPS for fighting swarms and base Breach Cutter does plenty of damage to bosses already. Also one reason you're running out of turret ammo so easily is because you're using hawkeye. It basically makes your gemini setup nearly half as ammo efficient in exchange for a range bonus that isn't even able to be leveraged in many situations. It's just altogether worse.
I've stopped responding to similar comments because of how many there are but I will for you because of how polite and well worded it was. If you play with both, record it and then slow it down you will notice some things: The smaller(macro) lock on size combined with speed increased the chances of stacking extra locks and lock-ons within a small area. Due to the proximity of enemies to that explosion, any lock on's past the 3 is a waste of ammo since its within the macro lens radius. Enemies further away also don't take full damage because they are not close enough to the explosion. So instead the bullets are outward lowering the health of enemies that wouldn't have been completely killed by the explosion. It's why with the wide lens you can simply kill more in a larger area, because a lot of the surrounding enemies end up with 10 health left if your using the macro. Furthermore the macro lens cannot spread out multiple explosions over a large area, especially with less lock-ons. As where the CCD array can do multiple explosions spread out from one another, killing a huge group of enemies which is what this weapon was designed for. When slowing down gameplay, it's obvious that the macro has the potential to waste ammo with any rounds that are in the explosion radius. As where I am taking those same rounds and placing them in other places. When I get turret advice it's always sounds very greenbeardy, no offense. Loadouts are for builds that have specific purposes. I have turret whip, em discharge and turret arc loadouts all with different mission styles in mind. Relying on turrets for enemies is how people die. Turrets are not always going to be there with ammo, all it takes is reviving someone that's around the corner where your turrets can't even see, or turrets run out of ammo, or the fact that turrets target anything unless its the hawkeye and your pinging something. Relying on turrets for enemy types is not exactly a confidence I have after 200 dives. The situations I've been in are randomized due to teammates, the builds they have, the cave layouts and randomized swarm spawns. So although I agree there are other great turret set ups. That's not what this build is made for. Its made to be running around with the lok-1 and breech cutter, hunting down everything in the cave. The breech cutter dismissal is a huge oversight and quite an incorrect statement. Objectively. Firstly I was using Plasma trail for about 2 years straight before 90% of the player base even knew this game existed. I played it before the first big boom of sales and the game became popular the first time around 2019-2020. Its great, no argument. Stating I need more damage is a nonsense statement since 1 round of my 6 round magazine size is all it takes. If I'm shooting a round and its killing everything. There is no need for more damage. Any extra damage would be overkill at that point. Plasma trail is better with spinning death in my opinion and not at the risk of missing your shots. Saying that "allit does is make it easier to hit enemies" is such an understatement. When I think back to the 1600 hours in game i've spent, there are so many times that 3 lines would have taken out more enemies then 1. Your aim has to be dead on, you can't take out a group of Mactera, you can't take out grunts on the ground with a prae on the walls. There are about a million situations where the triple line would simple hit more targets with 1 bullet which is objectively doing more damage since you cannot possible hit those same targets with 1 line and would need to use more then 1 line. Dismissing it as the worst is short sided and sounds inexperienced. The hawkeye being "all together worse" also shows a lack of understanding of the fundamental mechanics of deep rock. Since focusing your turrets have great applications for certain mission types like a drilldozer mission. But in a giant cave with leeches, grabbers, jellies, and randomized swarms. It's far better to focus on organic kills with a build made for large swarms, while my turrets put in work on everything at the same time. While also covering me from grabbers, leeches and swarmers. The defense system just doesn't vibe with a build made for crowd control. It vibes more with the warthog, stubby, or single target builds. I also have loadouts with these builds that I use depending on the mission. It seems most people think that you need a 1 build for all type thing and that's a lot of the "advice" I'm getting. But with loadouts that's not necessary. Take the right loadout for the right missiont type. As far as proof of concept here about the macro actually wasting potential ammo and being less effective on groups: ua-cam.com/video/whF0ll1SD5Y/v-deo.html
Considering all enemies still needs at least three locks to be killed anyway (bar from the small enemies like shredders and spawns/swarmers), the SMRT targetting is actually great for triggering as many explosions as possible with this build. On top of that, it makes your LoKi lock on the entirety of group of shredders/swarmers much faster since it'll only put one lock on each of them.
UPDATE and Comment response on Macro vs CCD Array : ua-cam.com/video/whF0ll1SD5Y/v-deo.html
I have to say the lack of build knowledge is alarming here. One build can be made for dreadnoughts, and another for massive groups, and so on and so forth. This is why loadouts exist. I just made one for larger groups of enemies, thats it. The amount of "advice" to for for smaller group sizes, smaller turret areas (defense) and things of that nature simply work against the point of the build. Try thinking outside the box, The box being that 1 loadout your using. Make other loadouts for other purposes. This build is capable of wiping out entire rooms without the turrets. Thought I would share but i've been overwhelmed by greenbeard advice to the complete opposite direction and focus on things that would hold this build back from its intended purpose. Loadouts people, loadouts. different builds for different reasons.
PS: for the comments "kills don't matter"
Try playing your next mission and don't kill anything.
Preventing your own death is difficult isn't it. It's almost as if killing the bugs would make it easier to finish missions or something.
Nah, i'm just a crazy man.
Do you have a breach cutter build video if not what is your build
Thanks for showing this is worth the materials now I just have to build it
@@jzup1_424 Don't recall where but it's in the video next to the crosshair, it shows the build. Highly recommended.
So much advice to use the fire or something else for more damage. Let me be clear, the breech cutter build in the video kills a line of enemies with 1 bullet. You have 6 rounds per mag to spam and 16 rounds total. It doesn't need anything. Spam it when you need it, its an excellent build and compliments the loki's ability to scan a large area.
now do an elim mission without killing anything
Why cant we just befriend the bugs
I was pleasantly surprised when I saw a video titled “best built in the game” posted today on April 1st and It ended up being a real build instead of a shitpost lol. Kudos
no it's just an elaborate shitpost. There's no way LOKI can have the best build in the game, this is a very sneaky trolling attempt and it got me baited even :
@@benismann furthermore, it isn't using the Executioner. Heresy!
@@benismann I'm running the same thing (due to... not having much else in engineer primary overclocks) and it's not a joke, gets TONS of kills.
@@benismann Trust issues lol
What I love about your videos is you actually take time to explain the build instead of confusing people by just listing out the upgrades, which is honestly less engaging anyway
As engineer main, having this as my very first overclock made me very happy.
I’ve been trying to get it for ages now. Neuro-lasso will do in the meantime but… someday.
Just started playing a few days ago and got it - then this video appeared in my recommendations..
Just got it as my first overclock for engi. But I got 8 oc's for other classes before that and almost lost hope that I will ever get a overclock for the only class I play. Happy it paid off.
@@martinsch man I know how you feel, I play every class but gunner... All I keep getting is gunner overclocks and 70% of them are just appearances
Me too!!
Tried your build, it absolutely slaps. I had double the kills of my team mate with the highest kills. Also, the crowd control is unbelievable with the Lok1. Its my new favorite weapon. Thanks for the build, Rock and stone brother!
This was my first OC build. I kept coming back to it and getting so many kills, but kept telling myself maybe I was just paying attention to killing more than objectives. NOPE
@@jonathanhoward5284can’t fail obj when there’s no bugs killing you 🥴🥴
ECR has been my favorite overclock since I got it over a year ago. Something about a rifle locking onto enemies and shooting explosive rounds is just the coolest thing ever to me.
Im running this loadout for over 100h hours and It is my main engi build. However, the fact that you deal a lot less bullet damage means you dont want to waste any bullets on unneccessary locks. This means I would recommend playing with 3 shot bursts with the help of macro lens and shutter speed sensor. This makes it easier to place locks on enemies where the damage of the explosion deals the most damage. So i can prioritize enemies better and dont have to rely on the automatical distribution of locks
Yes but thats still a smaller area of effect then doing multiple explosions in a larger area.
There is evidence to show that with a faster lock on speed in a smaller area, there is a higher chance to place additional lock ons within the explosion radius which is a waste of ammo. Anything within proximity to that 3 locks is a waste since its right next to the explosion.
As where enemies around the explosion are not going to die the first time. They will have a little health left.
With the CCD array, instead i'm lowering the health of enemies too far from the explosion to die the first time, and on top of that i'm triggering mutli-explosions over a large area instead of 1 explosion. This is simply made to damage a larger area of enemies and not waste locks within the explosion radius.
When seeing it in action it's very clear that the wide lens does more crowd control then the macro lens. You just have to wait 1.5 seconds longer for more explosions then 1.
Not to mention all of the enemies way outside the explosion zone like Mactera and other grunts.
Proof of concept: ua-cam.com/video/whF0ll1SD5Y/v-deo.html
Tip if you're having diffiuctly getting the 3 locks need as the gun likes to spread out the locks over all the enemies. Aim at the ground and only scan from the top to get only a few enemies at a time.
You also don't even have to switch weapons to cancel the locks, just tap the sprint button
or take the narrower lock on area. You have increased range, and you prevent wasting lock-ons on undesirable enemies.
This has been my build on engy since I got the OC. It's way OP compared to every other OC.
Also take the fire mod on Breach Cutter and you'll have both fire and electrical boosts
@@GameFuMaster yes i agree. I was really surprised when i saw he took the wide view. The obvious best choice is the narrowest one for controlled locks allowing you to get 3 locks quickly and blowing up a group by burst firing the weapon
Shouldn't you be able to cancel your lock ons, by just using your pickaxe?
Or tap mine button
Just solo’d this week’s EDD with this build. Thank you!
I run this overclock similarly, but with two different gear mods. I take 21111, instead of your showcased 22121 build.
The reason why I take Macro Lens (T2, 1) is for both the extra range and the ability to focus on what targets I want to lock onto to increase their target count to 3 or more so I can trigger an explosion. The explosion does 50 damage, and with the additional DoT, it can be ammo efficient to try and shoot in 3 target bursts. Since the two other lock on upgrades have a bigger lock on radius, that means it's harder to try and focus on one enemy to get to 3 targets if there are other enemies in the lock on lens. There are downsides to using Micro lens though. The smaller lens means it's harder to catch cave leeches, and it can be hard to take out small enemies like swarmers if they are spread out. Additionally, I also play with a keyboard and mouse, and controllers have a harder time at making accurate shots and locking on to something. If you want to keep the bigger lock on radius, have a little extra range and play with a keyboard and mouse, take Zooms lens. I can navigate caves well enough to face enemies while I'm back peddling, but that sounds like it would be harder for controllers, so CCD Array Add-On can still help.
I also take Shutter Speed Sensor (T4, 1) so I can prepare my bursts faster. Even against tanky targets, I still fire in bursts of 3 since any extra locks won't effect the damage of the explosion, and it's more ammo efficient. However this isn't too big of an upgrade, and since the timing window to hit just 3 targets is shorter, it also means you can screw up more easily, either by firing too early or late. Also means you have less lock-ons if you wish to lock-on into a big group. I feel confident enough with my timing and skill to take Shutter Speed Sensor, but Aperture Extension has it's benefits as well and might be better for beginners using the weapon/overclock. It's honestly user preference and how you are gonna use the weapon.
As for secondaries, Breach Cutter is fine when enemies are close to you and need to kill them quickly, as the LOK-1 takes time to lock on and fire all it's rounds. Also does good against tanky targets, but isn't the most efficient at it. PGL is a bit redundant, since the LOK-1 already does a good job with explosions, fear, and hitting enemies at weird angles that the Breach Cutter would have a hard time hitting. If you wanna use it, I either recommend using Fat Boy or Hyper Propellent. Fat Boy can take down a large group of enemies quickly and easily, deals lots of damage and leaves an AOE effect. Use it as a panic button for large swarms. Hyper Propellent is good at dealing a lot of damage against big targets, which the LOK-1 struggles a bit with this overclock. Or take RJ250 if you wanna have a bit of fun, and there's nothing wrong with that. As for Shard Diffractor, I recommend building it for single target damage mostly as the LOK-1 can deal with crowds nicely. But if you wanna take care of big crowds more easily, Feedback Loop has you covered, and you can also use Volatile Impact Reactor to assist with your LOK-1.
My build with ecr is like yours and cuz of my primary, turrets, shredders can deal with swarm good enough, i need smt big big single target dmg from secondary. Thats why my favorite secondary is the shard diffractor overdrive booster with dmg increased to electrocuted enemies mod. Any big enemy that i want it DEAD quickly, 1 ecr shot then switch to my pocket death star to finish. Then smt i want it DEAD DEAD, press R while shooting my deathstar and the power goes over 9000 😂
I run the same as yours. If I'm firing at a swarm I don't want my locks getting wasted without exploding by hitting multiple targets, so I take macro for smaller field. The limitation on fire rate is from lock time, not count, so I take that. Maybe I could go for a build where I try to trigger many explosions against a swarm by going 22112 or 22122 if I'm not getting a high enough proportion of full locks.
So basically, use anything you like to use? I think thats what the video was about, no "advice" needed
This is exactly the build I use. You just focus on building 3 locks on one enemy asap with macro and shutter and releasing. Insanely ammo efficient as you get the greatest possible "free" damage out of your ECR. I run it with fat boy for the lols but it would probably be best with hyperprop or the laser.
I figured out this EXACT BUILD like 2 months ago. Crazy to see a vid doing the same build. Props bro, Rock and Stone!
There's a mod that highlight (color green) the lock-on when it reaches 3
VERY VERY useful for controlling when to release the lock
Often I would lock on, see whether the 3 locks are in middle of the group, if not, melee, lock on again, repeat till you get the desire positions
Sometimes my teammates would let me hold an entire lane while my sentry is on their lane, it's that good of an overclock
You are the first person I have ever seen run Hawkeye
Man, this is the first OC I ever wanted, and here I am 200h in, still haven't seen it.
Update: got it, last engi oc
This was my first overclock. Did not even have the lok-1 unlocked
Had that for sticky fuel, litterally my last driller oc
@@nlbdotexe9656 my condolences
Kacper K same
Welcome to the club, ECR was the last engi oc I got
Great video! I’m glad there’s a fellow Explosive Rounds enjoyer. I usually use a tighter lock view and faster locks so I can focus on a single target in the middle of a crowd, but I’d love to try your loadout for it.
You showed up in my feed, tried this build tonight, game changer for sure! Subbed, keep up the good theory crafting and content sir.
Jesus. What an outstanding guide. I'm new to the game (2 weeks or so) and I just happened to have that mod and had no idea it was any good. I'm jumping straight into using this. Cheers buddy!
Same with me 😊
Thanks for the build! It was first time I LEGITIMATELY (not being carried by others, solo) finished Elite Deep Dive using it, I even had nitra to spare! Quite a good amout, honestly. It was worth farming.
You kind of missed a part of the fun of the lok 1. So example oppressor target. Get your locks on, move to one side and face roughly 30 degrees away from target and release, this does depend on mods but, you can bend the bullets around to hit the weak spot without having to stand directly behind or even side. You can shoot round corners with a little forethought too.
This build makes me feel like the Terminator
Judging from the lack of comments on how this build struggles with juggling jelly sacks once the engineer has run out of sandwiches, I can only surmise that people don't watch the entire video. That being said, I had a blast trying out this build, seeing that it defies common wisdom and still works exceedingly well. Rock and stone!
This is an absolutely sick build! Gonna try this out as soon as I have explosive rounds.
Gonna try it out, haven't gotten a good enough build with ECR that I feel comfortable with, mainly because I find myself constantly running out of ammo. On the LOK-1 I usually go for Executioner or Seeker Rounds, especially the last one, since you basically can shoot through walls or in front of an Oppressor and still kill it. But nice walkthrough, ROCK AND STONE BROTHA!
ECR is one of the most ammo efficient OC in the game. I was shocked when I tried it and didn't run out of ammo as fast as I thought I would. I always over lock or lock onto too many enemies and waste ammo but still tend to not run out, its great.
@@xenosfur yeah, i feel like the most efficient ammo wise is definitely going to be the turret arc, like just maybe 3 or 7 ammo to hit the turret proc and you can kill a crapton of enemies with it, maybe combo with grenade launcher with proxy trigger to have an easier time with mactera.
It just needs you to set up an area to get use from it, but engineer is already extremely good at that due to platforms, make a bridge, thin it a bit, and you've got a walkway of death, also i tested on exploders and small explosions cannot make a bridge fall if the bridge is thin enough. I'm pretty sure stuff like c4 and nukes still can do that.
@@aarepelaa1142 yup, turret arc and turret EM are the kings of ammo efficiency
@@xenosfur The Lok-1 will only shoot the amount of bullets to kill what you locked on to, it will not shoot every bullet if it isn't needed. As said in the video.
@@Thecardiaz not if you use ECR. Lok1 does not account for explosion dmg killing, ie. 3 with explosion will kill but it locks on 5 instead since it won't account for explosion dmg. The creature still explodes so not like it really matters since its so good anyways. You just waste a few bullets here or there
I'm so happy it's on Engineer. I just got back into the game after a few years away and Engineer is level 18 while the rest are level 1. So i can get to this build the quickest. Appreciate your efforts
from my amateur perspective, it seems like this build hella rewards good positioning and game sense since it aims for you
I was lucky enough to get the Loki overclock quickly, and I started using this build on haz 5, and I never get knocked and always end the mission with double the kills of my teammates. I just got the shard detractor and now imma shred!
yeah as soon as i started using this overclock, i was hooked. im an engi main and i ALWAYS go in with the loki now
Nice build! I've been rocking the executioner build on my Loki for a while, but I've never even thought to try explosive rounds. Same goes with my breach cutter build and me using return to sender. I'll definitely give this one a try!
I very much like to "go for kills" when I'm playing engi, so if this build satisfies that (which it clearly seems to) I'm all for it.
Great video! I'm yet to see in depth build guides like these that aren't either outdated or "cerebral", for lack of a nicer word.
I'd gotten into a rut playing lots of shotgun turret whip style, loaded up the Lok-1 last night, it was so fun, reminded me of this video of yours!
I typically only try to target one enemy at a time, and shoot exactly when I get 3 locks. Locking too many enemies at once delays getting to 3 locks, and with too many you risk not being able to get to 3 at all. This is because ECR rounds only explodes once per enemy, so any rounds past the third is just wasted (and also "delays" the explosion). ECR also reduces the damage of the actual rounds, so max locking something is just wasting ammo when I can just 3-lock it over and over.
Major caveats are that you can sometimes waste ammo by under/overlocking, and that by only trying to 3-lock a single guy at a time your dps may suffer while you're trying to play "keep the enemies away from my reticule".
ECR Lok-1 ends up being fairly ammo efficient with this playstyle, but I also don't get 1000+ kills like this guy, so take it as you will.
Is ECR executioner or something else?
@@tyr9499ECR - Explosive Chemical Rounds, short term for the overclock of the video
@@silverkingprime2121 Ohh, makes sense. Thank you.
Not to say there is anything wrong with the build, but the 1000 kill game he shows is from the EDD (so 3 missions) that had swarmageddon on the last mission, and anything with hitscan/lockon like turrets or bullet hell could get 1000 kills pretty easily that EDD.
What Loki calls ammo efficient is usually not quite that in other guns standards tho
I prefer using macro lens with this OC, I'm wondering why you use wide angle as it can waste ammo when not triggering explosions?
Same here. He dismisses the macro lens saying he's not looking to hit weakpoints, but the point of the macro lens for ECR isn't to boost accuracy. For one thing, it _doubles_ your range which is very handy. But more importantly, it better allows you to focus on a target so that you can get to the coveted 3-locks to trigger an explosion. Wide lens takes forever to get to 3 locks on even just 1 target when you're looking at a mid-large pack. The rest of those 1 & 2 lock targets are essentially just wasted time and wasted ammo. And you can see that in multiple instances in this video, where he's locked onto maany targets but only triggers 1, maybe 2 explosions (which is why you will be ammo starved with the wide lens)
It was sort of explained. Keeping locks means you can move around but still have locks when you're ready to shoot. Macro has troubles with lock breaking. I haven't tried both enough myself to know what I think is better though, and haven't really played on Haz5.
@@ArdentMoogle why would you play anything besides haz 5
@@ppeez cause maybe people like chill games more on haz 3/4? DRG is a non-competitive relaxing game, don't know why you tried to make a big deal out of it.
I've personally been really enjoying the executioner overclock, however I really need to try this out looks like a lot of fun ^^
Same I love executioner so good
One of my friends got this overclock after we did a mission and I can not explain how hype he was 🤣
this build got my teammates to TK me and call me slurs on a deep dive for "calling bad resupplies" when i had 6x the kill count. 10/10
we had 300 nitra btw
Tried this build recently (after generally not liking the Loki) and am greatly enjoying it, including the breach spam. Main difference is me running the V2 sentry with quick build, but that's really my preference for play rather than improvement. Thanks for the great video as always
ROCK AND STONE
It's interesting how builds change their focus from haz 4 to 5. A lot of the upgrades that would make a weapon easier to use in the lower difficulties end up being a hindrance in the higher ones because ammo economy becomes so important
Nice! This is my exact build for the LOK. Don't forget you can tap melee to cancel the locks, no need to switch weapons. Great vid
Glad to see a fellow explosive round enjoyer. Scrimblo bimblo, friend!
This is the best build video i‘ve ever seen for any game. Very engaging to watch!
I've done about a dozen hours with this and the shard diffractor set up for heat, and it absolutely shreds industrial sabotage missions. I've always felt underpowered during the boss fight, but two explosive volleys take down the robotic appendages, and the shard diffractor annihilates the patrol bots, sentries, and caretaker eyes.
Uma bela build, meu caro.
Irei grindar este OverClock para a minha LOK-1 e imagino que terei sucesso com esta build visto que me parece muito eficiente para lidar com enormes enxames.
You like nonsense so take this you Dwarf!
Rock and stone, brother!
I JUST GOT IT AT FORGE LEVEL 6 IVE NEVER SCREAMED SO LOUD 2 DAYS AFTER WATCHING THIS VIDEO😭
Great video I love this type of content man, good job.
Ok, now show me The Jelly sack
To me this proves the weapon doesn’t need an ammo buff- just a really good QoL and dmg buff. This is the best build for it, with the 2nd being a niche pseudo-sniper build that is very ammo-costly in some modes
Cheers mate, i overlooked this OC completely. Its been fun and most games dps and kill wise first. I love to pair this with fatboy.
Cheers mate, your content is awesome!
Explosive rounds is one of the best overclocks in the game. It does literally everything. It gives burst, increases direct damage, provides aoe and makes the gun way more ammo efficient.
This seems like a great build, except for my disagreement with wide eye lens. I have used basically this exact build, for about 24 ish levels on Haz 4, 5 and EDD, however I use the smaller lens, to pick a grunt in the middle of the swarm, and after 3 locks, KA-BLOOOM!
:D
Other than that, I agree with ya!
:)
Same
what's your strategy for locking a grunt in the middle of a swarm? i usually have to aim at the edge of the crowd because otherwise i start locking onto too many enemies.
@@stripey566
-> Jump
-> Start holding M1 while looking in middle of crowd
-> Shoot
-> Repeat until no more bugs
ROCK AND STONE!
:D
@@The_Rising_Dragon does that end up shooting bugs next to the targeted one with less than 3 locks?
This is the best build.i have became a lot more better at drg with this build at all characters,this build helped me play haz 5 regularly,now hazards before 5 feel boring to me,btw for breach cutter you can use any ocs except spinning death
This build is amazing. Jumped right into haz 5 and it decimates the bugs.
Subbed for the jelly sack. Also, love the tutorial, been trying not to be a one-trick engineer with the "rounds always hit" overclock. Gonna try this soon
Honestly, It's kinda surprising how Engineer and his LOK-1 primary and Shard Diffractor secondary have the most consitently amazing overclocks in the entire game, let alone the Explosive Chemical Rounds overclock for the LOK-1. But honestly ECR has been my most consitently used overclock on Engineer, and for good reason. The overclock is legitimately perfect for almost every situation when fighting bugs. Its only downside is that it's not as effective against the Caretaker itself in Industrial Sabotage missions, but other than that hiccup, ECR is one of if not the best overclock in the entire game, next to Neurotoxin Payload and Volatile Impact Reactor, and is bordering on being too overpowered.
I watched this video after I came from work after an 9 hour night shift. I fell asleep 5 times and had to rewatch it every time. You are in my head now
PS: Also this is the one OC I wanted from the start and I am so dedicated to get it (got 24 engie OCs now and I won't stop until I get it)
This is too funny lol
I should start reading deep rock bedtime stories on here. Good luck on that last OC.
I'm keen to see your favorite/most powerful driller build/playstyle as I feel like he is my least enjoyable class atm
Mine too!
Same. Driller has great CC but I really don't care for their secondaries. And having to combo both weapons to get kills feels awkward. Fire takes time to kill so you have to run away, Cold requires melee or an ammo efficient secondary, and Sludge feels like it burns through ammo. Maybe I just need more OCs, since I've been focusing on Scout for them to get Fire Bolts and Special Powder.
cryo cannon, barbed drills, vampire.
no overclocks needed (but they help) so go wild with what else you equip.
I tend to go with axes, tcf+heat pipe, and ice spear so i can keep up with single target! Have fun being a walking glyphid smoothie machine!
Tried this build yesturday, and dear lord does it shred. On average I got more than double the kills than any team mate... and I kept forgetting to use my shredder grenades
One important big of info for explosive rounds is as long as you have three bullets lock on a target, the killing bullet will explode no matter what. You can kill a wall of swarmers with a single bullet by locking on three, it will shoot a single bullet exploding on the swarmers.
I also noticed that you can also use lok1 to shoot on the enemy thats further and hitting closer ones through the line!
I'm definitely gonna try this build! I haven't considered using the turrets the way you do, it sounds promising. The Breach Cutter is just awesome man, my favorite engie secondary!
I didn't even notice you were playing on with controller until you actually said that you are playing with a controller. Kudos for that, I thought I was looking at KBM gameplay 💪🏼
I first watched this a couple days ago, and just so happened to get the overclock on the very next core event I got. This thing is so incredibly fun. I already loved the Lok1 with executioner, now it's probably my favorite weapon in the whole game. It's so satisfying with just the right amount of skill expression to feel rewarding without requiring you to sweat 24/7 if you don't want to.
I really suggest not using the increased locks with this particular overclock. Much better to use 3 ammo per explosion than lining up extra shots for one explosion like I saw him do on a couple Pretorians. Especially important to only hit 3 because you get like a 30% damage increase to not only shots but explosions from the weapon tree on electrified targets (which also triggers at 3 locks)
For crowds I find it best (if you have time) to aim at the edge of the group with the mod that makes it a smaller window. I don’t like lining up a bunch of locks on crowds because you waste ammo whenever you accidentally hit a few with 2 or 4+ on grunts. Every single shot that doesn’t trigger an explosion adds up very quickly (like wasting 4 shots per couple locks.
If you want full lock ons best to run executioner with blow through rounds because you can kill grunts with 2 headshots instead of a burst of 3-4. I know engi is supposed to have some of the most killing power. But the lok1 in many ways feels a bit overturned to me. Scout started doing even 1/3 this amount of killing with the plasma carbine and they threw the nerf hammer at it. People said the lok1 needed a huge buff when it came out and some STILL can’t handle using one of the most efficient weapons in the game.
Past my rambling this was a very good video it makes me interested in trying a few new things with that overclock. I thought it was best in the game but SERIOUSLY Don’t sleep on executioner. I’ve found what wipes groups aren’t swarms but priority targets that no one shot at. And if you take a secondary with a lot of aoe like fat boy it makes up for the weakness to crowds
Its really not that serious, even on haz 5 its just not that deep. Unless you are playing lile double haz 6 SD or something there is no reason to be this serious. The build is about being fun and seeing big numbers and it achieves that
@@ppeez it’s about consistency. A dwarf managing ammo and NEVER assuming a position of superiority is going to be a better asset to the team. Compared to someone who assumes they will have enough ammo for later. Mindlessly blasting away without regard for what’s going on or what they are hitting.
Typically these players that don’t practice these fundamentals become complacent and are caught off guard when shit actually gets bad.
It’s not about doing it because you have to. It’s about doing it so when the unexpected comes up you are ready.
Say you are on a deep dive and your scout has mined only 1/4 of the actual nitra available in the cave. Or your team gets wiped by an detonator and all of a sudden you are fighting waves meant to scale for 4 people. Shit happens
The people I hear this “bro you should only be worried about ammo if it’s haz 6” from are generally the first ones to be double dipping from my resup since I was still over half ammo (whilst killing more bugs than them).
Then they ask “bro what’s the big deal just call another one” completely disregarding that the other 3 resups are not needed at that time. Effectively either wasting the next resup or punishing the ONE person watching their ammo because you mindlessly blew all of your primary ammo down the drain (likely on targets you shouldn’t have been shooting in the first place because another class does it better).
These are the kind of things that take a deep dive from an easy farm to making it a teeth grinding butt clenching experience. For instance I’ve had it where my teams have been SLAUGHTERING with 400 nitra in the bank. then all of a sudden the 3rd mission kicks your ass and you barely scrape by and it comes down to the last resup. The experienced dwarves are humble. Because they know it’s a fine line
@@AlmostJordan literally the hardest an EDD gets is 5.5, no deal at all, since they buffed nitra there is always too much in normal missions and in deep dives the excess stacks fast, in some EDDs i farm full nitra first mission and then stop or just get a little extra in the second and rust speedrun. Its not that deep because its not hard. Idk what kinda idiots you are playing with but i could double dip every time and still have nitra left because there is too much and its simply not that hard at haz 5
@@ppeez I’m thinking you missed my point. It’s not that you HAVE to do these things. But the ones that do will find more consistent success as well as being a good team player. And yes I frequently have extra nitra left over too. But it’s preparation for the times that you dont. That’s why they call it PREcaution. I’d much rather be calling 2-3 resups at the end than run even close running out
I used to play driller and scout primarily. And both of them are pretty independent finding enough ammo. Engi can but with much more effort. And gunners are gunners xD. I’ve fallen in love with engineer for it’s raw carry potential. But when you don’t have lights and some nitra patches plain aren’t available to you. Times like that are when these little things start to matter.
And yes I get players that are that bad with frequency. Teams where i do a vast majority of the work for mining and kills (1k kills 500+ mined avg every week compared to maybe 150 each for my team). And that’s not farming kills that’s running executioner without the ammo perk for prio targets and fat boy for crowds (both require strict ammo conservation)
My point is that doing these little things adds up. Maybe it’s a flaw of mine but I always expect the worse outcome. And if I don’t have 80-160 nitra in the bank I get nervous. And it’s often for my team not myself.
I’m sure if I played more selfishly these issues would lessen. But it’s a team game. And I’d rather follow these fundamentals for consistency than be that one asshat who double dips because “I need it more than you anyways” and goes ahead in caves trying to speed run missions completely disregarding what the other 3 members are doing. That’s the difference to me. As green beards we were all told to not be that guy.
@@AlmostJordan you write too much. Using more ammo means killing more which if you play right means the mission is done faster. Idk what you mea with success, are you saying you fail missions????
I've tried this build and it is incredibly good. Especially with the wide lens...nice point. I think I've never used the smart rifle that much...I know it's a good weapon, but I think I'm always more comfortable with the press and shot weapons.
The only thing I change is the sentry gun. I always go with more damage and quick deploy. When you get used to fast construction 2 more seconds feels like an eternity. And sometimes just the sentry guns and e grenade drones kill a small/medium swarm
3:00 Didn't know Meshuggas Bleed was on the Soundtrack of DRG :D
I love it when the jelly sack gets its jelly all over the place.
I’ve been using 1 turret defender, warthog with lightweight mag and shard diffractor with feedback loop whenever I do elite deep dives solo. Not going to lie Turret whip carried me a lot.
Willing to go out of my comfort zone and give this load out a try. I never tried Loki built for add clear. Seems like a lot of fun.
Just use two turrets. It will change your life from sheer dps along with double the turret whip.
The one Loki overclock i don't have
I cry
a serious video on april 1st? greatly appreciated
really satisfying seeing that this is a build ive already been using :')
I love this wep with the laser pointer with the lava oc. It has fantastic single target damage and group utility
Bro, I’ve been using this build for literally hundreds upon hundreds of hours. I genuinely have like a 90%+ clear rate on every single Haz5 I’ve ran. Both pugs and in-house. The only times we actually fail is, funny enough, whenever I don’t pay attention and watch another show on another monitor.
This build combined with optimal terraforming from pancakes and this game becomes a joke on Haz5 if your squad is somewhat decent. This shreds solo as well.
Engineer is S U C H a powerful class in the right hands.
Literally already have this overclock and ive just ignored it due to my distain for the smart rifle. Gonna go try it now when i hop on drg next
Very informative because despite upwards of 50 missions with Engi i havent used the Lok or Breach since i didnt like the non-overclocked version but it turns out i misunderstood the mods.
In Chinese miner community, the explosive chemical overclock for loc1 has been ranked god-tier for a long time.
I think the reason why sometimes explosion does not trigger at 3 locks is because some enemies might die before the last bullet is fired that triggers it and so as you know if an enemy dies the gun stops firing the extra bullets.
ECR was my favorite Lok1 overclock until I got Executioner, ECR is great for crowd control but sucks against big targets, by sucks I mean it takes way longer to kill, Executioner can clear out swarms too with blowthrough mods and if you kite around to line up the bugs, and executioner will kill any surprise targets such as Korlok, Bet C, Prospector like a champ, I totally agree with Breach Cutter, it's just so good I take clean overclock that gives more ammo, such a fun build.
Agreed and I love the executioner. No argument here, it was my main for longer then this build.
The whole thing with deep rock is I use different loadouts for different mission types. I have teammates that have single target proficiencies, and I have builds that have single target proficiencies. So if its a swarmageddon or a salvage mission, I'm going to want crowd control. This build has excellent crowd control, far superior to the other overclocks. Since I can do multi-explosions on a large scale killing a group quickly.
As far as single targets if im not using my secondary which i do usually, I just do short 3 round bursts and it doesn't take long since im doing a combo with the electricity making the rounds do more damage.
Might be worth giving a try on a different loadout sometime. It might surprise you as an executioner user like I used to be. (I still have and use the executioner loadout since a Mactera plague is a great time to use something like that)
alternatively bring t2a and t4a for the strongest self-defense primary for engineer.
the smaller lock-on window allows you to be precise in where you lock on, massively increasing your ammo efficiency. ECR's explosion has the same radius as a fat boy round, so use it effectively.
This is my favorite Engineer load out.
Drg is such a wonderful game. It truly has me invested in its universe. So much so that i want to one day see us travel to other asteroids or planets and mine them as well. The enemies don’t need to really change. The seasonal changes and additions have been more than enough. I only wish the best for this game and this dev team. Rock and stone!, till we all get home❤
Awesome vid man, as an engi chad this helped a lot with my Lok-1!
Man, I enjoy Jelly sacks...
Romantically
Imagine being gunner, when there is engineer with 12 thousand kills every game
if u think gunner should have most kills you re wrong. its more a support class then kill
If anything engineer is easiest to have most kills or at least most damage dealt since he has turrets and shredders/proxi mines that can all cause damage without engi's imput once set up, while engi shoots something else. Trying to outdo an engineer in kill count is madness.
New players see big gun & think big damage, whereas gunner is a tanky/support class. Gunner has 50% explosion resistance from armor upgrade, so is more likely to survive random bullshit like detonators, dreadnaughts, friendly fire; has shields to easily pick up fallen allies or prevent team wipe from swarm or large numbers of trijaws. His guns are ammo-efficient and his ziplines are actually really good if you know how to use them right.
Engi is a one man army, gunner is a one man fortress.
@@Skrymaster this is a well spoken and nuanced take. I'm a heavy engi main, and my best m8 is a gunner. The kills are always quite skewed in my favor but without him, I'd often struggle to sustain myself that long. The shields, long bouts of suppressing fire/big AOE grenades, ziplines allowing for creative escape maneuvers; they're all such foundational parts of keeping up my wild DPS I consider them nearly as indispensable as me own turrets.
Rock and stone!
I'm tied between explosive chemical and blowthrough executioner for which overclock i think is the best. they're both so strong.
blowthrough executioner is kind of rediculous too. would recommend
was my main for longer than using this build. Very great OC.
This build is just made for a wider crowd control damage triggering multiple explosions over a large area.
If you already haven't, I would highly suggest making a loadout exactly like this and trying it since you're already used to the Lok-1. If it underwhelms than you've already got a great back up build.
But I don't think it will underwhelm...
@@TheLegendOfFLG I actually got electro chemical rounds very quickly for the lok-1 after released, and used this exact loudout before the executioner one!
I guess welcome to the club? Idk what anyone would be freaking out about
Yeah, it's my fave smart gun overclock, I use it almost exclusively on Engineer.
You sound suspiciously like Uncle Dane and you're playing Engineer 🤔
Your voice and vocal mannerisms are really similar to Uncle Dane, I can't get over it (also funny that I realized this on an engi vid)
lok-1 is by far the best primary for Engie because of the good overclocks. Explo Chem makes the usual struggle of handling swarms disappear and Executioner can handle single targets.
1 thing to note, you dont have to switch weapons to cancel locks, most efficient method ive found has been to briefly tap the pickaxe or laser pointer button and it will reset you. Similarly, and seemingly unbeknownst to a lot of drg players, you can also use this trick to cancel the ending animation for reloads, letting you shoot sooner. The moment you see your ammo count update on the bottom right, usually around when the magazine reattaches to the gun, any animation after that is not necessary to see to have the reload count. This comes in real handy for guns like the loki rifle that have very quick initial reloads with long ending animations. The loki in particular will toss the mag, and quickly pop the new one in, but then proceed to pull the bolt on the top which takes much longer in total. As soon as the new mag hits the gun, your ammo count updates and you can tap the pickaxe or laser pointer button to cancel everything left and get back to firing much quicker than if you waited for the whole animation
honestly to maximize the broken feeling of this gun I also take grenade launcher with RJ Compound + 2x Dmg mods
It’s legit better then stock, clean, or the balanced overclocks ammo-dmg wise. And you get the jumping ability too… ULTIMATE CLUTCH. Swarms never a problem.
Bonus points for locking-in mid-air and killing another swarm with LOK
Explosive chemical rounds was the first overclock i got
That Oc (ECR)is still the only one I use for LOK-1 becasue of how much ammo you can save and deal with practically any type of swarm from the smallest ones to the big bois.
its one of the last one I don't have for the Lok I'm excited
and u still have no ammo with LOKI regardless lol
@@benismann I do tho
Your graphics are dope af man... That new PC build is fire
I figured out recently that executioner does more damage if you hit weakpoints if you don’t take ammo so I’ve been running it with fat boy for crowds. I’ve gotten over 1k kills to my teams 200 several times. I like explosive compound if I know swarmers are an issue (they rarely are) but I’ve found it MUCH more effective to take out priority targets that my team doesn’t pay attention to. The smaller bugs mostly get cleared out by auto turrets and swarmer grenades. Plus fat boy is fat boy. I save that exclusively for packs of 15+ bugs. Most of the time during escorts I get 600 ish kills on non deep dives even running single target damage on the Lok1
Someone tell GSG to add "Jelly sack" as a voice line 😂😂😂
Also, I remember not liking the Loki because of the ammo capacity. But my friend told me try it again, and I couldn't put it down!! Haven't tried this overclock either. I usually use the Seeker Rounds, so I'll have to give this one a try!
Rock & stone miners!!
When I saw that this was released on April 1st I was about to write a harshly worded complaint because I love this overclock. Glad to see it’s not a joke though, funny aimbot gun go boom
I personally like using it with the overdrive booster shard diffractor.
Crowd control with the Lok-1, sentries and mines.
Dps with the shard diffractor.
Dang I already have all of these, and you're right it's really good.
Hey, glad to see you at 10k! Personally wasn't a huge LOK-I fan, need to give it another go. The use of the breach cutter is a real insight for me, I usually prefer grenade launcher to clear swarms but I need to try that out. Also also my personal turret strat is when they get empty, just recall it to save reload time. Then I go hawkeye so this one turret becomes a powerhouse!
edit: kept watching, I think I got my turret recall strats from you XD been using that advice so long it took the reminder to see it was advice!
Great to hear from you my Liege.
It's honestly a cheat weapon. I would haz 4 it for a while personally as there is a few things to get used to. Most of my high level friends took a while before they liked it, but now its their mains.
Until next time my grace 👑
I commented this on your other video but I'll comment it here as well, this build is really good, the CCD array is great for swarm clear too but I use the 35M rang one just because Im running hyper propellant and need a general purpose weapon and I feel like the 35m range one gives good range with good scanning angle, if I was using a more broad secondary or just building for hoard clear I'd use CCD array for sure
I also use lures because I'm using hyper propellant and I use the single sentry with armour breaking just cause I find the 2 turrets a bit of a slog rock and stone!
This is a good general use build, but I have some critique.
I find most Lok-1 builds to be too clunky and they lock you out of some powerful options like Turret Whip or Turret EM Discarge OC. But this OC in particular is a lot of fun and can put in a similar amount of work. I know you're hellbent on the increased locks, but taking it nerfs your gun with ExCR because it does less to help you leverage the explosion. You mention multiple times how the gun locks too slow to be used up close and Shutter Speed Sensor specifically shores up that weakness and allows you to output more explosions on average. With ExCR, you want to proc as many explosions as possible with your total ammo supply or you're losing ammo efficiency. The 1-shot enemies you mention can be dealt with using other tools or with smarter grouping to allow them to die to explosions. Swarmers, shredders, and jellies are what your turrets are for, but you can also shore up Lok-1's weakness by changing your Breach Cutter setup and/or taking Thorns.
It's really hard to go wrong with Breach Cutter since it can carry you through basically any situation. That said, Triple Split Line is easily the worst choice in Tier 5 as all it does is make it easier to hit enemies that are slightly off the ground. Plasma Trail will do more damage to swarm waves AND help relieve the need for Extra Locks on your Lok-1 by killing swarmers. I like the choice of Stronger Plasma Current as it will perform better on bosses, but just like you mentioned Light-weight cases is a great choice as well. I find it slightly better for general use because you don't really need the increased Beam DPS for fighting swarms and base Breach Cutter does plenty of damage to bosses already.
Also one reason you're running out of turret ammo so easily is because you're using hawkeye. It basically makes your gemini setup nearly half as ammo efficient in exchange for a range bonus that isn't even able to be leveraged in many situations. It's just altogether worse.
I've stopped responding to similar comments because of how many there are but I will for you because of how polite and well worded it was. If you play with both, record it and then slow it down you will notice some things:
The smaller(macro) lock on size combined with speed increased the chances of stacking extra locks and lock-ons within a small area. Due to the proximity of enemies to that explosion, any lock on's past the 3 is a waste of ammo since its within the macro lens radius. Enemies further away also don't take full damage because they are not close enough to the explosion.
So instead the bullets are outward lowering the health of enemies that wouldn't have been completely killed by the explosion. It's why with the wide lens you can simply kill more in a larger area, because a lot of the surrounding enemies end up with 10 health left if your using the macro.
Furthermore the macro lens cannot spread out multiple explosions over a large area, especially with less lock-ons. As where the CCD array can do multiple explosions spread out from one another, killing a huge group of enemies which is what this weapon was designed for.
When slowing down gameplay, it's obvious that the macro has the potential to waste ammo with any rounds that are in the explosion radius. As where I am taking those same rounds and placing them in other places.
When I get turret advice it's always sounds very greenbeardy, no offense. Loadouts are for builds that have specific purposes. I have turret whip, em discharge and turret arc loadouts all with different mission styles in mind.
Relying on turrets for enemies is how people die. Turrets are not always going to be there with ammo, all it takes is reviving someone that's around the corner where your turrets can't even see, or turrets run out of ammo, or the fact that turrets target anything unless its the hawkeye and your pinging something.
Relying on turrets for enemy types is not exactly a confidence I have after 200 dives. The situations I've been in are randomized due to teammates, the builds they have, the cave layouts and randomized swarm spawns.
So although I agree there are other great turret set ups. That's not what this build is made for. Its made to be running around with the lok-1 and breech cutter, hunting down everything in the cave.
The breech cutter dismissal is a huge oversight and quite an incorrect statement. Objectively.
Firstly I was using Plasma trail for about 2 years straight before 90% of the player base even knew this game existed. I played it before the first big boom of sales and the game became popular the first time around 2019-2020. Its great, no argument.
Stating I need more damage is a nonsense statement since 1 round of my 6 round magazine size is all it takes. If I'm shooting a round and its killing everything. There is no need for more damage. Any extra damage would be overkill at that point. Plasma trail is better with spinning death in my opinion and not at the risk of missing your shots.
Saying that "allit does is make it easier to hit enemies" is such an understatement. When I think back to the 1600 hours in game i've spent, there are so many times that 3 lines would have taken out more enemies then 1. Your aim has to be dead on, you can't take out a group of Mactera, you can't take out grunts on the ground with a prae on the walls. There are about a million situations where the triple line would simple hit more targets with 1 bullet which is objectively doing more damage since you cannot possible hit those same targets with 1 line and would need to use more then 1 line. Dismissing it as the worst is short sided and sounds inexperienced.
The hawkeye being "all together worse" also shows a lack of understanding of the fundamental mechanics of deep rock. Since focusing your turrets have great applications for certain mission types like a drilldozer mission. But in a giant cave with leeches, grabbers, jellies, and randomized swarms. It's far better to focus on organic kills with a build made for large swarms, while my turrets put in work on everything at the same time. While also covering me from grabbers, leeches and swarmers. The defense system just doesn't vibe with a build made for crowd control. It vibes more with the warthog, stubby, or single target builds. I also have loadouts with these builds that I use depending on the mission.
It seems most people think that you need a 1 build for all type thing and that's a lot of the "advice" I'm getting. But with loadouts that's not necessary.
Take the right loadout for the right missiont type.
As far as proof of concept here about the macro actually wasting potential ammo and being less effective on groups: ua-cam.com/video/whF0ll1SD5Y/v-deo.html
Considering all enemies still needs at least three locks to be killed anyway (bar from the small enemies like shredders and spawns/swarmers), the SMRT targetting is actually great for triggering as many explosions as possible with this build.
On top of that, it makes your LoKi lock on the entirety of group of shredders/swarmers much faster since it'll only put one lock on each of them.
I have that overclock. I don't have the gun to test it on. Glad to know what kind of build it works with.