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Sobek is better for situations where you are encountering many enemies in tight groupings and want to apply status to them. Acid shells and Scattering Justice helps boost the status chance while also applying a corrosion proc on death that scales semi-well. In index, none of these situations exist.
For index you want a weapon that does alot of damage in a single hit since their shields will recover very quickly, almost to the point where they will fully recover shields in the time it takes to reload some weapons. Even a moderately built Tigris can have trouble killing some enemies 150+ points in. Rubico has the advantage of high damage, reasonably high fire rate, accuracy, and multiple shots per reload.
All this aside, at low MR, you should probably stick to low risk index unless you have a fully kitted out Rhino. Learn how rounds go, build your weapon, kit yourself out, then go to high risk.
You will still want to consider commiting some thought into a Rubico build spending some forma, maybe a potato amod it for high end dmg (as much as possible). Goes without saying that the more DMG you can get the better. Sobek is great for low level enemies but the Rubico can get into mid levels alot more effectively and the Index, even at low risk, can get fairly involved and beyond the effective range of what the Sobek offers.
Ensure that you compliment your primary with a nice melee as back up; at your MR level you should have access to some decent weapons like Orthos or similar which are fast and seem to stagger quite well. Staggering interrupts attacks and can be the difference between you thwarting an enemy advance and having to respawn for lack of better alternatives.
Additionally, consider advanced status effects like Magnetic and Radiation which allow you to milk more DMG out of your chosen weapons and attack enemy electronics & health directly with less impedence than normal impact, puncture & slash procs. Considering the Index enemy lineup (mixed robotic & human) it might benefit you by having both Magnetic and Radiation status centric weapons in your "index loadout".
Even with exalted weapons, melee damage starts to taper off sharply due to enemy scaling and the rate that their shields regenerate. You continual energy needs also slows down your killing. Valkyr's invincibility can also be disabled by some of the brokers abilities, making it risky.
For high risk, or extended length matches, you are either reliant on teamplay (a pair of rhinos who collect points as two others do most the killing), or well geared players working mostly on their own and trying not to turn in unless they have a minimum of 15 points.
I see. I haven't been disabled once yet, so that didn't even come to mind. I've been running high risk while using this method, using spin attacks as the main damage source and it honestly has been working very well. Unless i'm trying to kill those bursas or hyenas, i think i've been consistently one or two-hitting enemies throughout the entire match.
And yeah, sometimes i end up in a squad where people place down waypoints - when they do, i know someone is picking up the crystals, so i tend to also mark down the ones i kill, so my energy drop doesn't stay high. But yeah, i get your point. It's still a strategy that i felt i should mention.