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{{Top|Enemy|Grineer|Grineer|Weapon|Weapons|Weapons}} |
{{Top|Enemy|Grineer|Grineer|Weapon|Weapons|Weapons}} |
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+ | {{WeaponInfoboxAutomatic |
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+ | <!--overides the name for ALL automatic calls. Needed if being used for a weapon that doesn't match the name of the page (or if the weapon's name has an odd character like '&' in it)--> |
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+ | |name = |
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+ | <!-- |
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− | {{WeaponInfoboxU11 |
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+ | ---!!!!!---INSTRUCTIONS---!!!!!--- |
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− | | name = Sobek |
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+ | Everything below this is for manually overriding the automatic values. If you're not sure how to update Module:Weapons/data (Or especially if this is a brand new weapon), you can just put stuff here instead and somebody else will drop by and move the changes along later. |
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− | | image = GrnDBSG.png |
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− | | mastery level = 4 |
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− | | slot = Primary |
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− | | type = Shotgun |
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+ | If everything here is blank, then everything is working correctly - Only put values here if they are different from what the page already shows. |
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− | | trigger = Auto |
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+ | --> |
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− | | projectile speed = Hitscan |
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+ | <!--Statistics--> |
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− | | noise level = |
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+ | |image = |
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− | | rate of fire = 2.5 |
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+ | |mastery level = |
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− | | pellets = 5 |
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+ | |slot = |
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− | | accuracy = 9.1 |
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+ | |type = |
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− | | zoom = |
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+ | |trigger = |
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− | | spread = |
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− | | recoil = |
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− | | clip = 20 |
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− | | max ammo = 240 |
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− | | reload = 4.0 |
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− | | stat proc = 15.0 |
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− | | disposition = Strong |
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+ | <!--Utility--> |
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− | | physical damage = 350.1 |
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+ | |ammo type = |
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− | | impact damage = 262.5 |
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+ | |flight speed = |
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− | | puncture damage = 43.8 |
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+ | |range = |
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− | | slash damage = 43.8 |
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+ | |noise level = |
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− | | elemental damage type = |
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+ | |fire rate = |
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− | | elemental damage = |
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+ | |spool = |
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− | | crit chance = 10.0 |
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+ | |accuracy = |
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− | | crit damage = 2.0 |
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+ | |magazine = |
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+ | |max ammo = |
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+ | |reload = |
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+ | |zoom = |
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+ | |combo reset = |
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+ | |combo min = |
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+ | |finisher damage = |
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+ | |channel damage = |
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+ | |disposition = |
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+ | <!--Normal Attacks--> |
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− | | charge physical damage = |
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− | | |
+ | |normal impact = |
− | | |
+ | |normal puncture = |
− | | |
+ | |normal slash = |
+ | |normal element = |
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− | | charge elemental damage type = |
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− | | |
+ | |normal damage = |
+ | |normal pellet count = |
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− | | charge speed = |
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+ | |normal burst count = |
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− | | charge crit chance = |
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+ | |normal critical chance = |
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− | | charge crit damage = |
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+ | |normal critical damage = |
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+ | |normal status chance =16.2 |
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+ | |normal punchthrough = |
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+ | |normal radius = |
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+ | |normal duration = |
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+ | |normal falloff = |
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+ | |normal ammo cost = |
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+ | <!--Charge Attacks--> |
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− | | conclave = 40 |
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+ | |charge impact = |
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− | | polarities = None |
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+ | |charge puncture = |
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− | | introduced = {{ver|9}} |
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+ | |charge slash = |
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− | | notes = |
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+ | |charge element = |
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− | | users = [[Trooper]] <br> [[Executioners/Nok|Nok]] |
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+ | |charge damage = |
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+ | |charge time = |
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+ | |charge pellet count = |
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+ | |charge burst count = |
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+ | |charge critical chance = |
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+ | |charge critical damage = |
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+ | |charge status chance = |
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+ | |charge punchthrough = |
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+ | |charge radius = |
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+ | |charge duration = |
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+ | |charge falloff = |
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+ | |charge ammo cost = |
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+ | |||
+ | <!--Area Attacks--> |
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+ | |area impact = |
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+ | |area puncture = |
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+ | |area slash = |
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+ | |area element = |
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+ | |area damage = |
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+ | |area pellet count = |
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+ | |area critical chance = |
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+ | |area critical damage = |
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+ | |area status chance = |
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+ | |area radius = |
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+ | |area duration = |
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+ | |area falloff = |
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+ | |area ammo cost = |
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+ | |||
+ | <!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)--> |
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+ | |secondaryarea impact = |
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+ | |secondaryarea puncture = |
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+ | |secondaryarea slash = |
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+ | |secondaryarea element = |
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+ | |secondaryarea damage = |
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+ | |secondaryarea pellet count = |
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+ | |secondaryarea critical chance = |
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+ | |secondaryarea critical damage = |
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+ | |secondaryarea status chance = |
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+ | |secondaryarea radius = |
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+ | |secondaryarea duration = |
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+ | |secondaryarea falloff = |
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+ | |||
+ | <!--Secondary Attacks--> |
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+ | |secondary impact = |
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+ | |secondary puncture = |
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+ | |secondary slash = |
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+ | |secondary element = |
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+ | |secondary damage = |
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+ | |secondary pellet count = |
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+ | |secondary burst count = |
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+ | |secondary critical chance = |
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+ | |secondary critical damage = |
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+ | |secondary status chance = |
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+ | |secondary punchthrough = |
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+ | |secondary radius = |
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+ | |secondary duration = |
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+ | |secondary falloff = |
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+ | |secondary charge time = |
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+ | |secondary fire rate = |
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+ | |secondary trigger = |
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+ | |secondary ammo cost = |
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+ | |||
+ | <!--Throw Attacks (for Glaives)--> |
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+ | |throw impact = |
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+ | |throw puncture = |
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+ | |throw slash = |
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+ | |throw element = |
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+ | |throw damage = |
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+ | |throw critical chance = |
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+ | |throw critical damage = |
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+ | |throw status chance = |
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+ | |throw punchthrough = |
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+ | |throw falloff = |
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+ | |throw charge time = |
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+ | |||
+ | <!--Charged Throw Attacks (for Glaives)--> |
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+ | |charged throw impact = |
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+ | |charged throw puncture = |
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+ | |charged throw slash = |
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+ | |charged throw element = |
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+ | |charged throw damage = |
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+ | |charged throw critical chance = |
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+ | |charged throw critical damage = |
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+ | |charged throw status chance = |
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+ | |charged throw punchthrough = |
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+ | |charged throw falloff = |
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+ | |charged throw charge time = |
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+ | |||
+ | <!--Other Melee Attacks--> |
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+ | |slam attack = |
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+ | |slam radius = |
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+ | |slide attack = |
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+ | |slide attack = |
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+ | |||
+ | <!--Miscellaneous--> |
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+ | |syndicate effect = |
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+ | |augments = |
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+ | |polarities = |
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+ | |stance polarity = |
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+ | |users = |
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+ | |introduced = |
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}} |
}} |
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{{Codex|Sobek is a rapid-firing Grineer shotgun that has reduced damage per shot but boasts extra large clip capacity.}} |
{{Codex|Sobek is a rapid-firing Grineer shotgun that has reduced damage per shot but boasts extra large clip capacity.}} |
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+ | The '''Sobek''' is a [[Grineer]] automatic shotgun that has a large 20-round drum magazine. While it suffers a very low reload speed and rate of fire, it is effective at laying down suppressing fire. It is used by the Grineer [[Trooper]] and [[Executioners/Nok|Executioner Nok]]. |
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− | |||
− | The '''Sobek''' is a [[Grineer]] automatic shotgun that has a large 20-round drum magazine. While it suffers a very slow reload time and low ammo efficiency, and its reliance on {{Icon|Proc|Impact|text}} makes it less useful against armored enemies, it can lay down suppressing fire and benefits the most from magazine increasing mods. It is used by the Grineer [[Trooper]] and [[Executioners/Nok|Executioner Nok]]. |
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This weapon can be sold for {{cc|7,500}}. |
This weapon can be sold for {{cc|7,500}}. |
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+ | {{BuildAutomatic|type=Weapon}} |
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− | {{BuildRequire |
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− | |buildcredits= 25,000 |
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− | |build1= Neurodes |
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− | |build1amount=5 |
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− | |build2= Circuits |
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− | |build2amount=500 |
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− | |build3= Salvage |
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− | |build3amount=900 |
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− | |build4= Polymer Bundle |
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− | |build4amount=400 |
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− | |buildtime=24 |
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− | |buildrush=25 |
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− | |blueprint=25,000 |
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− | |market=225 |
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− | }} |
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==Characteristics== |
==Characteristics== |
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− | This weapon deals primarily |
+ | This weapon deals primarily {{Icon|Proc|Impact|text}} damage. |
'''Advantages:''' |
'''Advantages:''' |
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− | *High base damage |
+ | *High base damage per pellet. |
+ | **High {{Icon|Proc|Impact|text}} damage – effective against [[shield]]s. |
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− | *Very high ammo capacity per magazine and high maximum ammo pool. |
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+ | *High overall [[status chance]]. |
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− | *Fully-automatic. |
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+ | *Large magazine size. |
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− | *Shares accuracy and damage falloff with the [[Hek]], making it viable at a relatively long range. |
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+ | *High ammo reserves. |
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− | *While the reload is slow it still comes out ahead of the other shotguns when comparing shots fired, or potential damage dealt, to time spent reloading. |
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− | *Can use the Sobek-exclusive |
+ | *Can use the Sobek-exclusive {{M|Shattering Justice}} and {{M|Acid Shells}} mods. |
'''Disadvantages:''' |
'''Disadvantages:''' |
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+ | *Low {{Icon|Proc|Puncture|text}} and {{Icon|Proc|Slash|text}} damage – less effective against [[armor]] and [[health]]. |
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− | *Lowest pellet count of all shotguns, tied with the [[Tigris]]. |
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+ | *Has linear damage falloff from 100% to 50% from 20m to 30m target distance (distances are affected by [[Projectile Speed]]). |
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− | **This can be an advantage against single targets or small groups, dealing much more damage per pellet to them compared to other shotguns. |
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+ | *Low [[critical chance]]. |
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− | *Slowest base reload speed of all shotguns. |
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+ | *Slow [[reload speed]]. |
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− | *Relatively low ammo efficiency if fired in full-auto. |
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+ | *Slowest [[fire rate]] of all fully automatic shotguns. |
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+ | *Tied with {{Weapon|Tigris}} for the second lowest pellet count of all shotguns, after {{Weapon|Exergis}}. |
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{{WeaponBuildSection}} |
{{WeaponBuildSection}} |
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− | |||
− | ==Notes== |
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− | *The listed damage is actually the total of all the pellets' damage value. The actual damage per pellet is '''65.625''' {{Icon|Proc|Impact|text}}, '''10.95''' {{Icon|Proc|Puncture|text}} and '''10.95''' {{Icon|Proc|Slash|text}}. |
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− | *The listed Status Chance is the base chance per shot that at least one pellet will proc a status. The actual base Status Chance per pellet is ~3.2%. |
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==Tips== |
==Tips== |
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+ | *Modding the weapon with its exclusive {{M|Shattering Justice}} and {{M|Acid Shells}} gives the Sobek very good crowd control capabilities. |
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− | *Against Grineer, modding for {{Icon|Proc|Radiation|text}}, {{Icon|Proc|Toxin|text}}, {{Icon|Proc|Viral|text}}, or {{Icon|Proc|Heat|text}} damage is only beneficial up to about level 50. After that, the sobeks reliance on {{Icon|Proc|Impact|text}} damage makes it suffer against heavy armor, making {{Icon|Proc|Corrosive|text}} and {{Icon|Proc|Heat|text}} or {{Icon|Proc|Corrosive|text}} and {{Icon|Proc|Cold|text}} a better option, even despite not being able to reach 100% status. |
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− | *It is beneficial to concentrate on increasing fire rate and damage over ammunition capacity. |
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− | *Using the [[Shotgun Ammo Mutation]] mod can help regain ammo when needed. |
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==Trivia== |
==Trivia== |
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*Sobek is named after the ancient [[wikipedia:Sobek|Egyptian God of the Nile river]], likely reflecting how the overall shape of the gun resembles a crocodile's head. |
*Sobek is named after the ancient [[wikipedia:Sobek|Egyptian God of the Nile river]], likely reflecting how the overall shape of the gun resembles a crocodile's head. |
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− | *Along with the |
+ | *Along with the {{Weapon|Seer}}, the Sobek was one of the first weapons to possess a non-static model. In this case the central magazine rotates after each shot, and rotates for a second or two when starting the reload animation. |
**The Sobek's twin barrels are telescopic, retracting when stored on the back of the Warframe. |
**The Sobek's twin barrels are telescopic, retracting when stored on the back of the Warframe. |
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*Sobek is the first weapon that has two PvE weapon-exclusive mods. |
*Sobek is the first weapon that has two PvE weapon-exclusive mods. |
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− | *[[File:TrooperReload.gif|thumb|300px|Trooper Manually Reloading Some Ammo]] [[Trooper]]s will manually reload some of the shells when initiating a reload, using a separate animation from players. This may be a relic from when |
+ | *[[File:TrooperReload.gif|thumb|300px|Trooper Manually Reloading Some Ammo]] [[Trooper]]s will manually reload some of the shells when initiating a reload, using a separate animation from players. This may be a relic from when Troopers originally used the {{Weapon|Strun}} as their main weapon. |
==Bugs== |
==Bugs== |
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</gallery> |
</gallery> |
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− | <gallery widths=" |
+ | <gallery position="center" widths="300" spacing="small" hideaddbutton="true"> |
Warframe Sobek |
Warframe Sobek |
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Warframe Sobek Buffed and Amazing? |
Warframe Sobek Buffed and Amazing? |
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How Should I Mod Sobek|(Darthmufin) |
How Should I Mod Sobek|(Darthmufin) |
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Manly bullets! (Warframe - Sobek) |
Manly bullets! (Warframe - Sobek) |
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+ | Warframe - All Grineer Primaries - Weapon Animations & Sounds (2012 - 2019) |
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+ | Warframe - All Grineer Weapon Reloads in 2 minutes (2012 - 2019) |
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</gallery> |
</gallery> |
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==Patch History== |
==Patch History== |
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{{Scrollbox/Article| |
{{Scrollbox/Article| |
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+ | {{ver|27.2}} |
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− | {{PatchHistoryNeeded}} |
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+ | ;Greater than 100% Status having meaning: |
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+ | Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case. |
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+ | Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet. |
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+ | *(Undocumented) Status chance per projectile increased from 5.4% to 16.2%. |
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+ | |||
+ | {{ver|25.7}} |
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+ | *Converted materials to PBR on the Sobek |
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+ | |||
+ | {{ver|22.12}} |
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+ | *Mastery Rank increased from 4 to 7. |
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+ | *Status chance increased from 15% to 27%. |
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+ | *Critical chance increased from 10% to 11%. |
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+ | *Reload speed increased from 4s to 2.7s. |
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+ | |||
+ | {{ver|9}} |
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+ | *Introduced. |
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}} |
}} |
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==See Also== |
==See Also== |
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*[[Trooper]], the Grineer unit who uses this weapon. |
*[[Trooper]], the Grineer unit who uses this weapon. |
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− | * |
+ | *{{M|Shattering Justice}}, a Sobek-exclusive [[Syndicate]] [[mod]]. |
− | * |
+ | *{{M|Acid Shells}}, a Sobek-exclusive PvE [[mod]] also used by [[Executioners/Nok|Executioner Nok]]. |
{{WeaponNav}} |
{{WeaponNav}} |
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+ | __NOTOC__ |
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[[de:Sobek]] |
[[de:Sobek]] |
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+ | [[es:Sobek]] |
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[[fr:Sobek]] |
[[fr:Sobek]] |
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− | __NOTOC__ |
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[[Category:Grineer]] |
[[Category:Grineer]] |
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[[Category:Shotgun]] |
[[Category:Shotgun]] |
Revision as of 22:33, 6 September 2020
The Sobek is a Grineer automatic shotgun that has a large 20-round drum magazine. While it suffers a very low reload speed and rate of fire, it is effective at laying down suppressing fire. It is used by the Grineer Trooper and Executioner Nok.
This weapon can be sold for 7,500.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
25,000 |
5 |
500 |
900 |
400 |
Time: 1 Day(s) |
Rush: 25 | |||||
Market Price: 225 | Blueprints Price:25,000 |
Characteristics
This weapon deals primarily Script error: The function "Proc" does not exist. damage.
Advantages:
- High base damage per pellet.
- High Script error: The function "Proc" does not exist. damage – effective against shields.
- High overall status chance.
- Large magazine size.
- High ammo reserves.
- Can use the Sobek-exclusive Shattering Justice and Acid Shells mods.
Disadvantages:
- Low Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. damage – less effective against armor and health.
- Has linear damage falloff from 100% to 50% from 20m to 30m target distance (distances are affected by Projectile Speed).
- Low critical chance.
- Slow reload speed.
- Slowest fire rate of all fully automatic shotguns.
- Tied with Tigris for the second lowest pellet count of all shotguns, after Exergis.
Tips
- Modding the weapon with its exclusive Shattering Justice and Acid Shells gives the Sobek very good crowd control capabilities.
Trivia
- Sobek is named after the ancient Egyptian God of the Nile river, likely reflecting how the overall shape of the gun resembles a crocodile's head.
- Along with the Seer, the Sobek was one of the first weapons to possess a non-static model. In this case the central magazine rotates after each shot, and rotates for a second or two when starting the reload animation.
- The Sobek's twin barrels are telescopic, retracting when stored on the back of the Warframe.
- Sobek is the first weapon that has two PvE weapon-exclusive mods.
- Troopers will manually reload some of the shells when initiating a reload, using a separate animation from players. This may be a relic from when Troopers originally used the Strun as their main weapon.
Bugs
- The Sobek's drum magazine has long had minor alignment issues, and may clip out of place. This is easily observed when examining the weapon in the Arsenal screen.
- If the fire button continues to be held upon reaching the end of the magazine, the number of remaining rounds is replenished. Interrupting the animation at this point (rolling, using melee, etc.) results in an instant reload.
Media
Sobek Skins
Patch History
Update 27.2 (2020-03-05)
- Greater than 100% Status having meaning
Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.
Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.
- (Undocumented) Status chance per projectile increased from 5.4% to 16.2%.
Update 25.7 (2019-08-29)
- Converted materials to PBR on the Sobek
Update 22.12 (2018-02-09)
- Mastery Rank increased from 4 to 7.
- Status chance increased from 15% to 27%.
- Critical chance increased from 10% to 11%.
- Reload speed increased from 4s to 2.7s.
Update 9.0 (2013-07-13)
- Introduced.
See Also
- Trooper, the Grineer unit who uses this weapon.
- Shattering Justice, a Sobek-exclusive Syndicate mod.
- Acid Shells, a Sobek-exclusive PvE mod also used by Executioner Nok.