The redox is a plenty viable option. Its effective DPS, accounting for its debuff effect is still less than the RPR, but not terribly. If you're consistently with a teammate, and you can aim the thing, it's far preferable.
RPR is just easier and better when you can't consistently latch onto someone. That being said, the tech itself is not included in the competitive meta for the most part. It's almost always better to have extra damage, as there's literally no weapon that does less dps than the tech is capable of repairing, and the damage it deals is negligible in a team fight if using the RPR, and only useful with the redox if you are again, consistently with your team, and consistently landing your shots.
It works best in large mobile groups - which is to say it works sometimes in TDM and Siege, but the competitive scene is largely geared toward Missile Assault. (At least the US comp scene, which, to be fair, is the majority of the competitive scene.)
I would recommend getting comfortable with a mech that has better offensive capabilities.
The most effective meta at this point, is utilizing orbs at every possible chance in combination with an AR or SMC berserker or assault, and using an extractor and whatever the other one is that gives more health per orbs plus either composite armor or that one that repairs you after ten seconds. I'd recommend a bubble shield or a scanner to occupy the single slot left that you will have after Mk3 orbs.
Of course, in TPG, this is banned three times over, because that's basically the cheesiest, lamest build possible.
Edited by ticklemyiguana, 23 September 2015 - 03:21 PM.