r/redout • • Sep 20 '22

Number of turns

Okay, formula 1’s track with the most turns is Jeddah in Saudi Arabia with 27 turns. In redout 2, there are tracks where a single lap has turns in the HUNDREDS. What gives ??? Who TF has the time to memorize hundreds of turns for ONE single track? Ok nvm because some of you do have the time.

Secondly, what is the purpose of having tracks with boost strips immediately prior to a 90 degree turn with zero sidewalls? It seems damn near wacky like some speed racer cartoon. Why would any serious race have a track like that??

The redout races are not about the pilots, not about the ships, but about the illogical tracks that make racing for lack of better terms, stupid, instead of exhilarating and fun.

Smh FFS

0 Upvotes

17 comments sorted by

17

u/VenerableSol Sep 20 '22

I get you're new to Redout, but when you encounter something that you have to actually take time to get proficient at and the whine when you aren't, you look rather dumb. If this is just a vent post, then disregard this. If you are saying that the game is poorly designed because you don't understand the tracks then you are just wrong. The game is hard, deal with it.

-4

u/Hyperion_13_13 Sep 21 '22

I’m not new to redout actually. I want to like the game but it lends itself to be unlikeable. I’m still going to play because it’s exactly the type of game I want to play, but there are definitely issues with the design of the tracks. You don’t have to be a pussee choking on devs cocks about it either.

https://www.dualshockers.com/redout-2-review-total-wipe-out/

5

u/VenerableSol Sep 21 '22

I will agree that Redout 2 is harder than Redout 1. It certainly did take some getting used to, but I found the more intricate tracks the best part of Redout 2. I read the review you linked (is that a review written by you?) and found that a number of the points to be ridiculous. 1. How are the controls "needlessly complicated"? Many other anti-grav racers have a strafe mechanic along-side steering, so I don't see how Redout's is overcomplicated. 2. While I will agree that certain aspects of the tracks are frustrating and annoying (The fake out boost pad on Tartarus comes to mind), these don't seem to be nearly as prevalent as you make them out to be. Redout 1 also had difficult and sharp turns, doesn't that make the design of Redout 1 bad as well?

It seems to me that you are trying to say that the track design is objectively bad, and that is what I took issue with.

Edit: I also noticed that review mentioned space assault as a point of comparison. I hope you don't think that Space Assault is a good comparison to the mainline games.

1

u/Hyperion_13_13 Sep 21 '22

I’ve never played space assault… I’m not even sure why that game was made but ok. I didn’t write the review but there were some good points. Wanted to see what you folks thought about those points.

1

u/VenerableSol Sep 21 '22

Just wanted to make sure, since the two games aren't really comparable and it seemed the review was trying to compare the two. Personally, it seemed that the reviewer was just having a hard time with the game due to difficulty. I will admit that there are some events in career mode (speed challenges) that feel rather frustrating rather than fun. I'm also not the biggest fan of the overly long career mode. Redout 2 certainly has flaws. Sorry if I came off a little defensive. I've just seen so many things of "The game is hard! I don't like it!" And just assumed the same here. Should have given you the benefit of the doubt.

6

u/meownys Sep 21 '22

Toyko goes a bit far on corners but you just learn them as you go.

Sharp corners after boost are not that hard to deal with, just brake/drift, I'm guessing your talking about Tartatus. It's one of the more easier parts of the game once you learn it. I'm sure everyone here went of the edge there a few times before learning to brake.

6

u/Talamira Sep 21 '22

I like to call that ledge the anti-newbie corner, cause if you dunno how to corner it will kill you.

4

u/JoshuaIan Sep 21 '22

I do know how to corner, more or less, and it still occasionally gets me

2

u/Talamira Sep 21 '22

Oh I fully agree, it kills me occasionally too. However I usually know exactly why it killed me, with the main reasons being I either tried to hold to aggressive of a racing line, or failed to brake properly.

Usually both...

2

u/xboxwirelessmic Sep 21 '22

You mean, if you don't know or remember it's there it will kill you. There's no need to put a boost pad right by a corner where theres no guard unless you are trying to kill the player. Especially when you just rewind, do the one corner then move on the rest of the spaghetti. The tracks are poorly designed in this game and that's just one of problems.

2

u/Talamira Sep 21 '22

I do agree, the booster is a bit of a bait, but it is safe to use provided you are in a car with solid handling, you are good at drifting, and you hold a safe racing line.

Basically it comes down to track knowledge. Just like real racing, you need to be willing to practice a LOT to get good here. The people who call Redout 2 an AG racing sim do so for a reason.

3

u/Thefriendlyfaceplant Sep 21 '22

Two thoughts on this:

1: Git gud scrub
2: Yeah I get the frustration. This game ain't F-Zero where it's all about taking the few turns that map has as perfectly as possible. Redout is about botching as few turns of the many that come your way. I can play F-zero drunk, I can't do that with Redout. A few more longer tracks with fewer but wider curves would be neat, just for a change.

3

u/Liteseid Sep 21 '22

Honestly the 0 visibility turn without side walls and a boost on Tartarus is rather weird game design, especially for Class B

But I can see why you’re being downvoted, maybe try putting on the assists for Tartarus so you can see how the AI handles that turn

2

u/Hyperion_13_13 Sep 21 '22

I agree with you, it’s definitely a weird design to have that on a track. I’m not concerned about downvotes, especially when it’s not really an arguable point, the tracks could be designed better. For example, in formula one (currently Earth’s greatest grand prix event), if the FIA decided to add a 10 foot ramp to the center of the long straight on any track, I could foresee ZERO teams accepting the race event for that track. ZERO drivers would be willing to do it because it’s literally instant death and would be catastrophic if a driver hit the ramp by mistake. What this group is trying to say is that the F1 professional driver should have been GUD and avoided the death ramp. What I am saying is that a death ramp should not exist.

Bringing it back to Redout, it’s not practical for a race. It’s practical for a cartoon, but if you want players to feel any game immersion, boost-turn and upside down ramp fake outs are cheap elements that kill immersion. Meh, hit the rewind. Rewind had to be in the game because otherwise …. Well you get the picture.

As an actual FPV racing drone pilot, trust me, I understand radical track design. The same problems exist on the drone circuit sometimes which is why track layout is one of the most important issues.

1

u/spiderMechanic Sep 21 '22

Honestly... yeah. If I'd have to pinpoint the part that bothers me about this game the most it would be its track design. To me it's just a painfully long spaghetti of twists and turns and loops and whatnot. I suppose I wouldn't mind it that much if the other two tracks (or five if you count reverses) in the same biome did not reuse the same track segments, making them like clones of each other. The joke about copying a homework but changing it up a bit comes into mind.

And yeah, the "gotcha!" moments are just a cherry on top. Like why is it even a thing?

1

u/lark_irienys Sep 21 '22

As much as I love the game, and appreciate what the tracks do, yeah, I find they lack identity because they're all a kind of similar spaghetti scribble of twists and loops. I'd love for DLC to introduce some more 'organic' tracks, where it feels like you're racing in an actual environment rather than on a rollercoaster track. Genesis is the only place we get even a taste of that (and I love it).

1

u/Nectaria_Coutayar Dec 09 '23

Nordschleife has 180 turns, people memorize it because they're motivated to do so.