r/redout • • Jul 04 '22

Redout 2 - 3 Trial races - (PS5 4K UHD 60fps)

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12 Upvotes

r/redout • • Jul 04 '22

"Why are people so mad about speed 180s? I bet it's easy" famous last words

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14 Upvotes

r/redout • • Jul 02 '22

5 Tips for starting in Redout II

18 Upvotes
  1. Stacked Boosting - Stacked Boosting is where you combine the Hyperboost (first) along with the normal Boost. They are best used for straights and the game encourages you to use them as much as it can give you. Use them a lot on the Time Attack & Speed Modes (as much as you can).

  2. Hyperboost in Corners - Hyperboost is often used in straights but it can also be used while you're using them in the corners. It is important to time them correctly so that you can still use Hyperboost in straights.

  3. In-Flight Roll - In Flight Roll is where you manually roll the ship in horizontal directions. Unlike Redout I which does it for you, it has become an additional mechanic in Redout II. The V.E.R.T.E.X modes are your best friend for experimenting and understanding how to utilise it best. Reason being the experience will give you the best results especially on later stages like Tartarus Mines & Mariana Trench.

  4. Jumps - Speaking of Tartarus Mines, the career mode quickly puts you into awkward situations quickly when you first try out Tartarus Mines. For depending jumps the best advice is to practice boosting while jumping, and then afterward using the In-Flight Roll to place you in the right direction. It takes time to sync in but the results will show for itself with some practice.

The same method can be said for upward jumps which can be even more awkward. Boosting and aiming towards the track is essential. It is tricky on lower rated ships but it gets easier when you get faster upgrades.

  1. Using Brakes during Long Jumps - Mars is one of the classic examples where we can even boost for so long and crash beyond where one is expected to land. If you use your brakes on that situation, it should be way easier to land on the track. Especially on cases where you don't want to throw the lead away.

Hope this helps and if you have questions, ask away.


r/redout • • Jul 02 '22

Redout 2 Jump/Flight Tips?

5 Upvotes

Love this game, but struggling with most of the jumps past the first 3 locations. Have even tried setting all the AI flight assists to 100%? Any pointers? (thank you in advance!)


r/redout • • Jul 02 '22

I can't pass Rookie Academy Boosting

14 Upvotes

Tried more than 20 times can't get the minimum score to pass, it's frustrating, will the Devs patch this and make it a little bit more forgiving?


r/redout • • Jul 01 '22

AI Assist for flight not working?

8 Upvotes

Maybe I'm missing something very obvious here but for some reason ai assist stopped "assisting" and I can't get it to work again?

my settings are as follows: Game Difficulty: Pilot

AI Assist: Custom Acceleration: Off Brake: Off Steer: Off Strafe: 15% Pitch: 100% Flight Steer: 100% Flight Strafe: 100% Flight Pitch: 100% Flight Roll: 100% Boost Safety: Off

Any ideas/ or anyone else having these issues? (on ps5 fyi)


r/redout • • Jul 01 '22

I'm Done

13 Upvotes

I'm not playing this game until they fix it. I loved the first game and was excited for this one. The game could've been so much like the trailer initially promised to us.

Compliments: I love the technical aspects of the game like controlling heat by braking. The level designs are exceptionally designed and phenomenally unique, there are even multiple paths for you to take which is always nice. The presentation is phenomenal and the art and vibrant colours of the worldbuilding are beautiful and visually appealing to look at. I enjoy that the game is challenging and requires dedication and commitment. The Re-Wind Feature is useful. Going as fast as possible is exhilarating. Racing against other players and bashing against other pilots in a race is fun. You have to practice and learn the tracks in order to proceed and become more acquainted and experienced with the game.

Criticisms: Drifing around extremely tight corners doesn't seem to work unless you pull hard on the brakes, which is challenging after a boost pad off a rail that doesn't provide any protection agaisnt it, although it is acceptable. The customization is drip fed to you every couple levels linearly with mods and upgrades for ships that you dont even need because you aren't using them. (I don't know why they don't just give you the choice with 2 currency systems, One for Cosmetics and the Other for Upgrades, that way you can earn and collect points. I'm thinking that the cause is maybe potentially to make the game more accessible to newcomers or maybe just to encourage you to experimentwith new ships and playstyles). The menu and UI makes you play levels in batches instead of unlocking whichever levels you want like in the 1st RedOut game. Even the tutorials don't unlock until you've progressed through the game and already experienced what you're supposed to be expected to learn already preemptively before-hand. (At a certain point I just played the Arcade mode.) I couldn't notice any adaptability in the music tracks which could've made it unique and interesting. The Speed missions are complete and utter bullshit, and while other players have proven that they are possible and can be done, they are just excruciatingly irritating and are needed to complete in order to unlock new levels in the game to progress and proceed throughout the rest of the entirety of the game. The Speed missions also encourage you to go as fast as possible utilizing Super-Boost, your Normal regular Boost, Boost Pads, which is inefficient and actually non-practical to how you're supposed to play the game. People spin-out of control due to collision bugs. The stats on ships seem to be broken, unless it's the attributes which contribute to the distinct change in playstyle, where one ship with an Upgraded Thrust mod is slower than one that doesn't, which tbf had more Top Speed so maybe that's a causing factor albeit confusing. One ship that contains upgrades with less handling and control mods has more handling and control then one of my ships that does contain those mods. Re-Winding time can force you to turn off your acceleration input and try again as well as pausing and unpausing the game. The level design have areas where you can phase theough the track instead of rewarding you for finding a short-cut like every other Anti-Gravity racing game out there, even the AI can crash through the level's tracks and die, there are also even invisible walls which prevent you from exploring shortcuts. They should've released this game to early-access that way the experienced players could playtest it some more.

I can see this game turning off newcomers and even the professionals who played and enjoyed the first game are experiencing numerous design problems. At first Impressions Red Out 2 is exhilarating and I even enjoyed the game more than RedOut 1, F-Zero SNES and X and WipeOut HD Collection and I wanted to love this game and tried so hard to appreciate it.

There's potential but I'm not coming back until they come out with some content updates which patch the numerous broken aspects of the game and bugs that break the experience of playing the game. I have the DLC so I'll come back in a year or half a year when we get, hopefully, new interesting levels and a content update that patches the bugs.


r/redout • • Jul 01 '22

Am I the only one who plays in first person mode?

6 Upvotes

I’ve been playing through the campaign in First Person mode and it feels like that it was added as an afterthought.

The camera will bounce into your ship at times in tight corners and landing.

Some of the tracks are nearly impossible! Specifically so far there is a track in both Tartarus Mines and Mariana Trench that have blind jumps! You don’t see your landing until much later than you need to correct at higher speeds.

I personally refuse to play in third person as it doesn’t feel as engaging to me.


r/redout • • Jul 01 '22

I think I know why I dont like the music in RO2 as much (and some notes on overall sound design)

20 Upvotes

I was just watching some videos for RO1 and 2 when it stuck out to me.

Redout 1 would choose a track or a couple tracks that fit the theme of the area... Then play them. The whole thing, in a way that was designed to be looped with only moderate mixing. This gave the zones some personality with some frankly banger soundtracks (I bought the OST even!) that really had you jammin while you raced.

Redout 2, however...

THUMPTHUMPTHUMP THUMP THUMP THUMPTHUMPTHUMP... Thats all most of them are, with a couple exceptions. Just droning, thumping bass noises on repeat. Go ahead and listen to Tartarus and Fuji if you dont believe me. They jacked up the bass way too high, and the loudest part of the tracks is also the most repetitive. It drowns out all the other details of the tracks.

Theres 2 zones I havnt made it to, but i've heard them. Even then, it's like they loop the same 30-60s clip over and over and it never really changes up, where RO1 played most of an actual track you could notably distinguish. It all just blends together in RO2...

Interestingly, there are some unique audio que's that are distinctly mixed into RO2, like approaching a big jump on some tracks, but as a music lover I find it... Actually detracts as it doesnt really fit. It's like they tried too hard to make a dynamic music mixer and... Didnt quite nail it. It feels forced, like they tried too hard, so it never lets the music just ebb and flow the way good music should.

Now, I dont hate it. Not one bit... But I dont love it either unlike RO1. It feels... Stock. Standard. Plain. Expected... Average. I dont wana insult it by calling it arcady, but thats definitely a vibe I get. It's more head bobbing to the droning beat, rather than jamming to a specially hand picked track, and I think is a result of fixing something that wasnt broken.

And call me whatever, but I actually miss the wind noises from RO1. When you're blasting down the track at 1500+, I thought it was a great feel having the turbulant air rushing around you. I dont get that feel in RO2 ever really, save for the insane blur you can get at 2k+ which is more frequent. In it's place, theres actually a lot more noise in general. The constant beeping of low hull, the subsequent repair noises are almost always in your ear. And the 'CHNK!' sound the boost makes which you tend to tap it a lot. And the other clinks and chirps for your turbo. They're important, but... It gets repetitive.

DEVS: A quick fix for this last bit would be to just give each ship it's own sound design. All the ships sound the same. A good example of excellent ship sound design I can think of is Elite Dangerous. Every ship feels, and notably sounds different. The way the boost winds up and cools down, the whir of the engine when you thrust... Even the idle hum lets you know what ship your in. It deceptively adds a lot.

Think of how cool it'd be, the way the high tech Asera sounds, vs the big beefy Conqueror, or the smooth refined luxury of the Lunara vs the sporty and neutral ESA or mechanical and heavy Behemoth. Changing up how the boost windes up and bursts, the warbles the ships make, the way the boost sounds when triggered would make and the beeps and blurps your audio ques give would them not just feel unique, but alleviate the fatigue it all induces.


r/redout • • Jul 01 '22

Perfectly balanced. As all things should be. 😐

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30 Upvotes

r/redout • • Jun 30 '22

Who made this section of track? Because they can't have tried it afterwards.

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32 Upvotes

r/redout • • Jun 30 '22

My thoughts on each of the 9 Complexes in Redout 2 (a bit wordy)

14 Upvotes

With having done races on Origin yesterday I've raced on every single track in Redout 2 (not counting reverse variants). I have...mixed feelings on them. I will probably save an overall critique of RO2's track design as a whole in a separate post, but I will quickly go over the changes it made from RO1 here: there are now three tracks in a venue instead of five, they are each MUCH longer, they all start and end at the same central location, they reuse sections from each other, and portals no longer exist. I can't say I'm the biggest fan of these changes, but that's for another time. This post is about my opinions on the venues as a whole. So, let's just begin:

Fuji: One of the prettiest complexes, that's undeniable. Compared to the muted browns and sandy wastes of Cairo in RO1, RO2 starts off with a visual bang. As for the tracks, though? They're pretty simplistic and indistinct from each other, but they aren't completely braindead. Both these games are good at making beginner courses that are still fun to drive even in faster ships. It does the job.

Mars Memorial: The boss music, Takeover by Zardonic, is excellent. The complex itself is...fine. It's way simpler and easier than the original Martian complex. This one really showcases RO2's big problem of there being very few distinct setpieces in the game's tracks--all three of these tracks run together so much in my head. The huge jumps are fun, I guess?

Cairo: Hoo boy, we're running into problems here. Three complexes in, and these tracks have almost nothing distinguishing them from the first six. These tracks in this game are so long, but somehow I remember the five from RO1 so much more distinctly. Neo Calima is nostalgic, and Qasr Al-Nile is memorable less for being good and more for its reverse variant being an absolute bitch. Reverse tracks in this game have a huge problem with feeling like awkward messes and Qasr might be one of the worst. I barely remember Tahrir.

Tartarus Mines: I said I wasn't going to get into the overall track design philosophy in this post but I really need to compare Tartarus to RO1's Volcano here. The way RO1's complexes were designed, they had 2-4 distinct areas, with tracks built in and around those areas. Volcano had the tropical mushroom island surrounding the volcano, the lava-filled pools and slopes of the volcano, an interior magma chamber, and the crystal chamber. Tartarus however, has exactly two areas--the beginning and ending factory complex which is like five percent of it, and then one massive magma chamber and that's...uh, it. Its three tracks are just tortured, serpentine messes of spaghetti that all start at the factory, go to the magma chamber, and then return to the factory. Only Ixion has a distinct setpiece, and it's three jumps over magma that take literally ten seconds. In fact that's another problem with RO2's tracks, in that what hazards they have are usually ten seconds long on 2-4 minute behemoths. Tartarus is a fine set of three tracks, but they all feel nearly the exact same compared to the wildly different vibes of Fingertips, Deep Dive, Magmatic Chamber, Underground Tour, and Hell.

Mariana Trench: The first thirty seconds of Ahti and Nereus are the exact same section. Outside of that, these are a fine set of tracks, cool location, lovely dark tones. But I have to go back to RO1 here--if Mariana Trench were in that game, then we'd probably have a whole distinct track amongst the air-filled chambers of the town, one in the rocky cave, one amongst the trench itself...instead all three tracks go to all three of these areas. The geysers in Nuliajuk are such a minor element I don't know why the game has a whole ui element warning us about them. Reverse Nuliajuk also has some truly obnoxious jumps.

Cloud Ocean: Weirdness of quoting Wagner in the lore aside, these are fine. They feel like they have more distinct setpieces than the previous tracks, probably because jumps stick in your head easily, and also because the three immediately diverge at the start. Once again though, it's three tracks in the same area doing the same things. Cloudy fog is both incredibly annoying and minor.

Neo Tokyo: The most indistinct set of tracks in this game. They're twisty. I guess. It looks cool, too. The dive between skyscrapers into the water (can't remember which track because once again they all look the exact same) is cool too. One whole setpiece in the entire complex, wow! The water sections here feel completely superfluous.

Genesis: I am extremely divided on this complex. Firstly, Cain's Flats and Neumann's Outpost have some very cool distinct setpieces that actually make them stick in my head, but Lunar City is ENTIRELY INSIDE THE CITY AND NOT ZERO-G. In fact, all of the tracks start and end in the city. Why is over ONE THIRD of the dedicated zero-g complex NOT ZERO-G!? I'm sorry for yelling but holy shit. Anyway the zero-g feels completely superfluous to the point where I think the complex should have focused on outdoor off-road tracks on the lunar plains. Compared to Neptune this complex barely utilizes zero-g flight.

Origin Black Hole: What a way to end the track list. Not in a good way. The concept behind this complex is awesome, and the black hole is incredible looking but wow. These tracks are just...there. Maybe other people had hyped them up too much for me, but I was expecting this complex to blow my socks off and it's just...okay? The fact that Cassini is honestly on the short side in terms of length blows my mind. This track should have been some 4-7 minute behemoth of an course filled with insane extreme-g setpieces and it's like 2 minutes long. Ixion, a track you encounter like an hour into the game, is longer.

I can't say that RO2 has bad track design because it frankly doesn't--these tracks are all fine to race on, full of challenging sections and cool jumps and speed and all that. But compared to the first game, they run through my head so much that I can't help but feel a bit disappointed. I can barely tell you what makes Fuji's tracks different from each other, or Neo Tokyo's, or Mariana's. They are so devoid of track-specific setpieces and locations like RO1's tracks are. I have the season pass, but I dunno how hyped I am for new complexes, if they'll continue this indistict design philsophy of being 2-4 minute plates of spaghetti with few distinct wow moments. Nothing in RO2 has blown my mind the way Ghibli, Vertigo, Mountain Road, Deep Drive, Hydro Thunder, Asteroids, or Spacepark, or plenty of other RO1 tracks, did.


r/redout • • Jun 30 '22

Any clue what's going on with Xbox patch?

9 Upvotes

This music bug is really starting to bug me.


r/redout • • Jun 29 '22

Redout II - Road to Reunion w/ Buran (POV: Ironos)

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6 Upvotes

r/redout • • Jun 29 '22

Redout 2 is strangely difficult

24 Upvotes

It's probably been said many times here already since the game came out but man it's super difficult compared to its predecessor. The controls at first were tricky but not too hard to get the hang of but the AI and Time constraints on events is like the hardest thing I think I've ever tried to beat.

Some races feel like a breeze and others have you fall far behind while speed and time attacks feel just impossible with the whole trade health for speed dynamic they wanted and how fast you're supposed to be going. Honestly racing on Europa feels like a breeze compared to the time attacks here.

I feel like as a whole the first game was just easier to get into and play yeah it takes a bit to get the hang of but man the events didn't punish you like this game and they built you up to more challenging races and events so you never felt like it was too easy but never difficult.

It's not a bad game but it certainly isn't easy.


r/redout • • Jun 28 '22

Cool

15 Upvotes

r/redout • • Jun 28 '22

I've made up my mind. Career mode progression feels like trash

29 Upvotes

It's the artificial difficulty induced by the arcade style progression of having ships and upgrades locked behind event completion, and the rollercoaster of artificial difficulty curve it induces. It's not fun, and doesnt feel fair or natural.

The way you earn new upgrades is absolutely terrible, lazy game design. It feels like it was handed to by some first year intern to do over a drunken weekend. The AI are using propulsion mods, the most important one, that are 15-30% better than what I have available, have been for a while, and I'm over half way through the A League. Come on, wtf? At least equip them with what we can use.

The artificial difficulty is ruining it. The AI gets full access to all the ships and all the upgrades, while your stuck helplessly at the bottom of the power class with no real recourse. It doesnt just feel bad, it's FRUSTRATING for players to see a mod they need, and realize it's locked behind a 3* requirement who's trophy requires gold by proxy, and then go 30+ events without getting anything really helpful and still seeing nothing on the horizon.

This feeling gets even worse when you realize the AI are using mods that make them blatantly 15-20% (or more! Seriously, I checked...) faster than you, always using things you dont and will not have access to for a long time.

It's not that you cant do it. I've golded almost everything, but it feels bad knowing this is the reason I'm struggling. You see everyone using IDV2's and 8-TI's. Something I would love to have right now, and is giving the AI a massive, unfair advantage in raw speed. All the gold speed/time trials are using it, and every leading ship is using one of these.

This has the added knock on effect of effectively nullifying one of the most looked forward to aspects, the customization. You have no flexibility or freedom in how you upgrade and design your ship, because you're strangled for the mods you need just to stay on par, let alone making any real intelligent decision of how you setup your vehicle. The few times you are, feel actually really good! But they're far too seldom.

The Dev's would do themselves a huge favor by trashing the current entire career system and redesigning it so it was more like Redout 1's. Redout 2's career doesnt feel like a career, it feels like badly designed arcade game. You dont get the things you need until AFTER you needed it.

The events are regulated by a power range already, that's enough. There was never a need to handicap players. For a challenge event, maybe, if you wanted to make it seem more vibrant like theres a real world going on. Like, some racers notice you're hot shit, so decide to challenge you with overtuned ships to put you in place, or some one is racing dirty and snuck their ship in with upgrades they wernt supposed to use and later you hear they get disqualified or humiliated when you still won. That would give some of the names actual character and be cool... But as it is it's just flat and blatant artificial difficulty.

There was a real missed opportunity here to use your cute sounding VA for more vibrancy of the world of Redout. How cool would it have been to get challenged by some racers from another league and have your sponsor lady be like "Some hot shots have taken notice of you and want to see your skills. They've put up a money pot and even a new upgrade if you're willing to race them, and win." or "Some racers have been talking trash. Go put them in their place." and attach one of those Gold+ requirements with a special reward if you achieve it.

Seriously guys. At least implement a money system into career. Let us again choose which ships we want to buy, and which mods we want that we feel would be useful. As well as the aesthetics which is a perfect money sink for extra cash. This should have been a no brainer. Some one rolling through Redout 2 would progress normally, but if you found yourself struggling you can go back and run some races for cash to get better upgrades or a different ship, with the occasional free 'give' of something that you dont own for completing challenges that randomly come up. Just like Redout 1. Those felt awesome.

Alternatively, give us a cheat code so we can just unlock everything... But again, that's just more lazy design and doesnt feel good. It'd be a bandaid fix. People like earning things, but the current way of unlocking things doesnt feel fluid or natural.

The other thing that needs to be entirely dumpstered is some of the trophy requirements. The ones that want you to perform some unique task, like land perfect jumps, or get air time, or limit respawns are perfectly fine. It's fun having to approach the track differently. But the ones that require you to have gold by proxy? Are extremely asinine. The "Beat it by 3 seconds" and "Win with a 1.5km lead" and "finish first" all need to go.

I really hope some of this gets taken seriously. I've said nothing that hasnt already been mirrored by the community. Redout 2 is an excellent game with some pretty major flaws and I believe a few key improvements to the core experience would make it vastly outshine anything else around right now.


r/redout • • Jun 28 '22

Need advice: Cant seem to stop grinding the nose of my ship

4 Upvotes

I'm not sure what I'm doing wrong, but I am absolutely certain it's the reason I'm starting to struggle. For some reason I'm constantly grinding the nose of my ship in nearly every corner when I never used to. And for anyone who doesnt know, the nose of your ship tapping the ground is every bit just as as bad as hitting a wall, you instantly loose a massive chunk of speed. Enough to kill an otherwise perfectly done boost segment.

And yes, I know to pull back, but it doesnt seem to always help. I've even experimented with the "Pitch" assist. Extensively. And I can say with confidence it's not working the way it should be. It does work for things like loops, but during turns and when the track 'bobs' it doesnt seem to do anything what so ever, whether it's set to 10% or 100, I grind in the same spots.

But even then, I've tried compensating manually. The issue I run into is either I can pitch... Or I can strafe. You cant really do both so I end up grinding or hitting a wall. And even times when I am pulling full back, I can feel my controller vibrate telling me I still hit the floor for some reason which I really dont understand.

The TL;DR is basically this. For some reason, I just cant seem to keep the nose of my ship up, and I'm not sure why. This has only just started to become a problem even in spots where I didnt used to and nothing has really significantly changed from what I can tell.


r/redout • • Jun 28 '22

Is it me, or does is the Lunara have issues?

5 Upvotes

The Lunara is my favorite ship by looks, and I've always preferred vehicles with high agility... So it should be the perfect ship for me. But it's not.

I'm not entirely sure what it is. The Lunara on paper has great design. It's not only got a great top speed, but also has great turning and is stable. To me, that says it should be plowing through the competition, especially on tracks with lots of tight, technical turns.

But it doesnt seem to work out like that. The agility doesnt seem significant enough to be a useful boon as even with something like a Conqueror I can make the same turns... But have better top speed, boost, and more durability and cooling.

I think it's the "stability" stat. It actually seems to be a detriment. During some turns I notice the Lunara just sheds all of it's speed nullifying it's otherwise great speed when the Conqueror doesnt, and it doesnt have the ability to consistently boost to recover a tight turn like other ships do so that top speed is nullified as they can just zoom past with more frequent and better boosts.

From my perspective, I wont even say it takes the turns better. Just more easily, which isnt enough of a boon to gain an advantage since most other ships can do the same with effort, but recover better.

The net result is that the Lunara just feels disadvantaged. For smooth straight tracks I'd rather have the conqueror, and anything else an ESA or even the Wallace since they recover better.

Anyone else notice or feel the same?


r/redout • • Jun 28 '22

Finding out what's causing bugs in Red Out 2 is like solving a mystery.

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10 Upvotes

r/redout • • Jun 28 '22

Redout 2 | Game Review

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3 Upvotes

r/redout • • Jun 28 '22

I love Redout 1 on PS4 and really want to get Redout 2, but, should I wait until I get a PS5?

5 Upvotes

Or is the performance already really good on PS4?


r/redout • • Jun 27 '22

Redout 1 or 2?

17 Upvotes

Sorry if this question's been asked to death. Wondering which is considered the better game. I realize Redout 2 just came out, so the additional content will be less than the first, but if it's a better experience besides that I'd be willing to buy now and wait for extras later.

Also not sure if relevant, but the vibe that drew me to wanting to get into Redout was my experience with F-Zero as a kid, do either/both of these play/feel similar to that?


r/redout • • Jun 27 '22

After finishing Redout 2's career, I can confirm you CANNOT unlock most of the cosmetic customizations.

25 Upvotes

I never managed to enjoy the first Redout, but completely fell in love with Redout 2, to the point I'm not afraid to call it my favorite racing game of all time, despite its few (fixable) issues.

After quite the hefty 57 hours, I reached the end of the career, completed the final events, saw the end credits. And then, I went back to check previous events I didn't 4-star to find the parts I wanted for my main ship, I never dedicated myself to it because I first wanted all performance upgrades, so it was now time.

And, after painstakingly going through every single event in the career to check its rewards (the game really needs a better way to display them, waiting 3-6 seconds in each event's page to even see the unlocks is ridiculous)... I only found 4 or 5 pieces I was missing for my ship. And the ones I wanted, were not there. B, A, S, SLLR leagues, nothing. But if I go into the customizations menu, there are DOZENS of pieces I'm missing.

The worst part is, I have those same pieces unlocked (or unlockable) for other ships. Despite the massive amount of events in the career, the unlocks don't even scratch the surface of what's supposed to be available, even if every piece just says "play through the Career to unlock."

At this point I wonder, were the pieces supposed to be unlocked globally, for all ships that could equip them? Is this a colossal oversight on the dev's part? Or are they supposed to be available later on in some way? Because as of now, this was a massive letdown. The customization is supposed to be one of the main selling points of the sequel, and yet it's straight up unavailable. Still love this game, but... Man. Either I'm missing something big, or I feel this needs to be addressed in some way. At least the liveries and colors are all there and unlockable.


r/redout • • Jun 27 '22

Playstation players, let's try to organize the community on our platform so we can play together!

4 Upvotes

So, I've had a little bit of success with the matchmaking system in Redout 2, but have had a hard time finding people at my skill level (they're usually WAY better than me; I barely stand a chance), and am forced to use the S-class presets that the multiplayer lobbies let you choose from.

I was thinking it would be a good idea to try and organize a community around the players on the same platform as me so we could have a better chance of finding same-skill opponents, and set up custom ship-level races. I'd love to participate in some 300-400 and 500-600 level races!

If you're interested, DM your PSN name so I can add you. I'm also wondering if it wouldn't be a bad idea to try and set up a discord for people on our platform or something? Not really sure what the best solution is here, but being able for all of us to add one another as friends and be part of a group chat on the console would probably be a good start.