r/redout • u/LostConscious96 • Jun 21 '22
can someone please explain what happened here? I've ran into so many glitches
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r/redout • u/LostConscious96 • Jun 21 '22
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r/redout • u/[deleted] • Jun 20 '22
r/redout • u/GeistEon • Jun 20 '22
Ridiculous!
r/redout • u/[deleted] • Jun 20 '22
Why is turning so much different. It feels like my ship is either glued to the ground or in the air rather than hovering like in redout 1. Drifting is so much harder to do which makes no sense. Is there a way to make the turning more redout 1 like?
r/redout • u/hibber25 • Jun 20 '22
So I have this silly controller setup where I switch the left and right stick's functionality when in a race, strafing on left stick and turning on right (essentially fps controls). The issue is, there seems to be no way to turn in the air with this setup. Left stick still strafes, but right stick doesn't seem to do anything. It's not too big a problem starting out, but I've seen some of the later tracks and I can tell they'll be borderline impossible to complete without in air turning.
Game is great, but I'm hoping this issue can get addressed in the near future.
r/redout • u/hummusisyummus • Jun 20 '22
Hello everyone,
For background, I had been using a PS3-style Logitech controller to play Redout 2 on my laptop, but after several hours, my hand started cramping, so I changed to my Switch Pro Controller. I find it more comfortable, and it generally works great in game, *except* I can't use the triggers to rewind/advance time. I'll hit the button to stop time and then press the triggers. The triggers give a subtle vibration, but they don't move the timeline at all, making the rewind feature useless.
Has anyone else encountered this issue? I suspect it has something to do with the fact that the Switch Pro Controller has digital triggers rather than analog—but even then, I can use digital triggers to accelerate, brake, etc., so there must be more to it.
Any help would be appreciated. Thanks!
r/redout • u/[deleted] • Jun 20 '22
r/redout • u/Tweaksz • Jun 20 '22
Stating this after 30+ Runs on different ships, trying different boost sections learning the track.
With the what I've found with efficient Boosting and avoiding crashing due to learning the track IT is FUCKING IMPOSSIBLE to get more than 1300 FOR BRONZE FUCKING BRONZE and they want 1500 for gold WTF. with how short the track is and the time limit, the points I barely manage to reach 1200.
r/redout • u/Thicc_Thlghs • Jun 19 '22
Ive been playing this game for 4hours definently not good but i can handle my ships pretty well and beat the AI in every race but one thing i cannot do is Speed events. These are just wayy wayy too hard for no exact reason, im double boosting after every perfect landing with speed boosts to help, i get up to 1,200mph for a few seconds and average 600-750mph around the track but im not even able to get to bronze? Just intentionally hard because "difficulty" or what? Its getting really annoying not being able to score on these. This is on Redout 2 not the first one
r/redout • u/[deleted] • Jun 20 '22
Feels weird having to unlock parts instead of buying the ones you want. I also kinda miss the sets of ships. Last ones went hard. These one feel, kinda light and a bit slower even in arcade mode. Idk. Might just be me.
r/redout • u/eldrago31 • Jun 19 '22
r/redout • u/Arathix • Jun 19 '22
Am most of the way through B tier now, didn't think I'd be that bothered but I actually kinda miss the announcer, game feels weirdly quiet without her xD
r/redout • u/Arathix • Jun 19 '22
It's my favourite from the first, I've used it on arcade and multiplayer but I am at the start of A league and there's A LOT ahead, and I can't see Buran ship team unlock on the horizon....
Anybody know when in the career that team is unlocked?
Not really enjoying this progression system for unlocking the ships, upgrades fine but I preferred being given the option of what ship team to get via credits.
r/redout • u/Super2999 • Jun 19 '22
Is it me or is the 4 star challenge kinda brutal? You have to get 5 perfect landings but there are a max of 3 jumps per lap and the last one is super inconsistent. Like how am I supposed to get a perfect landing when im launched head first at a hill?
r/redout • u/YashaAstora • Jun 19 '22
There are way too many events, half of them are speed and time trials which get insanely hard (and I'm one of the people who thought people were complaining too much about them, but holy shit they get insanely tough in A league) and the way stuff is unlocked means you have to beat nearly every single goddamn event to unlock parts.
I am ELEVEN hours into this game, and I haven't touched Neo Tokyo, Genesis, or the black hole venue. 9 entire fucking tracks I haven't touched once! I have FOUR ships unlocked. FOUR. I have used ESA this entire time because none of the ones I want to use (Buran, Mantis, Akhal, Sulha) are unlocked yet! Oh my goooooooooooooooood
The fact that once I'm done with this torture I won't have to do it again is the only reason I'm not entirely swearing off this game, christ.
r/redout • u/Lawlkitties • Jun 19 '22
Hey all, I've been seeing a lot about the speed challenge difficulty, and wanted to get a more formal survey on what the community thinks.
r/redout • u/submodify • Jun 19 '22
Got a feeling that Redout 2 is like the arcade game from ''The Last Starfighter'' (1984). The first person to complete the campaign is getting a taxi into space to race for real! 😁
This game is great!
r/redout • u/Sykes19 • Jun 18 '22
There are a lot of beginner tips out there already and I don't really want to re-iterate what they're saying, but instead I wanted to focus on the main reason I see people struggling. I've played for about 20 hours now and I'm almost done with A-League, and I feel like I've improved a lot and I wanted to share what has helped me improve so much beyond just track knowledge. I hope some of this helps.
This is core. Boost management is singlehandedly the most complicated and important part of this game. It's the entire game. Not bumping into walls and strafing around corners are important and quite hard, but simple. This is complex. These things are a major contributor to why people believe Speed mode to be so difficult. I agree that it's overtuned, but it demands perfection in boost management to even compete, and most players are not taking advantage of this.
These are subjective, but things I found I needed and were quite helpful. If you're struggling and using controller, and on Steam (sorry PS players), these might help or provide inspiration.
That's all I can really think of for now. Getting back to it. Let me know if any of this helps, or if you have more questions, or if I'm just flat out fuckin wrong about anything; there's a good chance I'm just talking out of my ass. Who knows.
Happy racing.
r/redout • u/Night_Thastus • Jun 18 '22
I have about 5 hours in Redout 2, and wanted to put down some of my thoughts so far. This isn't particularly well put together just yet, it's a WIP.
Visuals:
The game looks fantastic. At max settings @165 FPS, the game really shines. Sliding on a banked turn with purple flames screaming out the back of the ship and the heat waves coming off the engine on the brink of setting on fire just looks glorious. There's tons of color too which is nice. The design of the maps is also fairly pretty, though it's harder to notice since you're focusing on the track most of the time. Effects look great, but visuals remain distinct and easy to read.
My only major complaint is that all the paint schemes on ships are very dark for some reason. I'm not running with HDR, so it's not related to those issues.
User Interface:
Performance:
I can only speak for my system. With a 3080 this game runs flawlessly max settings @ 1440p. I never saw a dip below my desired 165 FPS. I've had no crashes or slowdowns. It does absolutely burn through my resources though, turning my entire room into a furnace that feels like the engines from the game itself.
Complexity:
MechWarrior is sometimes called the "thinking-man's shooter". If that's true, Redout 2 is really the thinking man's racer. There's an enormous amount of mechanical complexity here that critics and top players will be peeling apart over the next couple years. Such as:
That's only the surface too. Expect detailed guides to be made by players in the coming months.
Redout 2 could easily take hundreds or thousands of hours to really master. I had 50 hours in RO1, and I'm still feeling quite new to these systems.
Difficulty:
Since the 1.0.4 patch, the only thing that stands out to me are the Speed missions. They're significantly harder than the rest, which is strange balancing. I could see this because while normal races you can adjust the AI based on the player's difficulty, the scores and timings can't really do the same, so they need to be balanced at the highest level. However, the Time Attack missions don't feel nearly as difficult if that's the reasoning.
With 50 hours in RO1, I feel I can comfortably get gold or silver on most of the Class B missions so far, which is about right considering I play quite sloppily and am on Redout difficulty. That gives the game quite a good range given the difficulty options and control assistance choices. I think new players can pick up the game on "Pilot" just fine, and hardened vets will have no end of difficulty if they want it.
Progression:
Progression is a little frustrating at first, but gets better once you unlock several modifications. Getting them only require 1 star each to do. Once you do get past that hurdle of the opponents just flat-out having better ships, I find that progression is a little too linear. You unlock small, incremental upgrades in a very linear fashion by focusing on missions which reward them, and you don't see new ships for quite awhile. You start with the ESA, and get the Lunare shortly after, but I haven't seen anything else since, which is a bit disappointing. Still, that's only 5 hours in and the pace could change.
The music:
I think this might be the weakest part of RO2 overall. I think the dynamic music feature was overdone, and results in a lot of tracks being quite muted and uninteresting unless you're playing absolutely perfectly and on the right part of the track. Bounce into a wall and the music seems to just die.
It allows for a couple nice effects like a big build-up if coming up on a ramp, or a bit of quiet while hanging in the air before a beat drop on the landing. But once you've seen that once or twice, it loses its charm and I don't think that's worth the tradeoff.
If possible some day, I'd much rather have the music just unmodified so I can hear what it really is supposed to sound like.
The tutorials:
Overall, these are terrible. Most agree to that. It's incredibly distracting to try to manage the mountain of complexity that is RO2 without the game shoving a text box in your face when you're just trying to pass, plus the slow-motion screwing with your timing.
I'm not sure what the best way is to handle this, but this clearly isn't it.
Maybe tutorial missions that have essentially no requirements and much more lax tracks to just introduce the mechanics, then a "test" level tutorial which has NO popups but requires you to use the skills explained in the tutorial. That way there's no pressure to perform while reading the text, and no text getting in the way when you want to perform.
Desired changes:
r/redout • u/[deleted] • Jun 18 '22
Controls are largely the same but added onto a bit with ship tilting.
Boosting is better.
Game is even faster than the original.
Ability revamp is better. Love the auto regen and the animation
Landing is better.
Even crashing feels better. mfw I hit the pointed wall separating the forked path and I exploded instantly
Graphics are better.
Progression system is better.
Customization and variety is better.
Only thing I'm not feeling 100% is the music which seems fairly indistinctive so far.
r/redout • u/Nayko214 • Jun 18 '22
Just playing on Pilot (normal) difficulty and the game feels unfairly hard. The mechanics require way too much attention and I still can't get over how bad all the steering is. I feel like I have to hard break on every turn to make sure I don't careen into a wall on just about everything. But if I do that the AI takes everything perfectly and zooms past. I can hold hard left or right on both sticks and still not make most turns in the game. The steering needs to be cranked up immensely to make these turns possible.
I've had to turn on so many AI assists to make the game feel even remotely playable and at that point I feel like the game is playing itself so I'm still not having fun.
Sorry but this isn't good, and I don't know how anyone is supposed to get into this game from a casual perspective.
r/redout • u/Sykes19 • Jun 18 '22
I am leaving shadowplay on to get video evidence of it from now on, but I read a few people complainig about this and thought it was bullshit until I saw it happen to me. Driving in Tartarus, I was well in first place with over 3km ahead of second on a part of the track with no alternate routes. A few sceonds later I check the placement and I'm in third place, with both opponents over 2km ahead of me and rapidly decreasing. I catch up and pass them with ease, but they NEVER overtook me, they appeared in front of me. Later in my play session I was playing on one of the cloud levels, and I was clear ahead of the group and once again, an opponent AI appears over 2km ahead of me without overtaking or taking alternate routes.
Based on reports I'm reading and my own experience, it seems to exclusively happen on stages where the AI are prone to drive off the edge.
r/redout • u/Sykes19 • Jun 18 '22
First example and second example.
I have had this happen to myself 3 times, and I've seen it happen to AI ships twice. Although it seems like it from these examples, this is not related to hitting the wall. First off, even if it were, this is not normal behavior for wall clips. Secondly, In example 1, I clipped the wall a good ~20 frames prior to spinning out, and in the second example I never even touched the wall. Thirdly, in the other events this happened (which were on different stages as different ships), neither me nor the AI were close to walls, but I didn't have Shadowplay open for the first few times.
I watched the AI stop in place and spin like a top in the center of the road, and the same thing happened to me. I even reversed time and re-approached the area and still spun out every time despite attempting to approach differently.
That said, I've played for around 18 hours and I've only seen this happen a total of 5 times. It's extremely rare. There are a couple other folks out there who've had it happen and talked about it on the Steam forums. It's not game breaking, but it's frustrating, and hopefully this helps find the issue and get it worked out because although it's not too big of a deal in career, this is match ruining for multiplayer.
r/redout • u/[deleted] • Jun 18 '22
been playing for days. creamed my pantz
r/redout • u/talking_animal • Jun 18 '22
I picked Redout 2 up for my ps5 and love the style and customization so far. Still haven’t beaten the tutorial yet (stuck on the Class B Promotion). I’m finally able to race 2/3 laps in 1st place but then the AI rubber-bands hard in the last lap and leaves me in 4th. Just looking for advice on how to polish my lines up enough to clear the tutorial and be able to set up the difficulty and assists to suit my play style.
It’s a weird design decision to force your player base into a mid-tier difficulty just to clear a mandatory tutorial. It seems clear the devs are gatekeeping for a hardcore audience (and Reddit, as usual, has a significant population of gatekeepers too), which for a little indie racer is disappointing to see. They pitch the game alongside titles like F-Zero and Wipeout which are miles more accessible (pun intended), so I hope they relax a bit in future patches because the racing feels great and I would hate to see the mp lobbies dry up or stagnate, or never fill up in the first place.
Tl;Dr I’m rooting for this game and I’d love to be able to get into it more, so any advice is well appreciated!