Redout II - Spoof Chronicles Vol 3

  Рет қаралды 83

Ironos

Ironos

Күн бұрын

Пікірлер: 6
@dandy_is_lion
@dandy_is_lion 9 күн бұрын
The minor inconvenience compilation at the end there sent me. Thanks for the shoutout!
@Ironos
@Ironos 9 күн бұрын
It's all good. In terms of the complation at the end, I feel like this is the only way I can do it justice the way I want to. 👀 The idea of giving everyone a shoutout came after I saw Etiketi's video and I felt he worked hard to get so little reward so I came up with the idea only recently. Obviously, I'm always wishing for your success too! 🙏
@DARamosYT
@DARamosYT 8 күн бұрын
11:56 What's funnier here is that I picked the track and instantly forgot that it was that track. I tried going to another track on that turn, which led me to getting spun during my course correction and flung off the inside.
@Ironos
@Ironos 8 күн бұрын
I can relate because I tend to forget that I'm playing in the wrong track. Now that I know the context of your crash that time, it's even funnier thinking about it. 🤣
@jethrocarlson3312
@jethrocarlson3312 9 күн бұрын
How are you maintaining boosts this long? I am in top 30 on many tracks but my biggest setback is that i cant keep my boosts going this consistently. Can you share what ship and build you are using throughout the majority of this video?
@Ironos
@Ironos 8 күн бұрын
There are a number of factors that contribute to having a playstyle like this. I'll keep this short as possible (because I talk a lot) and link the videos that I hope will help contribute to your understanding of the Redout II mechanics. 1. The Ridiculous Power of Durability - The more durability on your hovercraft, the longer you can boost. (Your balance of thrust and top speed are the second priority.) There are also base stats that cannot be changed on all hovercrafts which also contributes to having very long boost times. The hovercrafts that can best take advantage of this is the Buran, Koeniggswerth & the Behemoth. Asera is a small outlier but it is seen to be viable in it's unique ways. (All ships are still pretty close to one another in the balancing department so it's still pretty good for what it is.) 2. Boost Pattern - Similar to Redout 1, your boost pattern is very, (very, very) important. Taking advantage of this is another key element to gaining time at a track of your choosing. Use your hyperboosts in straights and don't forget to stack boosts (with the normal boost) for the maximum effect. 3. Cutting Hyperboosts early - Although taking advantage of this is on the advanced side of this but after you hyperboost a second or two after using it, you can recover and use your hyperboost more frequently. 4. The Worst Advice given to any player but I'll say it - There are many who are given advice and still struggle to adapt so I'm hoping that what I say can help you as much as possible with this alone. Just because you have the loadout doesn't mean you can keep up. Loadouts contribute 50% to a rise in better results, but it is the skills that make up the remaining 50% that really determine how far you go. All the the things written here are something I was aware of when I was learning the game within the Redout Discord ( discord.gg/redout ). Here, you can ask for advice and get involved on the things we do to get better at the game. I may make a video in the future on the ways to make up the gap between a newer player and an experienced player to help ease the struggle if things get frustrating. I hope this clears at least the doubts you have on extending boost times. My Tutorial guide: kzbin.info/aero/PL8ZGLUdaAUr0p-ebSXdmADI-bMM4xwCx4&si=ZjdKPlACXp2tqYrK My Time Attack Playlist (There are tracks where I use a different loadout.): kzbin.info/aero/PL8ZGLUdaAUr1DvE1aNiP9pg4ivTydqvXx&si=MoODhqXwxAaKeeBw Meta Loadout: PSLN - SSBR - HURR - HSKO - ISES - ESMA (Not the end all and be all but most players use this or have a loadout based on this one.)
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