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Slowing down is a must. I'd love for someone to prove me wrong though.
Still, I'd love for the game to give me to the capability to boost into a sharp corner and use my own skills to maneuver the corner using counter-steering strafe
THAT game is fast. Limited only by the ships speed and player control.
If you look at the records for fastest times in that game, the game clearly gave the player the tools to go at Max speed 100% of the time. Including turns. Which was some of the most thrilling ag racing I've had.
This comes close but as I mentioned, being forced to slow down at all takes away from the 'fastest racer' moniker
Here's an example of speed with minimal wall touching, even shows the controller input so you can see he isn't braking.
Is your complaint seriously that you can't go full speed 100% of the time and therefore the game isn't fast?
Get in the top10 of any class 4 time attack and then you can say something like that.
Up to that point, you don't know what you are talking about.
Really? You're gonna go there?
Well done ignoring my points and going straight to a "I don't see you doing better" type of responses
Very disappointing.
Yes, it would be awesome. And yeah, slowing down to take sharp turns is gameplay in of itself.
But considering how often that happens (not too much, cause like I said, the tracks are suited for very stiff ships) you can't help but notice all the times you gotta slow down to make sharp turns.
And yeah, I know the methods to clearing sharp turns. That's not the issue.
It's maintaining higher speeds - the mechanics stops you and so you have no choice but to lose speed in one form or another.
I don't know how anyone could deny the awesomeness of maintaining those crazy speeds throughout the entire track. The top players would have even faster times and would make for some crazy replays.
An interesting side-effect of the wall-bouncing is that ship health becomes a major priority while racing whereas it might not otherwise. If you equip the Magnetic Stabilizer powerup you can pretty much take any turn cleanly, but you'll lose out on the extra speed of not being able to equip the Augmented Propeller.
https://www.reddit.com/r/redout/comments/4y1r21/my_beta_impressions_from_a_longtime_futuristic/
I cant see any way to allow full speed corners without significantly lowering the skill gap. Any methods will turn taking corners from something that takes a lot of experiance and knowledge, aka skill, into mere reaction time. That to me makes a super boring game. That removes a significant draw of this game, the huge sense of improvement. The skill gap is so large even after 200 hours there still a lot i have to learn. Getting a better time still feels like a feat because it means ive learned something. Ive gotten better, not just had a lucky run where i reacted a little faster.
I think what you are looking for is not actually a racing game. Something more along the lines of Thumper. That fits your want for no slow-downs reaction based gameplay.
So all the best times and top players in F-Zero takes lower skill? F-Zero is a boring game?
One of the biggest influences on the genre has a low skill cap? Is that what you're saying?
I don't think you've played the game
F-Zero GX vehicles responded very very well. Downright slippery if you tune your vehicle that way. I'd argue that takes even more finesse to control at top speeds. Being extremely careful on the super sensitive thumbstuck whilst preparing to drift into a corner is just as hard or more than Redout - which is more oriented on throttle control and emphasis on a very strict racing line.
That racing line is another thing that makes it feel like control is taken away from the player
It's a much more strict racer along the lines of realistic driving games - not AG racers
In that throttle control and a huge emphasis on racing lines.
The smoothness of Redout has a charm of it's own though. But sometimes it feels way too on rails with it's narrow, movement restricted tracks
Feels less like frantic racing and more like fine tuning simulator - which is fine...
If the sharp angles didn't force you to slow down
By the way, I checked out Thumper - That's what I mean by on-rails. Could you imagine if Redout tracks got even narrower?! I don't get the appeal of having less freedom of movement for the sake of focusing on realistic linear and stale - FOCUS ON RACING LINE type of racing that a Racing Sim would have
Honestly, I don't see the appeal of 'super fast speeds!' when it's restricted to certain easy as hell segments of the track.
It discourages slowing down. And not slowing down means you will hit walls. But since the slowing down slows you more than hitting a wall its... yea.
>WARNING HULL BREACH
I can forgive the on-rails track design of Redout, if it simply lived up it's description
by allowing us to get that high speed experience - All the time - as long as we can handle it
Initially I loved the game, but as I improved I started realizing it's the lack of control that's making the game force me to slow down. All this emphasis on speed, only to constantly having to slow down and monitor your speed...
And yeah Redout is too settled for any changes. And seeing by the devs response, he's fine with it feeling so rigid.
F-Zero: You move left on a straightaway, you turn left and smash into a wall
Redout: You move left on a straightaway, you gradually move to the left
Even straightaways required keeping your steering in check, because of how much control you have of the ship
In Redout, straightaways are pretty much - look at the pretty effects, oh! Better start slowing down to take the corner!