Aegis Redeemer Gunship - First Look & Combat | Star Citizen 3.15.1 PTU
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- เผยแพร่เมื่อ 10 ก.ย. 2024
- My first look at the Redeemer.
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Just now bought one of these. I thought I only had the two S1' guns as the pilot. TY!!!!!!!!!!!!!!!!!!!
Redeemer reminds me of a Space Orca
It kind of reminds me of the Mi-24 Hind helicopter.
Definitely getting a heli vibe. In fact the roll I mentioned to me seems similar to a heli when I think about it a bit.
Those are not drop seats but jump seats. The reason why the components are on the top deck is because that is the deck where all the working parts are to manage the ship and you probably want everything on one deck for ease of use. This being a military ship you have to realize that having protection is the first priority, so having components below where people only need to get through 1 door to get access to them would be really bad, at least now you can also lock the door above the ladder, making boarding parties having to go through multiple doors to reach crew and components.
Any chance on seeing you guys crew a 'deemer and organizing a tank busting showcase? Can't wait to see the performance vs. the Tonk!
Yes! There are plans for something similar. Hopefully a run with every display on the Simpit having a different turret view as well.
Should have a manual loader inside the ship like tanks. Bring some ammunition, then when you run out, have a crew swap a new belt
You always have the most in depth reviews on ships. I have a ccu to a Redeemer but not sure if I need both it and a Vanguard in my fleet
If you can have both, you probably want both. Redeemer is a little too slow and sluggish to do anything much on its own, but the Vanguard can manage some smaller scenarios better. Depends on what you want to do and what ships you want though.
The drop seats I agree but they did that because they wanted to make the redeemer more of a gun ship then a hybrid drop / gun ship. Also they say the default life support will only support the max crew of 5. Pilot and 4 extras which is what I see the seats four. Although I can imagine in the future when they add that component that we will be able to upgrade it to allow more people on ship but of course at a cost of possible ilair supply. How ever they decide to balance that out.
On that note you could just for now stuff 4 marines into the bottom beds lol. Atleast they will have a comfy spot before being sent to their deaths instead of sucky military drop seats lol.
Since the beds are escape pods, you could just shoot the beds out and drop them on the planet instead :P
The sluggish roll probably has to do with the actual geometry of the ship. Since the pylons don't stick out very far, the thrusters that you would use to roll are pretty close to the center of mass, so therefore don't generate as much torque.
I think some of the sluggishness was created to counter the addition of an extra size 3 shield. Personally I'd be happy to trade one of the shields for some more manoeuvrability.
@@ColMortimer50 It might be a balancing thing, yeah, but keep in mind they are trying to minimize hand wave magic number stuff as much as possible. If the maneuvering thrusters on the pylons are the same size as the rest of the ship, it would stand to reason that it would have sluggish roll compared to all other rotations just due to the fact that they don't have as long of a lever to act upon.
If they wanted it to have better roll without using magic numbers, those maneuvering thrusters would have to be significantly stronger, which would also have the knock-on effect of giving it stronger up/down strafe, which might not be what they want.
It makes me wonder if the extra shield is really extra, or if it is an attempt to simulate what the shield projectors are actually going to do compared to other ships. Or it could just be the new ship testing a new paradigm change, like the Ares and the Gatlings on the Redeemer both having much much higher ammo pools than everything else.
@@AfterimageFlight I'm hoping that's the case and it's not power creep as it just seems a bit odd to me that the a medium sized ship would have the same shielding as a large ship such as a Hammerhead. At the very least it should be very rare to see. The cynical side of me thinks given all the hype around the ship it would get special treatment in with its shields and guns for release given it's probably going to get a significant price bump and then it will get "balanced" aka nerfed in a post IAE patch.
I know it may be late or deplace but do you happen to have any dimensions of your cockpit ? maybe I have missed something somewhere but I really wanted to recreate something near this :). Love what you do and the thing you achieved btw.
I don't really have plans for the pit, most of it was made as I went along.
Dimensions are 46" wide, 32" tall to the top of the center console, 60" long. It is on a 2 inch high platform, and made from 2x3, MDF panelling, sheet styrene.
I do have a few videos on how a few components are constructed for it.
th-cam.com/play/PLQNRyzLrtdRtMdZARSlgd4YE3-_ep5dfd.html
@@AfterimageFlight Ok thanks.
Excuse me for that but, do you know what's your top center mfd screen size ?
So, the jump seats are for passengers or VIP's, or for when going through maneuvers that could generate force reactions. Additionally, the components being on the top deck makes sense if you expect fire to come at the ship from below. The beds, galley, and cargo zone offer an extra layer of damage protection when physicalized damage goes live. The beds are also escape pods, which you can see stenciled on the side of the hull.
Keep in mind ammunition is going to be physicalized, so ammunition storage is going to be entirely based on ship to ship.
Save the Beans!
Something i learned from my own redeemer is that in a pinch, where you NEED to get off your ship QUICKLY when going down the ladder face the opposite direction and you'll just drop down without the animation.
Good tip!
It's the Murder Shrimp only because of its tail lmao 😂🤣
Edit: If they had given my Inferno 500 Rounds I probably would have melted it. I'm pretty happy with it, its not horribly expensive to Re Arm. I suppose it could be a little more expensive (like 1.5-2 Auec per round seems more realistic) but, I wont complain to much.
I changed my Name so it matches my Twitch and Twitter and stuff JIC i start streaming lol. It's Winston again lol.
If they reversed the engines around, it would look like big claws on a lobster. lol
Another awesome vid!
About your comment on the jump seats. I believe since it has been changed into a Gunship, not a dropship, the idea behind their placement is an 'off duty' position for all possible (4 jump seats, 4 controllable turrets) non-pilot positions aboard. Could've done something more akin to a common room, but I think since its role is as a military gunship, its not adding that style by choice.
While it does feel a bit weird, I think from that perspective it makes sense, since they can quickly get to their gunnery positions from those seats.
Just how I see it. Keep up the good work!
I think you're right.
My thoughts exactly to put those s5 gatlings on a Vanguard! S2 laser cannons for the nose then use the gatling on any prio target.
Tested here: th-cam.com/video/4kI21YOjW6M/w-d-xo.html
Works great.
Random question: Should I use ESP and G Safe when in combat?
Some people hate ESP, some people like it. It really depends. Generally the advice used to be turn ESP off because it was really badly broken and made you miss.
G-safe will probably depend on the ship and if you want to manage blacking out.
In general though, having both off will probably allow for higher peak performance at the cost of managing the consequences. Both can easily be left on VS NPCs though.
Can you set autogimbal weapons?
Yes.
Thanks for the video, I can't wait for this to hit the live server for IAE. Interesting to see it has less than half the QT fuel of a Vanguard, it almost makes you wonder if it needs crew quarters at all and whether a different future module would be more worthwhile. I'm glad they gave the Redeemer and Inferno decent ammo counts. I think the ballistic weapons need more ammo with perhaps lower per shot damage. Right now they are only useful for quick short engagements fights. I'm not a fan of CIG's latest idea that laser weapons are the main weapons in the verse and ballistic weapons are specialist weapons only. It would be good if all weapon types had a range of options including some higher damage ones that are limited in some way like ballistics are currently.
They keep the amo count too low on purpose. They want people to use energy weapons for endurance fighting.
QT fuel was a bug and fixed
@@TheSiriusEnigma Yeah that's true but I would rather have choices for all weapon types and all types of combat. Having said that, I understand they are still working on balancing weapons and nothing is final.
@@mndeg Good to know, I just checked Erkul and it is stating 5700L of QT fuel now for the PTU build. The redeemer in its current form is a beast so I can't help but think this is the old bait and switch and a nerf will come post IAE.
How can I buy one I want it
They should be able to be purchased in game in a patch or two, but the only way to get one currently is through a Pledge when they become available again. That will probably be during May based on previous years.
@@AfterimageFlight lol I actually saw they were back in the store a few hours after my question. I caved and melted my ships down to get that as a permanent pledge upgrade. I'm absolutely loving how tanky it is in xeno threat. But im short on gunners XD
It looks like a dolphin tbh
i think the turret on the bottom makes no real sense, its a gunship its slower and has its strenght but 1v1 its weaker as anything which is stupid because tehres no mobility bu the firepower isnt even bigger wheres the balance?
the lower palyer turret doesnt add anything by beeing a turret other then restricting the firepower by one person.
the top turret of cause is absolutely reasonable and i wouldve prefered if the small double 3 size at the front wouldve been placed at the back end for someoen to remotely defend the back and at teh front 2 double 3 sized gimbals for the actual pilot + the 2 size 4 front facing.
and the turret of cause be gone.
would give you 2 size 3 more in tarde for yourt lower mobility and gave you with a turret gunner 100% gunship power and a third person would really help the ship shine in dogfoights vs smaller ships to not have a too brutal blindspot.
the redeemer just shows, that cig prefers to lowball bigger ships rather then have ppl with smaller ships actually having to resort to pack hunting to get bigegr ships down which is like teh most reasonable realistic thing in all of existence especially against big ships since bigger ships means you can pack more firepower in realation to your size having bigger ships doing the shootinga nd smaller ships beeing the dismantler and precise ships to atatck weakpoints or to execute tactics in small 2-3 ship partys do really ruin the day ofa redeemer even with 3 pilots.
its unrasonable and stupid its still the coolest ship even if redundantly gimped by the stupid developers.