Since there is a lot more stats in Redout 2, over the first game. I figured it would be smart to start listing what stat does what for anyone new or if you simply forgot. (Believe me, I don’t want to re-run the stat description missions either.)
Welcome to the one-stop notebook of ship stats and race conditions.
Quick note here, because I was there before the 1.0.4 patch. While ship score does equate to how good it is; it is not the be all end all. Usage of boosts and turns has a lot of weight to the final positions.
As I’ve posted the screenshot before, some races you can be under-weight and still punch hard.
As expected, this is how much punishment your ship can take before destruction.
Added onto this is how much heat your ship can withstand before you start burning up HP. If you want long burns of boost, this is your stat.
!! Do know, hitting your air brakes also helps cool down the engines !!
(Thanks, engineers. Maximize that efficency.)
As can be expected, this is how well your ship’s side strafing is. Higher values means you can move to the left and right faster.
Beware, too much strafe compared to speed might mean you’ll start grinding the inside of a wall. Work with what goes well with your muscle memory.
The equivilant to acceleration in most other racing games; with an extra twist of even more powerful boosts.
Beware that you don’t go all in on thrust without getting some durability to level out the heat gain. Your double boosts work amazingly when you keep both going.
Steer is akin to your turning angle for cars; by lowering the time needed to rotate.
Like with Strafe, work with what works for you. Some people need it high for reflexive racing, while others could opt for sacrificing it and race a couple seconds ahead of their current position.
What it says on the tin, this is your vehicle’s natural top speed.
(Though I suspect this doesn’t effect your overall top speed while in boost. Further testing is needed with reguards to how high a double / triple boost can go.)
Stability is akin to how good your traction is to the track. The higher the score, the less drift you deal with. And with less drifting, that is more speed in corners.
Think of it like normal sim racing. You don’t drift, because loss of grip means you are not putting down power to the road.
As you would expect, heavier gravity means you get pulled down to the surface faster. While lighter gravity pulls you to the surface slower.
Levels of gravity:
Extreme Gravity (You *will* get dragged around a lot. Reaction driving is rewarded more here.)
Earth like (Average)
Low Gravity (Floatier ships in the air, harder to land quicker)
Zero Gravity (Absolutely no pull. Be aware, you don’t get to fly forever!)
Since the change from Energy consumption to Heat production; the ambient temperatures of racetracks became a larger factor than ever before.
Be aware of your heat, don’t burn your ship into a flaming wreck.
Levels of Temperature:
Very Hot (Maybe about 50% engine cooldown)
Hot (Maybe about 75% engine cooldown)
Normal (Baseline engine cooldown)
Cold (Untested. Maybe 125% engine cooldown)
(Seemingly no double cold temp as of the moment. Though I’d expect it would be Sub-Zero if it was)
(In all honestly, I don’t know what this does yet. Arcade doesn’t help me feel out what lower atmo density feels like against normal density. Will update soon as I can feel the diff or if a dev comes along)
Levels of Atmosphere:
Because of us telling nature that we don’t need to care about the rain for racing, having gone magnetic. Nature now instead will throw even worse conditions at racers.
Normally you’d think this means a loss of traction. But rather, its a boon where its found. Learn where these sections are at, supercool your engines for another double boost.
Hey, so y’know how ice helps cool down faster? Magma is the antithesis of that. Whenever you are mere feet away from the magma flows in the mines, your heat dissipation slows to a complete crawl.
Plan for it. Any time you dip down, remember it’ll take longer to be safely cooled down.
You want to know the painful part of going into and out of water at speed? Water distortion.
Worse than a constant fog, you’ll have your screen blurred for split seconds. Enough to make some turns happen too late to the unprepared driver.
Hot vents under water would be ignored by most people. Avoided even. How lucky are you that the track runs right over multiple of these vents.
While within a geyser, you gain heat on your temperature bar. Be careful with your boosts so you don’t suffer a complete meltdown.
(I’m still not sure yet. Experimenting will still ensue.)
This is all we can share for Compendium of Conditions – Redout 2 for today. I hope you enjoy the guide! If you have anything to add to this guide or we forget something please let us know via comment! We check each comment! Don’t forget to check SteamClue.com for MORE!
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