У нас вы можете посмотреть бесплатно Redout 2 Done FASTER THAN EVER (All Boss in или скачать в максимальном доступном качестве, видео которое было загружено на ютуб. Для загрузки выберите вариант из формы ниже:
Если кнопки скачивания не
загрузились
НАЖМИТЕ ЗДЕСЬ или обновите страницу
Если возникают проблемы со скачиванием видео, пожалуйста напишите в поддержку по адресу внизу
страницы.
Спасибо за использование сервиса ClipSaver.ru
A Redout 2 All Boss Speedrun (Forwards, +DLC) done in 47 minutes, 19 seconds, and 323 milliseconds IGT which WAS the World record. The new world record is now here ( • Redout 2 All Boss (+DLC) WORLD RECORD - 46... ). Real time is not tracked for this speedrun. Ship loadout is as follows for all tracks: KOE / PSLN / SSHE / HURR / HSKO / ISES / PI70 Times for each Boss are below: Mount Fuji: 3:19.466 Old Cairo: 2:53.644 Mars Memorial: 3:06.896 Tartarus Mines: 4:54.220 Mariana Trench: 4:24.658 Cloud Ocean: 3:42.241 Neo Tokyo: 3:14.867 Genesis: 5:26.401 Origin Black Hole: 3:53.686 Caribbean Dam: 4:34.486 Terror Rupes: 4:13.439 VERTEX: 3:35.319 Every single time is an improvement over the previous all-boss speedrun on my channel, and I'm decently okay with this. Improved by over 44 seconds, but I do think it is noteworthy that sub-47 minutes is absolutely possible. My PBs for all of these tracks are even faster than what I did here (except Terror Rupes), but you can envision that running through all 12 environments doing THE RISKIEST and FASTEST STRATS (within reason) all without dying in one sitting is a little bit of a daunting task. Maybe I'll try again, but I wanted to push this down a little bit further. You can watch the previous run here: • [Redout 2] All Boss Speedrun in 48:03.751 ... ------------------------------------------------------------------------ Q&A Q: Why do you use Koen and not any of the other ships? A: It's hard to explain succinctly why specifically Koen and Asera are the only 2 real choices (maybe Buran if you're spicy) for this boss run, so I'll leave that as an exercise for you to determine or ask me directly in the community server. Essentially, this comes down to Asera's punchy boost vs Koen's duration and stability. Early on, Asera absolutely is the right play if we're going off of world records, but I pick Koen primarily because, for Hotlaps, I need duration going into most tracks, and, especially in the mid to late game, stability becomes far more important as a stat. Given I am not changing my loadouts, I am running Koen, which gives me good duration, stability, and a moderately punchy boost that allows me to compete competently with Asera in most tracks, but the stability gives it the edge it needs. Q: You are rotating in the air sometimes on jumps, why? A: This is an advanced technique called "rolldiving", discovered/popularized by me over a year ago. Essentially, all movement of your ship has inertia or some kind of momentum you have to physically change. It takes time to change an object in motion, standard physics. However, the exception to that rule, for some reason, is air strafing. Air strafing has NO delay and instantly changes your ships moment-to-moment position, so if you rotate your ship such that your strafe direction is towards a landing zone, you can strafe to that landing zone without altering your forward momentum at all. By not needing to pitch, you don't reduce your relative forward momentum and can keep maximum speed going in many jumps and detaches; it is now used extensively in tracks, and we as a community have gotten quite good at it! Q: Your hyperboost has variable timing. How are you doing that, and does that actually do anything? A: It's never quite explained in the tutorials quite well, but you can cancel an ongoing Hyperboost at any time by pressing the Hyperboost again or braking. If you do this before the full duration of the boost, then the cooldown is linearly reduced from a range of 6 seconds (immediate cancel) to its full recharge time of 12 seconds (first hyper is always at 25 seconds). In many cases, there are specific sections of a track where a big "Hyperboost section" is a bit further down a track but we need to keep our speed up for other sections. We can try to squeeze in what are called "Mini-Hypers" to get some bursts of speed that don't use the full power of our double-boosting (Hyperboost + Normal Boosting), but that's because we allow the recharge time to coincide with better targets and with a full health bar to REALLY punch the boost. Thanks for watching!