@@Baleur I think you missed the point. OP was not thanking for 21:9 aspect ratio in general, but for not baking in black bars and uploading a widescreen video in 16:9 which some youtubers do. In addition to that ~70% watch time on YT comes from mobile devices which rarely ever feature displays in 16:9, but usually go for more widescreen ratios.
@@Morphologis I hope the same. That said we're at a point where some ships reach stupid levels of powerful without the AI being able to keep up. Until SM is here and hopefully fixes the bad AI performance most PvE events will just be a shooting range.
eh nah thanks it will even invite griefers i already got like Murtherd and followed by a big group of fighters and blow me up every time around the verse and i normaly jump around systems alot so this version when you lose all your gear and all that maked GRIEFERS even more happy to Grief now so i stay away from all player events until i finaly really learn the game on my own
For solo pve... try replacing the pilots two guns with laser repeaters and the slaved front turret as well (2 x rhinos and 2x panther if memory serves correct). Works really well for flying solo. We've also tested replacing the manned turrets with galdereen laser repeaters.... quite handy for doing long strings of bounties without having to go fill up on ammo. Only catch is its a good half a million uec to upgrade it with the above and replacing everything with Class A military components :P When flying solo... a simple decouple and begin flying backwards while keeping the nose on target from about 2-3 kms.... keeps the enemies from getting to close on the nose (mainly the smaller faster fighters), if they manage to survive and get that close, just zoom away, rinse and repeat.
I've changed all my guns to repeaters but whenever I shoot, all my gunners have screen shake, and mine shakes if they shoot. Does the same happen for you?
this ship gives me flashbacks to Wingman's shows and the good old days of jank as well as the hangar module anyone else remember when the 300i had lambo doors on either side?
Been around since the crowdfunding days. The new people have no idea of how much more appreciative you are when you started with nothing but a promise. Even though the progress has been slow, it has been worth it, experiencing the project grow and change.
man i cant wait to play star citizen when i finally have the money to build my own more expensive PC to be able to play it. i hope it still playable after a few years. dont wanna miss something this big of a project.
@talzetlumis9783yeah no, I would recommend NOT getting a laptop. A PC running a 5600G 32gb of DDR4 and a 6600 xt should handle the game fine. Get yourself an NVMe and you’ll have a Star Citizen capable pc for around 900. The thing about laptops is they have very limited upgrade potential, once you buy it, you’re stuck with it and it’s lack of good cooling or graphics cards until you can afford to buy a better one. I wouldn’t recommend spending more than $500 on a laptop
I wish the nutcracker engine would be able to articulate more, down, up even forward when reverse thrusting, otherwise the engine is a bit pointless and wouldn't make any sense why it's designed like that.
Same with the freelancer and cutlass. The engines moved allot more when those just came out but with new flight models they removed swiveling engines for some reason ;c
the Up down Trusters are on the inside making them Armored. originally it had an array of backwards facing Trusters inside. shame really i was hoping to togle Vtol mode and walk around on them like AT-AT's and spam T-rex noises via Voip
One of my orgmates stripped his other ships for energy weapons and rigged his 'deemer full energy. Mostly repeaters. It was absurdly effective. Though damn it shook all over the place in the cockpit from the vibration of the guns.
I' ve been waiting for this ever since I saw it during the competition, so I finally upgraded my starter package. I've been flying it nonstop, even though I don't have gunners, and having a blast.
While this is cool it's important to highlight that armor values are not in the game in any meaningful way, npc turrets are not active in any meaningful way, all shields regen values and total values are in flux at the moment as they completely rebalance them, and it's been announced that EVERY SINGLE weapon is getting a complete overhaul, rework, and rebalance pass in the near future. Basically, that is to say, all of this is still an Alpha play test - and not indicative of how the final game will be. Always remember that.
I remember watch the next great starship, and once I feel that SC is at a level that meets the expectations I need met, the redeemer is the ship I’d like to have
I run the redeemer solo most of the time. It's been in my hangar for quite a while and my dream ship since hearing about SC many years back. But as I've been mostly into Trading as of now, it's quite nice to rely on the big shields and practice fighting NPC ships which worked gorgeously for me.
Which honestly is stupid. Capital ships are meant to be powerhouses, but the current lack of balancing has them relegated to overpriced ships that will be annoying to walk through. An Idris should be able to, at minimum, take on 2 Talis, 2 Ares, and a Redeemer. It should be an undertaking to take them down. I dont even have one and Im pissed for the people who have now waste 1.5k for an oversized Hangar Flair.
One problem is the NPC pilots and turret gunners not being all that up to their tasks, but capital ships also require fighter escorts to keep the bombers off their backs: the torps have long enough range that the capship turrets are not going to hit a competent bomber pilot, so someone else needs to go after them and make sure they can't take their time in launching the torps from optimal angles. The Ares' guns are lower range but they're manouverable enough to avoid turret fire at least for now (NPC turrets being not all that accurate) and their one literal purpose is to be anti-capital, they're too clumsy for anything smaller than a Tali unless the NPCs are asleep in the cockpit again (as they often are) which again is as it should be. So yet again the escorts are there to make sure the anticaps can't have a field day. It still takes a good while for a redeemer and two ares infernos to take down the Arlington Idris that does have their shields up, going against a fully crewed player operated Idris (with an escort wing) sounds like suicide with extra steps to me... And isn't it hangar flair anyway since it's not yet properly flyable for players ?
@@SirHeathcliff. Devs have said something along the lines of current PU Idris only operating at 10% firepower. The ai turrets rarely fire cause of the network issues too. No capital ship military grade armour yet either. I.e. it is not remotely balanced yet so I wouldn't get upset on behalf of others for now. It is basically a big drifting rock at the moment and will probably remain that way until servers get better.
Also at first look (small preview picture) i expected VTOL side engines for planetary usage. But they're too long and will collide the ground. It is really secondary thrusters on them only at lower sections?
The amount of lead that 2 Redeemers spits out is just nuts, a squad of 2 fully crewed Redeemers is death to pretty much everything short of the Bengal.
Still can't take out a javelin though. You would need 2 idrises to kill a javelin or many smaller ships. Also morph said that the idris was lacking shields and from the footage it didn't look like the AI was shooting at them. It would be a different story with those 2 things working.
I think alot of these ships we'll be better when they add physicalized armor and I'm happy that CIG is leaning towards rewarding multicrew over solo fighting. The redeemer is a little overpowered right now but not for the reasons alot of people have been saying. I feel like the Hammerhead and Idris should be able to put up a bit more of a fight but the redeemer is a gunship that requires a full crew.
If that Idris or HH had a player crew, then it would have been 500x harder. I also don't think the redeemer is too op. All of its guns are forward facing except that rear turret. If you're in a light fighter its actually pretty easy to stay behind it and light it up like a christmas tree. You're right tho, physicalized armor will be huge! and so much fun. I can't wait til most ships don't just exploded when their hp hits zero. I'm trying to disable that idris, get onboard, and steal everything!
That's VERY dependent on what you're doing. And completely not true depending on what you're doing. Taking on an Idris in PVE, yes a crew would be nice, but not required. Taking on anything PVE a crew isn't required right now, outside of maybe some large events like Xeno Threat. PVP, is a different story, and is when a crew is required. I just hate it when people pigeonholed ships, its bad for the community and bad communication.
Actually have a Hammerhead for a loaner, kind of glad I never bought her outright. Within the first 2 hours myself and a crew encountered so many bugs that have apparently been around since 3.6 and prior. Things like the the gunners becoming imprisoned in the turret compartments with zero way to get out. Geometry holes in the ship, people getting sucked into the hull of the ship or into space The rear loading ramp instant-killing crew operating it in EVA Inability to dock with stations, they launch you before you even connect or your docking door won't even open; the docking UI is actually misaligned so you have to reverse eyeball it from 3rd person camera. QT won't activate even after several attempts and requires pilot to leave the seat and reenter, with a long spool time; that lead to several party wipes trying to escape swarms of Ares The absolutely insane rearm, refuel, repair costs making self destructing / impounding the ship a more viable option. It's not as heavily armored or shielded as it was famed to be, at least it doesn't feel like it
"Gunners locked in" appears to be desired behaviour, rather than a bug. Those turrets are entry points, so locking the doors is a security feature. You can unlock them from the pilot's chair.
@@CyberiusT Wish that were the case, I've tried that already. I can see why it's a security feature as the turrets extend outward but the entire door is uninteractable and only the doors where a gunner used them, there's no interior way to let the gunners back in or exterior panel. The door no longer highlights and in addition to that, we've dumped several magazines on lmg fire at the door as all doors open once they take enough damage but even that doesn't. I conclude it's a bug or oversight, it's been a known error since 3.6 too
From what I know, there is a visual bug if you want to get into the turret. You cannot walk through it but the texture is different than what it should be. And the other thing is that one should not exit out of the turrets during QT. Any ship that has a turret has this issue. If you are trying to exit or enter the turret during QT, get ready to respawn because you will be floating in space. But this is the extent of it.
I also have a HH as a Perseus loaner, and have had zero issues with docking. Just lucky I guess, but my point is it’s not always broken. I also can’t say I’ve had any more issues with QT beyond the typical issues that all ships have. The cargo elevator is definitely a killer; I’ve had the same problems with the Constellations as well. The player elevators are sussy too, of course, and sometimes extend further than the landing gear…
I have wanted this ship since "The Last Great Starship". I bought it years ago. But burned it. I just bought it again with rebuy. So I saved some money. Can't wait to check it out myself! Thanks for the video!
Nice video, the redeemer is that kind of ship that is so hyped up that you almost expect it to flop when it's released, except it doesn't lol. Can't wait for the game to be playable in a complete scale and RvR, that'll be fun. (On a side not, you've done a architect review of Night City, would you consider doing kind of the same thing for Piltover/Zaun from the Arcane Netflix show? that would be so dope to see an architect's POV on all of this)
Redeemer has a major interior design flaw. When components become fully physicalised how are we going to move em in/out of the ship where the only way to get to components room is via ladder which comes through a very thin hole in a floor?)
just behind the rear remote turret is an acces hatch. in the og concept it had a tiny cargo lift and internal storrage where the components are now. and the living space with bunks from below was in the upper deck.
The ladder is so stupid. It makes zero sense with any metric in mind; 1. Personnel in armored and carrying weapons. 2. Moving boxes, incapacitated people, gear, etc. 3. Quick ingress/egress. A quick lift with some space makes more sense like the 400i, and yes there could be backup ladders in the event of a power outage but if your power is out you have WAY bigger problems than a lift. Also, the lift could have its own power and is solar power not a thing in the future?
the rear remote turret's rail also serves as a mobile crane, there is an access hatch under the rear remote turret that it is used to load and offload components, via the quantum drive's bay
A fully crewed Idris will be a Beast and a tough nut to crack ! The Redeemer is better than I expected though, a pretty nice ship that has really grown on me.
Not really, the biggest shortcoming of the Idris at the moment is its lack of missile turrets to fend off long range torpedo bombers like the retaliator coming from the flanks. If it gets turrets like the current ground based SAMs that were introduced in 3.15 then the Idris will be a goddamn beast.
@@fludblud Yeah, did not know those are not functional yet, though I had heard it was not Soo hard to shoot down incoming torpedoes - as long as you have noticed them ofc. Those upgrades will be a great help though !
I like the ship but the "Nacelles????" on the sides of the ship should have the thrusters in a stairstep configuration with the thrust going out the back not at a 45 degree angle thrusting against each other. That's not going to do shit. Also they need to stop putting thrusters where the thrust exhaust just magically thrusts the ship even though the fore exhaust shoots directly into the aft exhausts intake. What a way to fry an engine, at least have them off set or turn off during forward flight something. I know it's a space game but it looks just damn silly.
Great video as always just a few mistakes made... 1) The Redeemer is a new design in the Aegis lore featuring a more futuristic design meaning better and more shields rather than being heavily armoured. 2) The Redeemer can only carry size 2 missiles, not size 3. 3) It never featured "2 size 6 turrets with size 5's", in it's original design, that was changed due the the rework to make it fit more in line with it's new role. 4) Most NPC ships are weaker compared to player ships so in theory that vanguard would last somewhat longer if it was player spawned. Also Merry Christmas Morphologis.
great ship and the white paint gives it a different appeal aswell. Maybe a bit overpowerd like the Ares, if they do a rework of the vanguard series just like that im keeping mine.
I ditched mine. I really wish it had a better rotation and turning capability, escape pods are down a single ladder, the amenities are not great and the components should have been in the deck area to make the back room into something else. I think it'd be better if it could turn and rotate a tad better than the Connie which also has cargo space and a parasite ship.
The single ladder bottleneck is why I melted by Valkyrie, and now I see it in the 'Deemer. Not a fan, and the nutcracker engines just look stupid....totally form over function.
As far as i know, this is still the plan. Maybe these ones are a little bit harder to do because rotating the thrusters would make them clip the ground. And thats obviosly bad, when you want to use vtol during take off an landing. But i am confident, that they will add some sort of vtol animations. Right now i makes no sens to have the ability to activate vtol mode without any visible change.
@@oO0Xenos0Oo They used to do this with the original Freelancer, but because its obviously a stupid idea where you would have to take off before getting the benefit of the main thrusters, and in reverse you would have to retract them just above the ground with several ways of risking destroying them in the process, they redesigned the Freelancer.
I own a redeemer and it is ridiculous. You can just fly around with crime stat and farm all the bounty hunters that try to get you with their vanguards and ares. They can barley scratch your shields.
My mates and I took out the Redeemer for a player bounty, who also happened to be in a Redeemer. It legit ended in a stalemate where both of us ran out of ammo.
Yeah I'm an ares pilot and I've taken out 1 player redeemer because it was being solo crewed. Got my ass handed to me today by a fully crewed redeemer. Just couldn't punch through its shields in time with my ion. If I see a player bounty in a redeemer now I run the fuck away, unless I'm running a wing with a few mates.
I think the redeemer is in a pretty good spot right now. It's slow enough to run from in most ships, but fast enough to actually perform in a fight. I had my concerns about balancing, but it feels fair.
@@viature54 I think it makes sense given its speed. It has no ability to chase. If they remove a shield gen it should get a boost in speed, which would make it much harder to deal with for the ships that are supposed to prey on it.
Not a fan of the nutcracker engines or the silly ladder (should be a lift) but the Redeemer is quite a ship....especially in white! The rest of it looks great.
hopefully when you come back (good to see family again !) you can do an architect rewies of both the redeemer and ares starfighter. Pretty hyped to see either of those eventually ^^
Hey morphologis, your videos have inspired me to get the game but I'm saving up for the freelancer package. It's my favorite ship out of every video I've seen from reviews. My question is your thoughts and why haven't you made a video of that vehicle? only cuz I like your vids. Is there a dark secret that should know not to get it?
Have CIG released the dimensions of ship components? So that the community could continue to submit concept ships. I really want to design a snub/light fighter carrier and the fighters it supports. Like my very own Battlestar Galactica
The Retaliator HP was an accident on CIG's part I believe they have mentioned they will reduce it in time. I own a Redeemer and believe it is heavily overpowered.
The Two S 3 shields are completely ridiculous for it's Size. And the fact that the pilot can operate a remote Turret with a massive capacitor Pool that even recharges if you put no Power to weapon's...
Nice footage and the damage output of these Gunboats is insane. Though would have been nice to see how much damage the redeemer can take, if the Idris would have chosen zu fire on them..
There is one issue with the Redeemer! It's not a problem now but I can see it being a BIG issue in the future. It's the placement of the components. When components go full phyisical im not sure how you can get huge size 3 components up and down the cramped ladder area. Once we actually have to move components in and out of our ships, we're going to have issues. I wish the crew sleeping area and component storage were swapped. Other than that, this is an AWESOME ship
@@VolondM Thank you for the reply. I do own a Redeemer but I'm away from my computer for the next few weeks or I might have noticed. I had a hard time believing cig would over look that!
IAE was the most tempting sale for me since the Kickstarter... and IAE 2951 is... worse? Better? Yeah, so many CCU chains to fill in. I'm working on filling in CCU chains to the 400i, the Ares Ion, and down the line, a C2 and 600i. Also picked up a bunch of cheap $5-10 CCUs for things like the X1-Force, the G12, etc.
Reclaimer is fun with at least one other person when doing bounties thanks to it being so tough and the turrets being slaved together, but in atmo it flys like a brick tied to a half deflated baloon.
Weirdly enough, the Retaliator has more hull hp than a Hammerhead, right now. Yep, super weird, indeed. I guess it's because long range torpedoes doesn't work anymore and you need to get REAL CLOSE (1 to 5 km) to drop a torpedo effectively.
While this ship is fun and I own one, its massively OP, i think they should remove the nose remote turret, drop the 2 main turrets down a size, and drop one of the S3 shields. Then it might fit in the universe for its size cost and crew compliment.
I do not think they should nerf anything rather bring all the other ships up to standard or if they are going to nerf it, just drop a s3 shields, without s5 guns and the nose turret this would make the redeemer overall useless
Most important part of the ship is all the creature comforts so a crew of four can stay out in the deployment area longer, possibly for more than a day. This will be more important as you do missions in the Pyro star system
I actually killed a dude in a redeemer. Was looking for what the ship he was in and finally found it. Didn't really read it when fighting him, too busy trying to survive. It's propulsion is what I saw because the guy was flying really close 😆. GG was a good fight. Got him though. But I might buy this in game. It flew pretty good.
The only thing I found disappointing was that while CIG kept true to the exterior and the front part of the interior; but then suddenly swapped the top and bottom of the rear section around completely. In my opinion having the crew area at the top in the rear would have made way more sense. That way they could have put the components further forward in the space occupied by the jumpseats while the quantum drive could be downstairs where the kitchenette currently resides. Then they could have just left the jumpseats downstairs in the modular area and just claim that this was the default module. Having the crew quarters as the default module just makes no sense to me as CIG talked about modules back in the day where you'd definitely need a place to eat and sleep. I mean, CIG had a Stretchgoal called "Enhanced Ship Modularity" at $65M where they used the Redeemer as the main example. As such I'm pretty confused how they plan on making that "Exploration Module with vehicle" if it replaces the module containing the crew beds which also serve as escape pods. So I'm hoping they will do it kinda like the Retaliator where they have a larger module and a smaller module. Then they could just treat that area with the jumpseats (which imo are pretty pointless in that area) as a smaller modular section. Ah well, at least I'm happy that the Redeemer was finally made after so many years of CIG ignoring it and that CIG did turn it into a pretty effective gunship while staying true to the original model as much as possible (except for putting the crew quarters downstairs). Especially with all those S3 components in such a small package it's a real beast when fully manned. Here's hoping CIG isn't going to nerf it into the ground after a patch or two. Then again, it's effectively at "Gold Standard" level already as they just released it so it looks like they aren't suddenly going to rip those S3 shields out and give it 2xS2 or something stupid like that. It's a shame though that the "Seraphim" paint was white with darkgrey *and* darkgrey accents. If only it had gold accents it would have been a perfect match for my IAE BiS 2950 skins that we received last year for the 4 winners. Now it just looks kinda bland and not really worth the money. Guess I'll have to wait until we finally get that ingame paint tool (if we ever get access to it that is). 😉
hmm.... the most unfortunate thing for balance is that currently the single size 3 power plant it has produces more power than the size 4 "Capital" power plants in game.... expect major nerfing and rebalancing as CIG try to cram it into the idiotic, limited to 4 tier, component system they currently have, which makes no sense as large ships like the Redeemer and sub capital ships like the Hammerhead should be given separate categories sizes for components... The gap from size 3 to 4 when it comes to the size of ships (Constellation to 890 Jump size difference) using those components is way too much. If the Redeemer and Constellations are using size 3 then the HH needs a new size 4 category of components and the 200m plus ships should be size 5... It makes for a much easier to balance gradual step up instead of the cliff you have to climb now that sees a Redeemer basically beating out the Hammerhead for the same role when the HH should be the clear first choice for when the heavier conflict happens. Atm you just load up the Redeemer and GG all the way with it costing far less to use.... Hopefully CIG are looking at this and are planning to increase the categories to 5 as they go through and balance the larger ships, but most likely they will simply just cram stuff into where they think it works rather than do it the easy way.... One of the ship tiers is going to get screwed over, and I doubt it will be the most expensive tier of ships in the end.
You are partially wrong about this. The reason they could take out the HH like he said was because its shields were down, and they had two fully manned redeemers, not one. In actual scenarios the HH is gonna win obviously. Those 4 additional turrets on the HH are good for focusing on multiple targets at once. The problem is that we don't have any missions which have 10-20 small ships flying at once where the HH is gonna excel more than the redeemer because of the turret number. The mission payout also should reflect accordingly if say you take out 50 small to medium fighters in a set amount of time in some escort/defend type of mission. Redeemer won't excel in this scenario but HH will.
First off love watching your content. Especially the architect reviews. I know the Redeemer has 4 turrets and front remote is controlled by pilot when no one is in remote seat but can it be controlled by remote while in flight?
3:26 "Probably would have made little sense." **Counts Eight Bunks, telling us that the Ship was built from the ground up to hold a Crew of Eight... Yet there are only **_Three_** other seats (aside from the obvious pilot) that would require four of the Eight bunks (The Remote Turret Controller, The Top Turret operator, and the Neck Turret Operator).** Yeah, No. Pull the other one. This is a Gunship that also serves as a Troop Carrier... Which doesn't excuse the ridiculous layout of the Ship. The best way to describe the Redeemer is that it's a Pocket version of the Weaponized Hercules Starlifter, which is best described as a "Space AC130"... Which means the Habitation Module needs to be put out of the way of the Combat zone, since The IRL AC130 can serve as a Troop Carrier if it needs to be. This is an immersion breaking element of the Redeemer's design, and claiming "We have enough Troop Carriers" is just an Excuse and Complete Bollocks.
I bought the Mustang Alpha Pack on sale, and bought a upgrade key from mpuv cargo to avenger titan, should i melt the key and get something different or is the Titan still the best one? The ship can have a value of 55$
Mini Hammerhead indeed! o_o Great video as always. Do you have videos of the full fights with comms? Would be fun to include a link to the unedited battles in videos like these, if your crew doesn't mind. I know sometimes conversations and banter can drift in directions one wouldn't intend for eternal preservation online :P but if possible, it'd be fun to get the real time reactions and some insight into how you coordinate some of those encounters as a crew. :)
Kinda sure that with an upgraded AI, it won't be that easy. But the Redeemer will be perfect for small organizations without enough funds to maintain Hammerheads. Like CIG said:"Every ship will have a role."
I wonder when they are gonna buff all the ships durability 10 fold. Because atm ship durability is that on an arcade game. IF running around your ship doing repairs and having access to ship systems. It should take at least 10 minutes to kill a ship. And that's probably bare minimum.
I was waiting for S5 Ballistic Gatlings to be released to be used on my Vanguard when I buy it again in-game. I wonder when those weapons will be available in the 'verse. Also, I do love the Redeemer and how they modified it as a strong gunship.
@@SahilP2648 They actually buffed the ballistic damage, but nerfed the ammo capacity. But if it has the same capacity as the turrets, I'd be happy. I'd never go disruptor because then you'd just have the tiny S2 peahooters for damage (I still think the Vangaurd needs S3 there or an extra S5 slot)
@@SahilP2648 Wow very hard to believe. I had trouble with the Sentinel with reverse weapons, taking out a Caterpillar with the S2 disruptors then an energy weapon on the S5
@@jookm the important part is the S5 disruptor. It has something like 3 times the DPS for shields compared to the laser repeater. The hardest part about taking down a HH is breaking through the shields. Once the shields are down you just need to shoot for 5 mins or so.
I honestly am pretty disappointed with the redeemer. The ship got a lot bigger, but the interior flow got worse. It still has six non essential seats and can work as a dropship like before, but they're on the top deck for no reason and bottle necked by that ladder. And then ultimately it's a ship the size of a cutlass plus the whale tail but it has 20 times the shields and fuck all dakka. Why does a ship like this have the same shields as a Hammerhead?
the Redeemer is a mini Carrack a small base Ship for Mercenary Squads i.e. Bunker Missions or 890 intervention. i dont think the Size changed since i had the old model in the hangar modul. essentially its Virgin Stealth Prowler vs Chad Redeemer for Dropships. The Redeemer only drops off crew to check if everything is dead from the bombardment from the sky. still i think 2xS5 turrets are a bit to much but i dont feel like having only 200 ammo for Balistic guns so i am happy that atleast the S5 has decent ammo. it doesnt make sense that there is no diffrence between fking Howitzer size Cannons and Mini Guns. yeah i can fit 200 75mm shells but the Belt connecting the Miniguns with the ammo box doesnt even get filled with the 200 rounds. only because of Energy weapon metards who cant be bothered landing and repair+rearm and paying for it with their hard unearned duplicated glitched mountain of UEC's. also what you mean with 6 useless seats? the Remote Turret gunners work just fine. just fly it like an AC130 facing the broadside to the enemy. reminds me of the smoll brian HH-Pilots who keep the front to the enemy because they NEED to fire missiles at the enemy.
It went from 37 meters to 50 meters and from a 3 man crew to a 3-5 man crew. I didn't say the remote turret seats were useless, I said they were non essential. The dakka of the tail gun isn't comparable to the main turrets, the pilot can use the front gun reasonably effectively instead of filling the seat, and if you intend to fill both seats flying a second redeemer starts to look like a better idea pretty quickly.
I have one and yes, it's powerful. I don't know if I'm going to keep it though. Like you said, it's very crew-dependent and in terms of aesthetics... I know it's all subjective, but I just can't get past the nutcracker wings, they just look ridiculous to me. Anyway, thanks for the video Morph, I hope you enjoy your time with your family o7.
To many people think this ship is OP because they don't think of the intentions for long term combat. Right now it is hard to find a counter for the Redeemer, because it's main counter, bombers/torpedo boats, don't work as intended yet. Everything else just flies away, because it is daaaaamn slow. It is rather a protector than an aggressor. It is the first combat only gun ship, so it is right where it sits for the future of gameplay.
I like the Redeemer because it makes all questions of "what is the ugliest ship?" or "what ship is has the most offensive design?" extremely easy to answer.
It'll be interesting to drop a group of salvage techs on the hull of a large ship and start dismantling important components... in combat. "Why have my shields stopped working? Where the Hell is my dorsal turret"? Lol
Anything below an ERT can be done solo. Even an ERT can be done solo with the right ship and weapons. For an ERT solo, get a vanguard with S5 disruptor and the rest laser repeaters, melt the HH shields and then keep on firing till it explodes.
Thanks for making ultrawide content by just "making it wide" rather than adding the black bars...
Yes, it’s always a nice surprise! Thank you!
Thanks for adding black bars to 95% of viewers using 16:9 aspect ratio. Good choice =)
@@Baleur get a better monitor scrub
@@Baleur I think you missed the point. OP was not thanking for 21:9 aspect ratio in general, but for not baking in black bars and uploading a widescreen video in 16:9 which some youtubers do.
In addition to that ~70% watch time on YT comes from mobile devices which rarely ever feature displays in 16:9, but usually go for more widescreen ratios.
@@lulllaby fits my Sony Xperia mk3 perfectly, and it's 4k oled
I’m hoping they are gearing us all for another major event with players coming together… with all these killer ships!
Absolutely, I hope we can get some use out of them soon.
Hope not before they make their servers not garbage.
Then again, the game is just a financial scam soo....
@@Morphologis I hope the same. That said we're at a point where some ships reach stupid levels of powerful without the AI being able to keep up. Until SM is here and hopefully fixes the bad AI performance most PvE events will just be a shooting range.
@@Corsair114 doubt
Doubt
eh nah thanks it will even invite griefers i already got like Murtherd and followed by a big group of fighters and blow me up every time around the verse and i normaly jump around systems alot so this version when you lose all your gear and all that maked GRIEFERS even more happy to Grief now
so i stay away from all player events until i finaly really learn the game on my own
For solo pve... try replacing the pilots two guns with laser repeaters and the slaved front turret as well (2 x rhinos and 2x panther if memory serves correct). Works really well for flying solo. We've also tested replacing the manned turrets with galdereen laser repeaters.... quite handy for doing long strings of bounties without having to go fill up on ammo. Only catch is its a good half a million uec to upgrade it with the above and replacing everything with Class A military components :P When flying solo... a simple decouple and begin flying backwards while keeping the nose on target from about 2-3 kms.... keeps the enemies from getting to close on the nose (mainly the smaller faster fighters), if they manage to survive and get that close, just zoom away, rinse and repeat.
I've changed all my guns to repeaters but whenever I shoot, all my gunners have screen shake, and mine shakes if they shoot. Does the same happen for you?
@@BijanJamshidi yeah its shakes from many pews from turrets. When all fire in tandem... who gives a F. Its drops enemies DED.
@@cabbshills5732 I ask because the stock load-out doesn't shake at all. It would be nice to have no shake
🇿🇦
@@diogeneslantern18 Aweh ma se kin d
this ship gives me flashbacks to Wingman's shows and the good old days of jank as well as the hangar module
anyone else remember when the 300i had lambo doors on either side?
Back when progress was being made and if didn't feel like they were just milking backers
Been around since the crowdfunding days. The new people have no idea of how much more appreciative you are when you started with nothing but a promise. Even though the progress has been slow, it has been worth it, experiencing the project grow and change.
man i cant wait to play star citizen when i finally have the money to build my own more expensive PC to be able to play it. i hope it still playable after a few years. dont wanna miss something this big of a project.
@talzetlumis9783yeah no, I would recommend NOT getting a laptop. A PC running a 5600G 32gb of DDR4 and a 6600 xt should handle the game fine. Get yourself an NVMe and you’ll have a Star Citizen capable pc for around 900. The thing about laptops is they have very limited upgrade potential, once you buy it, you’re stuck with it and it’s lack of good cooling or graphics cards until you can afford to buy a better one. I wouldn’t recommend spending more than $500 on a laptop
Finally I can fully appreciate the visual aspect of Morph's videos...4k on a 55'' monitor. The way they´re meant to be watched :P
That's called a TV
@@whothoughthandleswereagoodidea Well, not really. It has a display port, 120hz and Freesync which very few TVs have ;)
@@malachi8151 its just a really nice tv then
I wish the nutcracker engine would be able to articulate more, down, up even forward when reverse thrusting, otherwise the engine is a bit pointless and wouldn't make any sense why it's designed like that.
Same with the freelancer and cutlass. The engines moved allot more when those just came out but with new flight models they removed swiveling engines for some reason ;c
Agreed
the Up down Trusters are on the inside making them Armored. originally it had an array of backwards facing Trusters inside. shame really i was hoping to togle Vtol mode and walk around on them like AT-AT's and spam T-rex noises via Voip
It will. A dev has stated that they want this too
@Hin, they said they planned to do that in the future
One of my orgmates stripped his other ships for energy weapons and rigged his 'deemer full energy. Mostly repeaters. It was absurdly effective. Though damn it shook all over the place in the cockpit from the vibration of the guns.
I' ve been waiting for this ever since I saw it during the competition, so I finally upgraded my starter package. I've been flying it nonstop, even though I don't have gunners, and having a blast.
While this is cool it's important to highlight that armor values are not in the game in any meaningful way, npc turrets are not active in any meaningful way, all shields regen values and total values are in flux at the moment as they completely rebalance them, and it's been announced that EVERY SINGLE weapon is getting a complete overhaul, rework, and rebalance pass in the near future. Basically, that is to say, all of this is still an Alpha play test - and not indicative of how the final game will be. Always remember that.
Still, no matter the balance, the size of the hardpoints will remain the same so it will always be overgunned and punch waaay above its weight class.
@@VulpeculaJoy I mean... I'd take 5 Vanguards long before I take a fully crewed redeemer at current balance.
I remember watch the next great starship, and once I feel that SC is at a level that meets the expectations I need met, the redeemer is the ship I’d like to have
I run the redeemer solo most of the time. It's been in my hangar for quite a while and my dream ship since hearing about SC many years back. But as I've been mostly into Trading as of now, it's quite nice to rely on the big shields and practice fighting NPC ships which worked gorgeously for me.
My favourite ship that I've never tried or flew is the Corsair
When you get back you should try two Ares and a redeemer. They shred that Idris in no time
Which honestly is stupid. Capital ships are meant to be powerhouses, but the current lack of balancing has them relegated to overpriced ships that will be annoying to walk through. An Idris should be able to, at minimum, take on 2 Talis, 2 Ares, and a Redeemer. It should be an undertaking to take them down. I dont even have one and Im pissed for the people who have now waste 1.5k for an oversized Hangar Flair.
One problem is the NPC pilots and turret gunners not being all that up to their tasks, but capital ships also require fighter escorts to keep the bombers off their backs: the torps have long enough range that the capship turrets are not going to hit a competent bomber pilot, so someone else needs to go after them and make sure they can't take their time in launching the torps from optimal angles.
The Ares' guns are lower range but they're manouverable enough to avoid turret fire at least for now (NPC turrets being not all that accurate) and their one literal purpose is to be anti-capital, they're too clumsy for anything smaller than a Tali unless the NPCs are asleep in the cockpit again (as they often are) which again is as it should be. So yet again the escorts are there to make sure the anticaps can't have a field day.
It still takes a good while for a redeemer and two ares infernos to take down the Arlington Idris that does have their shields up, going against a fully crewed player operated Idris (with an escort wing) sounds like suicide with extra steps to me...
And isn't it hangar flair anyway since it's not yet properly flyable for players ?
@@SirHeathcliff. we don't have player manned capital ships yet. If we have one of those I am pretty sure no gunship would stand a chance.
@@SirHeathcliff. Devs have said something along the lines of current PU Idris only operating at 10% firepower. The ai turrets rarely fire cause of the network issues too. No capital ship military grade armour yet either. I.e. it is not remotely balanced yet so I wouldn't get upset on behalf of others for now. It is basically a big drifting rock at the moment and will probably remain that way until servers get better.
@@daweitao2668 I didn't hear about that, thank you for clarifying. It just didn't make sense that a Capital Ship would be as weak as it currently is.
FYI ..... the redeemer is not well armored, she is well shielded. ;)
Also at first look (small preview picture) i expected VTOL side engines for planetary usage. But they're too long and will collide the ground. It is really secondary thrusters on them only at lower sections?
Oh, and yes, FTL jumps with strongly opened hardpoints (it's not even retractable), so... shields are aerodynamics for hyperdrive too?
They don't have armor in the game yet.
I'm just glad you're able to make videos for us, at all. :)
The amount of lead that 2 Redeemers spits out is just nuts, a squad of 2 fully crewed Redeemers is death to pretty much everything short of the Bengal.
Still can't take out a javelin though. You would need 2 idrises to kill a javelin or many smaller ships. Also morph said that the idris was lacking shields and from the footage it didn't look like the AI was shooting at them. It would be a different story with those 2 things working.
I think alot of these ships we'll be better when they add physicalized armor and I'm happy that CIG is leaning towards rewarding multicrew over solo fighting. The redeemer is a little overpowered right now but not for the reasons alot of people have been saying.
I feel like the Hammerhead and Idris should be able to put up a bit more of a fight but the redeemer is a gunship that requires a full crew.
If that Idris or HH had a player crew, then it would have been 500x harder. I also don't think the redeemer is too op. All of its guns are forward facing except that rear turret. If you're in a light fighter its actually pretty easy to stay behind it and light it up like a christmas tree. You're right tho, physicalized armor will be huge! and so much fun. I can't wait til most ships don't just exploded when their hp hits zero. I'm trying to disable that idris, get onboard, and steal everything!
The redeemer is a big fat missile target, if you go in for guns you deserve to get chewed.
That's VERY dependent on what you're doing. And completely not true depending on what you're doing. Taking on an Idris in PVE, yes a crew would be nice, but not required. Taking on anything PVE a crew isn't required right now, outside of maybe some large events like Xeno Threat. PVP, is a different story, and is when a crew is required. I just hate it when people pigeonholed ships, its bad for the community and bad communication.
I would love to see the same with a fully manned Retaliator. As for me it is the true mini Hammerhead.
Was the vanguard fully manned too?
Retaliator's main focus are those huge torpedoes. The turrets are there just for protecting the payload lol.
Yeah a fully manned player Idris defending it-self will still be a pain in the ass in the future for 'only' two Redeemer I guess
8:13 heh I noticed you hit that Idris so hard that one of it’s hangar doors popped open
yay, im so happy i prepurchased this gunboat when the event was done. i managed to get this baby for way less then it is now
That Idris explosion looked amazing……🙀🤯😍
The explosions in SC and ED are freaking amazing
i solod the idris on that mission with the ion, took about 30 mins
Oof, just the Idris fight? I was thinking about trying that
@@kiri101 yup pays 225k a pop
SC's version of the Defiant; Overpowered and overgunned for a ship its size :D
Dang... Now that takes me back a bit! Lol
Actually have a Hammerhead for a loaner, kind of glad I never bought her outright. Within the first 2 hours myself and a crew encountered so many bugs that have apparently been around since 3.6 and prior.
Things like the the gunners becoming imprisoned in the turret compartments with zero way to get out.
Geometry holes in the ship, people getting sucked into the hull of the ship or into space
The rear loading ramp instant-killing crew operating it in EVA
Inability to dock with stations, they launch you before you even connect or your docking door won't even open; the docking UI is actually misaligned so you have to reverse eyeball it from 3rd person camera.
QT won't activate even after several attempts and requires pilot to leave the seat and reenter, with a long spool time; that lead to several party wipes trying to escape swarms of Ares
The absolutely insane rearm, refuel, repair costs making self destructing / impounding the ship a more viable option.
It's not as heavily armored or shielded as it was famed to be, at least it doesn't feel like it
"Gunners locked in" appears to be desired behaviour, rather than a bug. Those turrets are entry points, so locking the doors is a security feature. You can unlock them from the pilot's chair.
@@CyberiusT Wish that were the case, I've tried that already. I can see why it's a security feature as the turrets extend outward but the entire door is uninteractable and only the doors where a gunner used them, there's no interior way to let the gunners back in or exterior panel. The door no longer highlights and in addition to that, we've dumped several magazines on lmg fire at the door as all doors open once they take enough damage but even that doesn't. I conclude it's a bug or oversight, it's been a known error since 3.6 too
@@supportwaifu Fair enough. My comment was based on 3.13 experiences as a locked-in gunner.
From what I know, there is a visual bug if you want to get into the turret. You cannot walk through it but the texture is different than what it should be. And the other thing is that one should not exit out of the turrets during QT. Any ship that has a turret has this issue. If you are trying to exit or enter the turret during QT, get ready to respawn because you will be floating in space. But this is the extent of it.
I also have a HH as a Perseus loaner, and have had zero issues with docking. Just lucky I guess, but my point is it’s not always broken. I also can’t say I’ve had any more issues with QT beyond the typical issues that all ships have.
The cargo elevator is definitely a killer; I’ve had the same problems with the Constellations as well. The player elevators are sussy too, of course, and sometimes extend further than the landing gear…
Oh, the Redeemer is the power in these waters, true enough. But there's no ship as will match the Perseus for brutally...
I agree with you, but Redeemer would be good against a group of small ship in my opinion.
I have wanted this ship since "The Last Great Starship". I bought it years ago. But burned it. I just bought it again with rebuy. So I saved some money. Can't wait to check it out myself! Thanks for the video!
Nice video, the redeemer is that kind of ship that is so hyped up that you almost expect it to flop when it's released, except it doesn't lol. Can't wait for the game to be playable in a complete scale and RvR, that'll be fun.
(On a side not, you've done a architect review of Night City, would you consider doing kind of the same thing for Piltover/Zaun from the Arcane Netflix show? that would be so dope to see an architect's POV on all of this)
Redeemer has a major interior design flaw. When components become fully physicalised how are we going to move em in/out of the ship where the only way to get to components room is via ladder which comes through a very thin hole in a floor?)
You won't need to worry about that in this lifetime
just behind the rear remote turret is an acces hatch. in the og concept it had a tiny cargo lift and internal storrage where the components are now. and the living space with bunks from below was in the upper deck.
The ladder is so stupid. It makes zero sense with any metric in mind;
1. Personnel in armored and carrying weapons.
2. Moving boxes, incapacitated people, gear, etc.
3. Quick ingress/egress.
A quick lift with some space makes more sense like the 400i, and yes there could be backup ladders in the event of a power outage but if your power is out you have WAY bigger problems than a lift. Also, the lift could have its own power and is solar power not a thing in the future?
the rear remote turret's rail also serves as a mobile crane, there is an access hatch under the rear remote turret that it is used to load and offload components, via the quantum drive's bay
I had an Orion and a Prospector, so I thought why do I need the Mole too, now the proud owner of the finished Redeemer...hehe.
A fully crewed Idris will be a Beast and a tough nut to crack !
The Redeemer is better than I expected though, a pretty nice ship that has really grown on me.
Not really, the biggest shortcoming of the Idris at the moment is its lack of missile turrets to fend off long range torpedo bombers like the retaliator coming from the flanks. If it gets turrets like the current ground based SAMs that were introduced in 3.15 then the Idris will be a goddamn beast.
@@fludblud Yeah, did not know those are not functional yet, though I had heard it was not Soo hard to shoot down incoming torpedoes - as long as you have noticed them ofc. Those upgrades will be a great help though !
I find this ship slows down nice and quick passively so handy for getting around
I like the ship but the "Nacelles????" on the sides of the ship should have the thrusters in a stairstep configuration with the thrust going out the back not at a 45 degree angle thrusting against each other. That's not going to do shit. Also they need to stop putting thrusters where the thrust exhaust just magically thrusts the ship even though the fore exhaust shoots directly into the aft exhausts intake. What a way to fry an engine, at least have them off set or turn off during forward flight something. I know it's a space game but it looks just damn silly.
Same issue with the nonsensical RAFT engines.
@@kiri101 All they need to do is the front engines only work in VTOL, there I fixed it. Does Chris Roberts owe me a cookie?
Not really SC based question but fancy doing a video the 140 capsule tower and how our construction tech has changed in the last 50 years
Great video as always just a few mistakes made...
1) The Redeemer is a new design in the Aegis lore featuring a more futuristic design meaning better and more shields rather than being heavily armoured.
2) The Redeemer can only carry size 2 missiles, not size 3.
3) It never featured "2 size 6 turrets with size 5's", in it's original design, that was changed due the the rework to make it fit more in line with it's new role.
4) Most NPC ships are weaker compared to player ships so in theory that vanguard would last somewhat longer if it was player spawned.
Also Merry Christmas Morphologis.
Only problem vs retaliator is 2 v1 and it wasn't being evasive or fighting back
Was it fully manned too?
dude redeemer is my new favorite ship, because of how the turrets are hidden on the interior
great ship and the white paint gives it a different appeal aswell.
Maybe a bit overpowerd like the Ares, if they do a rework of the vanguard series just like that im keeping mine.
digging the riff in the background, too. Get some!
I ditched mine. I really wish it had a better rotation and turning capability, escape pods are down a single ladder, the amenities are not great and the components should have been in the deck area to make the back room into something else. I think it'd be better if it could turn and rotate a tad better than the Connie which also has cargo space and a parasite ship.
The single ladder bottleneck is why I melted by Valkyrie, and now I see it in the 'Deemer. Not a fan, and the nutcracker engines just look stupid....totally form over function.
the last kill looks gorgeous against the sun. many bad things can be said about SC, but the visuals are absolutely stunning
Running lightstrike Vs, NDB-30s on the remotes and attrition-4s under the wings. Full crew we take hammerheads before they can even shoot back.
I was hoping the nutcrackers would rotate to VTOL.
But looking back at the original concept they were never supposed to.
As far as i know, this is still the plan. Maybe these ones are a little bit harder to do because rotating the thrusters would make them clip the ground. And thats obviosly bad, when you want to use vtol during take off an landing.
But i am confident, that they will add some sort of vtol animations. Right now i makes no sens to have the ability to activate vtol mode without any visible change.
@@oO0Xenos0Oo VTOL mode is only for some ships that have rotating thrusters or like the conneys fans. It does nothing for ships with no moving parts.
@@oO0Xenos0Oo They used to do this with the original Freelancer, but because its obviously a stupid idea where you would have to take off before getting the benefit of the main thrusters, and in reverse you would have to retract them just above the ground with several ways of risking destroying them in the process, they redesigned the Freelancer.
I own a redeemer and it is ridiculous. You can just fly around with crime stat and farm all the bounty hunters that try to get you with their vanguards and ares. They can barley scratch your shields.
My mates and I took out the Redeemer for a player bounty, who also happened to be in a Redeemer. It legit ended in a stalemate where both of us ran out of ammo.
Yeah I'm an ares pilot and I've taken out 1 player redeemer because it was being solo crewed. Got my ass handed to me today by a fully crewed redeemer. Just couldn't punch through its shields in time with my ion. If I see a player bounty in a redeemer now I run the fuck away, unless I'm running a wing with a few mates.
The Redeemer looks amazing. I cannot wait to try it with a crew.
As always sir. Legit content, worth my time. You do such a great job with all of your productions.
man i just want the corsair to hurry up and release now, I'm absolutely inlove with the design
I think the redeemer is in a pretty good spot right now. It's slow enough to run from in most ships, but fast enough to actually perform in a fight. I had my concerns about balancing, but it feels fair.
Shields are OP tbh
@@viature54 I think it makes sense given its speed. It has no ability to chase. If they remove a shield gen it should get a boost in speed, which would make it much harder to deal with for the ships that are supposed to prey on it.
Not a fan of the nutcracker engines or the silly ladder (should be a lift) but the Redeemer is quite a ship....especially in white! The rest of it looks great.
The thumbnail looks exactly how I would expect the Redeemer to look if it was in Starcraft.
hopefully when you come back (good to see family again !) you can do an architect rewies of both the redeemer and ares starfighter.
Pretty hyped to see either of those eventually ^^
With a crew i have taken out multiple hammerheads simultaneously ! A powerful ship fully manned
This is the excellent footage I've been waiting for
Hey morphologis, your videos have inspired me to get the game but I'm saving up for the freelancer package. It's my favorite ship out of every video I've seen from reviews. My question is your thoughts and why haven't you made a video of that vehicle? only cuz I like your vids. Is there a dark secret that should know not to get it?
Wonder how they went
Be interesting when ships can be disabled and boarded instead. Returning expensive ships, or using as your own, will make for some cool opportunities.
Have CIG released the dimensions of ship components? So that the community could continue to submit concept ships. I really want to design a snub/light fighter carrier and the fighters it supports. Like my very own Battlestar Galactica
The Retaliator HP was an accident on CIG's part I believe they have mentioned they will reduce it in time. I own a Redeemer and believe it is heavily overpowered.
The Two S 3 shields are completely ridiculous for it's Size. And the fact that the pilot can operate a remote Turret with a massive capacitor Pool that even recharges if you put no Power to weapon's...
Nice footage and the damage output of these Gunboats is insane. Though would have been nice to see how much damage the redeemer can take, if the Idris would have chosen zu fire on them..
There is one issue with the Redeemer! It's not a problem now but I can see it being a BIG issue in the future. It's the placement of the components. When components go full phyisical im not sure how you can get huge size 3 components up and down the cramped ladder area. Once we actually have to move components in and out of our ships, we're going to have issues. I wish the crew sleeping area and component storage were swapped. Other than that, this is an AWESOME ship
There’s a back door on the outside that’s not functional right now, don’t worry about it 👍🏻
@@VolondM Thank you for the reply. I do own a Redeemer but I'm away from my computer for the next few weeks or I might have noticed. I had a hard time believing cig would over look that!
It's been a long time since the Redeemer first went on sale, but it did not disappoint, wow!
IAE was the most tempting sale for me since the Kickstarter... and IAE 2951 is... worse? Better? Yeah, so many CCU chains to fill in. I'm working on filling in CCU chains to the 400i, the Ares Ion, and down the line, a C2 and 600i. Also picked up a bunch of cheap $5-10 CCUs for things like the X1-Force, the G12, etc.
I'd see it more as a mini perseus rather than a mini hammerhead
I currently own one on the way to a Reclaimer.
Reclaimer is fun with at least one other person when doing bounties thanks to it being so tough and the turrets being slaved together, but in atmo it flys like a brick tied to a half deflated baloon.
Ayy! Love the videos as always the IAE is actually really been cool! Been flying a ton of ships and gaining a whole new appreciation for the game
Weirdly enough, the Retaliator has more hull hp than a Hammerhead, right now. Yep, super weird, indeed. I guess it's because long range torpedoes doesn't work anymore and you need to get REAL CLOSE (1 to 5 km) to drop a torpedo effectively.
While this ship is fun and I own one, its massively OP, i think they should remove the nose remote turret, drop the 2 main turrets down a size, and drop one of the S3 shields. Then it might fit in the universe for its size cost and crew compliment.
I do not think they should nerf anything rather bring all the other ships up to standard or if they are going to nerf it, just drop a s3 shields, without s5 guns and the nose turret this would make the redeemer overall useless
The sound of that idris exploding was magnificent
But also sounded like the end of the world
Most important part of the ship is all the creature comforts so a crew of four can stay out in the deployment area longer, possibly for more than a day. This will be more important as you do missions in the Pyro star system
Just makes it ironic that the turrets are ballistic, which need reloaded often.
I actually killed a dude in a redeemer. Was looking for what the ship he was in and finally found it. Didn't really read it when fighting him, too busy trying to survive. It's propulsion is what I saw because the guy was flying really close 😆. GG was a good fight. Got him though. But I might buy this in game. It flew pretty good.
The only thing I found disappointing was that while CIG kept true to the exterior and the front part of the interior; but then suddenly swapped the top and bottom of the rear section around completely. In my opinion having the crew area at the top in the rear would have made way more sense. That way they could have put the components further forward in the space occupied by the jumpseats while the quantum drive could be downstairs where the kitchenette currently resides. Then they could have just left the jumpseats downstairs in the modular area and just claim that this was the default module. Having the crew quarters as the default module just makes no sense to me as CIG talked about modules back in the day where you'd definitely need a place to eat and sleep.
I mean, CIG had a Stretchgoal called "Enhanced Ship Modularity" at $65M where they used the Redeemer as the main example. As such I'm pretty confused how they plan on making that "Exploration Module with vehicle" if it replaces the module containing the crew beds which also serve as escape pods. So I'm hoping they will do it kinda like the Retaliator where they have a larger module and a smaller module. Then they could just treat that area with the jumpseats (which imo are pretty pointless in that area) as a smaller modular section.
Ah well, at least I'm happy that the Redeemer was finally made after so many years of CIG ignoring it and that CIG did turn it into a pretty effective gunship while staying true to the original model as much as possible (except for putting the crew quarters downstairs). Especially with all those S3 components in such a small package it's a real beast when fully manned. Here's hoping CIG isn't going to nerf it into the ground after a patch or two. Then again, it's effectively at "Gold Standard" level already as they just released it so it looks like they aren't suddenly going to rip those S3 shields out and give it 2xS2 or something stupid like that.
It's a shame though that the "Seraphim" paint was white with darkgrey *and* darkgrey accents. If only it had gold accents it would have been a perfect match for my IAE BiS 2950 skins that we received last year for the 4 winners. Now it just looks kinda bland and not really worth the money. Guess I'll have to wait until we finally get that ingame paint tool (if we ever get access to it that is). 😉
I am also worried about the ares ion balance… redeemer seems about right to me.
i havnet manned mine yet. but im still loving it. works great for holding all the loot as well and it takes a beating.
It's a real powerhouse. Can't wait to fly the Redeemer in the next XenoThreat.
hmm.... the most unfortunate thing for balance is that currently the single size 3 power plant it has produces more power than the size 4 "Capital" power plants in game.... expect major nerfing and rebalancing as CIG try to cram it into the idiotic, limited to 4 tier, component system they currently have, which makes no sense as large ships like the Redeemer and sub capital ships like the Hammerhead should be given separate categories sizes for components... The gap from size 3 to 4 when it comes to the size of ships (Constellation to 890 Jump size difference) using those components is way too much. If the Redeemer and Constellations are using size 3 then the HH needs a new size 4 category of components and the 200m plus ships should be size 5... It makes for a much easier to balance gradual step up instead of the cliff you have to climb now that sees a Redeemer basically beating out the Hammerhead for the same role when the HH should be the clear first choice for when the heavier conflict happens. Atm you just load up the Redeemer and GG all the way with it costing far less to use.... Hopefully CIG are looking at this and are planning to increase the categories to 5 as they go through and balance the larger ships, but most likely they will simply just cram stuff into where they think it works rather than do it the easy way.... One of the ship tiers is going to get screwed over, and I doubt it will be the most expensive tier of ships in the end.
You are partially wrong about this. The reason they could take out the HH like he said was because its shields were down, and they had two fully manned redeemers, not one. In actual scenarios the HH is gonna win obviously. Those 4 additional turrets on the HH are good for focusing on multiple targets at once. The problem is that we don't have any missions which have 10-20 small ships flying at once where the HH is gonna excel more than the redeemer because of the turret number. The mission payout also should reflect accordingly if say you take out 50 small to medium fighters in a set amount of time in some escort/defend type of mission. Redeemer won't excel in this scenario but HH will.
Redeemer is pretty sweet, but the shopping cart landing gear is just hilarious. The lower front turrets positioning are a bit odd as well.
I really still want the Scimitar. That ship was well designed.
First off love watching your content. Especially the architect reviews. I know the Redeemer has 4 turrets and front remote is controlled by pilot when no one is in remote seat but can it be controlled by remote while in flight?
imagine fighting on the surface of a planet and than you heard : "Redeemer, inbound."
Yeah but you're also talking about 5-10 people (one or two ships). If you had 10 single seater ships, you'd probably have more power.
3:26 "Probably would have made little sense."
**Counts Eight Bunks, telling us that the Ship was built from the ground up to hold a Crew of Eight... Yet there are only **_Three_** other seats (aside from the obvious pilot) that would require four of the Eight bunks (The Remote Turret Controller, The Top Turret operator, and the Neck Turret Operator).**
Yeah, No. Pull the other one. This is a Gunship that also serves as a Troop Carrier... Which doesn't excuse the ridiculous layout of the Ship.
The best way to describe the Redeemer is that it's a Pocket version of the Weaponized Hercules Starlifter, which is best described as a "Space AC130"... Which means the Habitation Module needs to be put out of the way of the Combat zone, since The IRL AC130 can serve as a Troop Carrier if it needs to be.
This is an immersion breaking element of the Redeemer's design, and claiming "We have enough Troop Carriers" is just an Excuse and Complete Bollocks.
I think it needs to be balanced a bit lol. Great video as always!
I bought the Mustang Alpha Pack on sale, and bought a upgrade key from mpuv cargo to avenger titan, should i melt the key and get something different or is the Titan still the best one? The ship can have a value of 55$
Mini Hammerhead indeed! o_o Great video as always. Do you have videos of the full fights with comms? Would be fun to include a link to the unedited battles in videos like these, if your crew doesn't mind. I know sometimes conversations and banter can drift in directions one wouldn't intend for eternal preservation online :P but if possible, it'd be fun to get the real time reactions and some insight into how you coordinate some of those encounters as a crew. :)
i love the look of this ship, i want one so bad but i know its really expensive
Man you never fail to surprise me with your videos
4 jumpseats on the upper deck is such a weird choice. also the lack of a fifth bed
Kinda sure that with an upgraded AI, it won't be that easy. But the Redeemer will be perfect for small organizations without enough funds to maintain Hammerheads. Like CIG said:"Every ship will have a role."
I wonder when they are gonna buff all the ships durability 10 fold. Because atm ship durability is that on an arcade game. IF running around your ship doing repairs and having access to ship systems. It should take at least 10 minutes to kill a ship. And that's probably bare minimum.
ah yes the double hair straightener ship
Very interesting to find that the few UA-camr who play this game actually live in Taiwan, it's very cool, HAHAHA
I really want to see a small squadron of inferno/ares with a redeemer in front vs an idris
I was waiting for S5 Ballistic Gatlings to be released to be used on my Vanguard when I buy it again in-game. I wonder when those weapons will be available in the 'verse. Also, I do love the Redeemer and how they modified it as a strong gunship.
Go disruptor with the S5. With the ammo nerf to ballistics unless you are doing pvp it's 99% gonna be energy weapons only
@@SahilP2648 They actually buffed the ballistic damage, but nerfed the ammo capacity. But if it has the same capacity as the turrets, I'd be happy. I'd never go disruptor because then you'd just have the tiny S2 peahooters for damage (I still think the Vangaurd needs S3 there or an extra S5 slot)
@@jookm vanguard S5 disruptor and S2 repeaters are enough to take down a HH. Go try it.
@@SahilP2648 Wow very hard to believe. I had trouble with the Sentinel with reverse weapons, taking out a Caterpillar with the S2 disruptors then an energy weapon on the S5
@@jookm the important part is the S5 disruptor. It has something like 3 times the DPS for shields compared to the laser repeater. The hardest part about taking down a HH is breaking through the shields. Once the shields are down you just need to shoot for 5 mins or so.
I honestly am pretty disappointed with the redeemer. The ship got a lot bigger, but the interior flow got worse. It still has six non essential seats and can work as a dropship like before, but they're on the top deck for no reason and bottle necked by that ladder. And then ultimately it's a ship the size of a cutlass plus the whale tail but it has 20 times the shields and fuck all dakka. Why does a ship like this have the same shields as a Hammerhead?
the Redeemer is a mini Carrack a small base Ship for Mercenary Squads i.e. Bunker Missions or 890 intervention. i dont think the Size changed since i had the old model in the hangar modul. essentially its Virgin Stealth Prowler vs Chad Redeemer for Dropships. The Redeemer only drops off crew to check if everything is dead from the bombardment from the sky.
still i think 2xS5 turrets are a bit to much but i dont feel like having only 200 ammo for Balistic guns so i am happy that atleast the S5 has decent ammo. it doesnt make sense that there is no diffrence between fking Howitzer size Cannons and Mini Guns. yeah i can fit 200 75mm shells but the Belt connecting the Miniguns with the ammo box doesnt even get filled with the 200 rounds. only because of Energy weapon metards who cant be bothered landing and repair+rearm and paying for it with their hard unearned duplicated glitched mountain of UEC's.
also what you mean with 6 useless seats? the Remote Turret gunners work just fine. just fly it like an AC130 facing the broadside to the enemy. reminds me of the smoll brian HH-Pilots who keep the front to the enemy because they NEED to fire missiles at the enemy.
It went from 37 meters to 50 meters and from a 3 man crew to a 3-5 man crew.
I didn't say the remote turret seats were useless, I said they were non essential. The dakka of the tail gun isn't comparable to the main turrets, the pilot can use the front gun reasonably effectively instead of filling the seat, and if you intend to fill both seats flying a second redeemer starts to look like a better idea pretty quickly.
I have one and yes, it's powerful. I don't know if I'm going to keep it though. Like you said, it's very crew-dependent and in terms of aesthetics... I know it's all subjective, but I just can't get past the nutcracker wings, they just look ridiculous to me. Anyway, thanks for the video Morph, I hope you enjoy your time with your family o7.
To many people think this ship is OP because they don't think of the intentions for long term combat. Right now it is hard to find a counter for the Redeemer, because it's main counter, bombers/torpedo boats, don't work as intended yet. Everything else just flies away, because it is daaaaamn slow.
It is rather a protector than an aggressor.
It is the first combat only gun ship, so it is right where it sits for the future of gameplay.
Man, that idris kill is amazing...
I like the Redeemer because it makes all questions of "what is the ugliest ship?" or "what ship is has the most offensive design?" extremely easy to answer.
It'll be interesting to drop a group of salvage techs on the hull of a large ship and start dismantling important components... in combat. "Why have my shields stopped working? Where the Hell is my dorsal turret"? Lol
all these powerhouse ships coming out i think its about time the idris got some more hp and maybe the 890 reclaimer hh also
Went on some HRT runs with a random that owns the Redeemer. This thing is wild and a lot of fun with a few people.
Anything below an ERT can be done solo. Even an ERT can be done solo with the right ship and weapons. For an ERT solo, get a vanguard with S5 disruptor and the rest laser repeaters, melt the HH shields and then keep on firing till it explodes.
@@SahilP2648 cool. I'm super new to how the game plays now. Last time I played they had just added the mustang ship lineup.