Ship Talk #7 - The Redeemer
Welcome back to Ship Talk! For those of you new to this series, Ship Talk is where I take the current on paper stats for a group of ships similar in either role or hull, analyze them, and give my own thoughts on how they compare to each other. Below you can find links to previous Ship Talks and Ship Talk Commentary:
Ship Talk #1 - Exploring the Unknown: The top 4 Exploration Ships
Ship Talk #2 - Aurora Rain: All about the MVP of TEST, the Aurora + Variants
Ship Talk #3 - Squadron Reporting - Ship Talk #3 'Fighters' Part 1
Ship Talk #3 - Squadron Reporting - Ship Talk #3 'Fighters' Part 2
Ship Talk #4 - Cargo Cult: The Cargo Haulers
Ship Talk #5 - Avast Me Hearties! - Ship Talk #5: The Cutlass
The Aegis Vanguard - Ship Talk Commentary #1
The Hull Series - Ship Talk Commentary #2
Well with all the stuff happening last week and the weekend I decided to tone it down and only do one ship: The Redeemer. There really isn't another ship that is really comparable to the Redeemer right now except maybe the Cutlass but only in the way that both can do boarding actions well. The 'gunship' role has been a neglected one and only the Redeemer currently fits it as it was designed to do. As you all know the Redeemer was the winner of The Next Great Starship last year and it was put into the hangar last year as well. You can purchase it in the store for 250 dollars. If you were lucky enough to buy one when it went up for sale to begin with then you have LTI on yours.
This is a ship I like and have wanted to talk about for a while like the Freelancers. I personally voted for this ship every time it came up. If you don't like it for the look or some other reason, that's cool. The great thing about Star Citizen is the masses of ships we currently have and continue to get so you can like the ships you want to without being limited to a few choices. I know many many people liked the Boomslang and I liked the exterior(but not the interior) of that ship and we may yet see it but for now we have the Redeemer.
A Note on Cargo
As many of you know the new cargo specs were released Tuesday along with the Hull B Q&A and have been updated on the ship spec page in general. Some of these changes made me very happy and others like the Taurus got kicked in the balls with steel toe boots. The Redeemer has been missing its cargo stat for a long time and now has one. The pictures provided were created before the stat was listed on the Spec page and I apologize. Overall I'm happy we have some real concrete information now on cargo and I will be doing a rework of my Cargo Cult Ship Talk at some point down the road.
My Thoughts on the Ship(The Redeemer)
General Thoughts on Stats
First let me acknowledge again that these stats and listed equipment are all subject to change. However, unless something drastic occurs in testing I would expect these stats to still give a good overall direction and capability for each ship. Below is a link to a composite picture I made with all the stats listed from the RSI site:
Redeemer Stats
Description and Role
The Redeemer bills itself as a powerful ship capable of going into battle and holding its own. It features turrets and missiles and can deploy soldiers in the heat of battle. The gunship role itself has been missing from Star Citizen and has only been filled so far by this ship alone though we may get others later. I also believe this ship to be very multi-functional but more on that later.
Structure and Propulsion
First of all this ship is rather large but it has to be for its intended mission. The profiles it presents are all very vulnerable to fire, especially the main engines. The front profile is the only one where the ship appears somewhat small but also allows it to bring all its weapons to bear. If you see one of these coming toward you at full speed, stop drop and roll to get on its side, top, or bottom and hit it where it hurts any way you can.
The cargo capacity while not listed here due to my taking this before the update is a full 24 SCU without marines on board and 12 with them. It is interesting to note here that the tail cargo section and marine bay seem to function as 2 separate 12 SCU cargo areas. The tail section also includes a cargo crane for easy loading. While I don't expect the Redeemer to be any sort of cargo runner I can see it carrying weapons and supplies for the team of Marines to use for combat. Perhaps you can use the cargo crane to drop the supplies as you drop the marines before flying off? Just a thought.
The crew for the Redemer is a full 5 people. If you remember TNGS you'll recall that the Redeemer has a single pilot in the cockpit. Behind him in the engine room were a pair of consoles and of course the two turret gunners. What the consoles are I don't have any idea but they would be essential to the overall ship operation due to its size. This is a weighty need for the Redeemer and not one to be taken lightly. On the other hand, if you drop all your marines and land the ship you 'could' have 5 additional people that could suit up for combat bringing the total to 11. This would be very risky but it should be possible.
The power plant on the Redeemer can be upgraded to a very nice Class 6. I feel this is one of the first things you should update when you buy a new ship because you won't have to worry about your power grid after you do until you start upgrading other systems.
Moving down we come to the engines. The main engines located on each side of the ship are TR5s. While CIG has recently stated again that the Thrust Rating is indicative of the thrust it outputs and not its size it does beg the question on whether or not any of the other ships have accurate engine ratings. We'll have to wait and see. The Hull E for example has TR13 engines. There may come a time soon where all of those stats are reworked as well.
The Redeemer has 12 TR2 thrusters. I don't expect the thrusters to allow the ship to be able to maneuver as good as say a Cutlass or Freelancer due to how those ships main engines are set up but the Redeemer should be able to maneuver somewhat well in keeping with its Gunship role.
Finally the shield is a reasonable class 6. This should provide ample protection from any smaller craft and allow it to stand against ships of equal size. Coupled with its firepower, very few things will be able to take it down before it can kill them.
Weapons
It is good to note here that these weapon stats are not the originals presented in TNGS. It used to have fewer weapons until Chris Roberts decided to buff it. It now seems more like a GUNship. Getting to the weapons themselves we see that it has no fixed of gimbaled weapons. I like this. Like the Freelancer this means you have more flexibility when it comes to engaging your target because they do not necessarily have to be right in front of you to shoot them. Under the 'wings' you have a couple Size 2 missile racks good for making fighters think twice before they suddenly find themselves without engines or pilots.
For the unmanned turrets you have the Size 3 underneath the cockpit in the front and a Size 4 on each of the engine nacelles to give coverage that way. For the manned turrets on the top and bottom of the ship they each get a Size 3 weapon. Together these weapons provide a very nice mix with a range of options.
Equipment
Although no special equipment is listed I think it is safe to assume that it at least comes stock with a Jump Engine of some kind. The cargo crane in the tail section may also count in some way to assist in loading. I'll get to this more in the summary but I think the ship has a lot of potential for other roles thanks to CIG wanting to really make these ships modular.
Continued below....
Welcome back to Ship Talk! For those of you new to this series, Ship Talk is where I take the current on paper stats for a group of ships similar in either role or hull, analyze them, and give my own thoughts on how they compare to each other. Below you can find links to previous Ship Talks and Ship Talk Commentary:
Ship Talk #1 - Exploring the Unknown: The top 4 Exploration Ships
Ship Talk #2 - Aurora Rain: All about the MVP of TEST, the Aurora + Variants
Ship Talk #3 - Squadron Reporting - Ship Talk #3 'Fighters' Part 1
Ship Talk #3 - Squadron Reporting - Ship Talk #3 'Fighters' Part 2
Ship Talk #4 - Cargo Cult: The Cargo Haulers
Ship Talk #5 - Avast Me Hearties! - Ship Talk #5: The Cutlass
The Aegis Vanguard - Ship Talk Commentary #1
The Hull Series - Ship Talk Commentary #2
Well with all the stuff happening last week and the weekend I decided to tone it down and only do one ship: The Redeemer. There really isn't another ship that is really comparable to the Redeemer right now except maybe the Cutlass but only in the way that both can do boarding actions well. The 'gunship' role has been a neglected one and only the Redeemer currently fits it as it was designed to do. As you all know the Redeemer was the winner of The Next Great Starship last year and it was put into the hangar last year as well. You can purchase it in the store for 250 dollars. If you were lucky enough to buy one when it went up for sale to begin with then you have LTI on yours.
This is a ship I like and have wanted to talk about for a while like the Freelancers. I personally voted for this ship every time it came up. If you don't like it for the look or some other reason, that's cool. The great thing about Star Citizen is the masses of ships we currently have and continue to get so you can like the ships you want to without being limited to a few choices. I know many many people liked the Boomslang and I liked the exterior(but not the interior) of that ship and we may yet see it but for now we have the Redeemer.
A Note on Cargo
As many of you know the new cargo specs were released Tuesday along with the Hull B Q&A and have been updated on the ship spec page in general. Some of these changes made me very happy and others like the Taurus got kicked in the balls with steel toe boots. The Redeemer has been missing its cargo stat for a long time and now has one. The pictures provided were created before the stat was listed on the Spec page and I apologize. Overall I'm happy we have some real concrete information now on cargo and I will be doing a rework of my Cargo Cult Ship Talk at some point down the road.
My Thoughts on the Ship(The Redeemer)
General Thoughts on Stats
First let me acknowledge again that these stats and listed equipment are all subject to change. However, unless something drastic occurs in testing I would expect these stats to still give a good overall direction and capability for each ship. Below is a link to a composite picture I made with all the stats listed from the RSI site:
Redeemer Stats
Description and Role
The Redeemer bills itself as a powerful ship capable of going into battle and holding its own. It features turrets and missiles and can deploy soldiers in the heat of battle. The gunship role itself has been missing from Star Citizen and has only been filled so far by this ship alone though we may get others later. I also believe this ship to be very multi-functional but more on that later.
Structure and Propulsion
First of all this ship is rather large but it has to be for its intended mission. The profiles it presents are all very vulnerable to fire, especially the main engines. The front profile is the only one where the ship appears somewhat small but also allows it to bring all its weapons to bear. If you see one of these coming toward you at full speed, stop drop and roll to get on its side, top, or bottom and hit it where it hurts any way you can.
The cargo capacity while not listed here due to my taking this before the update is a full 24 SCU without marines on board and 12 with them. It is interesting to note here that the tail cargo section and marine bay seem to function as 2 separate 12 SCU cargo areas. The tail section also includes a cargo crane for easy loading. While I don't expect the Redeemer to be any sort of cargo runner I can see it carrying weapons and supplies for the team of Marines to use for combat. Perhaps you can use the cargo crane to drop the supplies as you drop the marines before flying off? Just a thought.
The crew for the Redemer is a full 5 people. If you remember TNGS you'll recall that the Redeemer has a single pilot in the cockpit. Behind him in the engine room were a pair of consoles and of course the two turret gunners. What the consoles are I don't have any idea but they would be essential to the overall ship operation due to its size. This is a weighty need for the Redeemer and not one to be taken lightly. On the other hand, if you drop all your marines and land the ship you 'could' have 5 additional people that could suit up for combat bringing the total to 11. This would be very risky but it should be possible.
The power plant on the Redeemer can be upgraded to a very nice Class 6. I feel this is one of the first things you should update when you buy a new ship because you won't have to worry about your power grid after you do until you start upgrading other systems.
Moving down we come to the engines. The main engines located on each side of the ship are TR5s. While CIG has recently stated again that the Thrust Rating is indicative of the thrust it outputs and not its size it does beg the question on whether or not any of the other ships have accurate engine ratings. We'll have to wait and see. The Hull E for example has TR13 engines. There may come a time soon where all of those stats are reworked as well.
The Redeemer has 12 TR2 thrusters. I don't expect the thrusters to allow the ship to be able to maneuver as good as say a Cutlass or Freelancer due to how those ships main engines are set up but the Redeemer should be able to maneuver somewhat well in keeping with its Gunship role.
Finally the shield is a reasonable class 6. This should provide ample protection from any smaller craft and allow it to stand against ships of equal size. Coupled with its firepower, very few things will be able to take it down before it can kill them.
Weapons
It is good to note here that these weapon stats are not the originals presented in TNGS. It used to have fewer weapons until Chris Roberts decided to buff it. It now seems more like a GUNship. Getting to the weapons themselves we see that it has no fixed of gimbaled weapons. I like this. Like the Freelancer this means you have more flexibility when it comes to engaging your target because they do not necessarily have to be right in front of you to shoot them. Under the 'wings' you have a couple Size 2 missile racks good for making fighters think twice before they suddenly find themselves without engines or pilots.
For the unmanned turrets you have the Size 3 underneath the cockpit in the front and a Size 4 on each of the engine nacelles to give coverage that way. For the manned turrets on the top and bottom of the ship they each get a Size 3 weapon. Together these weapons provide a very nice mix with a range of options.
Equipment
Although no special equipment is listed I think it is safe to assume that it at least comes stock with a Jump Engine of some kind. The cargo crane in the tail section may also count in some way to assist in loading. I'll get to this more in the summary but I think the ship has a lot of potential for other roles thanks to CIG wanting to really make these ships modular.
Continued below....