REDEEMER

Can we say “Ouchy”? The Redeemer is a hand-held nuclear weapon. I’m speechless. This is THE most powerful weapon of the tournament. It is also, arguably, the coolest weapon ever. I mean, come on! It has “Swallow this!” written on the side of the missile! How cool is that? The sight of that big, fat, slow, almost arrogant missile flying through the air, looking for a victim is just something you never ever forget. This is a weapon WILL teach you the proper respect for the power of nature. That said, it can also be the cheapest weapon out there and it has infuriated many a gamer. Indeed, overusing that weapon can make you a hated heathen in the eyes of everyone, but NOT using it takes a lot of the fun out of the game. And if someone starts yelling about it, he’s not playing right.

Redeemer – Primary Fire Mode

It fires a Redeemer missile forward in a straight line. The missile will fly in the same direction until it impacts something, or until it is shot down. By using Primary Fire Mode, you relinquish control of the missile forever, or until you fire another one. The missile can be shot down by enemy fire and it will not deal any damage. I will refer to the Redeemer’s Primary Fire Mode as the “direct missile”.

Damage vs. People: terminal
Damage vs. Vehicles: 1200
Rate of Fire: N/A
Ammo per Shot: 1
Max. Ammo: 1
Charge Time: N/A
Special Features: projectile; detonates upon contact; can be shot down; powerful knockback; infinite fuse; splash damage; superweapon

Tactics

The Redeemer in general is not a good weapon to use in DM (except on very crowded maps) and TDM. It’s hard to come by and even harder to find the right situation. Most of the time you just end up killing yourself or some of your team-mates along with the enemies. That said, if you DO use it, a direct missile is better, because it doesn’t leave you open for attack and it’s not as time consuming. Still, if you can find a good spot where you won’t be bothered, go ahead and use a guided missile. In CTF, DOM and BR the Redeemer is much more useful. In defense, you can use it to stop the enemy flag/ball carrier before he escapes. That saves your team a lot of time of chasing and denies the enemy the potential to score for a while. It can also save the day on BR, if you nuke your own goal. However, the Redeemer missile is VERY slow, so it’s very hard to actually hit someone on the run. Rather than risk wasting a missile, I would suggest finding a good spot and using a guided missile.

In offence, however, the direct missile is just as good. Just learn where enemy defenders congregate, turn a corner, fire and hide. That will usually clear out the defenders and open the way for attack. You should also coordinate this move with the rest of your team for a better result. The Redeemer plays an even bigger role in ONS. It has the power to destroy a full-health Power Node, as well as all vehicles but one in a single strike. However, ONS maps are all quite large and open, which makes a missile slowly winding its way across the landscape very vulnerable. For that reason many players have given up on guided missiles altogether and instead try to get close and use a direct missile, so as not to risk it being shot down. It can be done in one of two ways.

You can fly high in a Raptor, bail and fire the missile from above, then hope you survive the fall. That way the missile has much less to travel and is much less likely to be shot down, but alert players still can. Alternatively (if you can pull it off) you can sneak near the enemy’s Core or Node and fire the Redeemer at near point-blank range. That will assure a successful hit, but it’s much harder to do. Finally, avoid firing a Redeemer missile towards people who are shooting at you, since there is a very good chance it will be shot down the second it leaves the gun. Once it happens to you once or twice, you’ll see what I mean.

Redeemer – Secondary Fire Mode

It fires a Redeemer missile forward and then immediately switches your perspective to a first person view of the missiles. By using Secondary Fire Mode, you gain control of the missile and can steer it just as you steer yourself in “spectator mode”, only with vertical restriction and a constant forward speed. The missile will explode when it hits anything or if you trigger it yourself via either the Primary or Secondary Fire Mode (once launched it doesn’t matter). If shot down, a “Denied” announcer message will play for the player who shot it down and the missile is destroyed without dealing damage.

Even though the missile does not have a limit on its turning, your mouse sensitivity is drastically reduced, which may lead to your having to make wide sweeps across your desk to make sharp turns. While piloting a missile, you are completely unaware of your immediate surroundings and all your movement controls are cut off. You’re basically a sitting duck. You cannot regain control of… well yourself until the missile is either destroyed or detonated. I will refer to the Redeemer’s Secondary Fire Mode as the “guided missile”.

Damage vs. People: terminal
Damage vs. Vehicles: 1200
Rate of Fire: N/A
Ammo per Shot: 1
Max. Ammo: 1
Charge Time: N/A
Special Features: projectile; remote-controlled; detonates upon contact or being triggered by operator; can be shot down; powerful knockback; infinite fuse; splash damage; superweapon

Tactics

The Redeemer in general is not a good weapon to use in DM (except on very crowded maps) and TDM. It’s hard to come by and even harder to find the right situation. Additionally, when you use a guided your character will just stand there while you pilot the missile, and in DM, that means death. Now, if you can find yourself a good spot where you won’t be disturbed, you can use a guided missile and aim for a big cluster of enemies. However, that is a rare sight indeed and you’re very likely to end up spending a LOT of time flying around only to score a couple of frags. Time you could have used fighting with conventional weapons and probably scoring more frags. Still, the choice is yours.

In CTF, DOM and BR the Redeemer is much more useful. In defense, you can use it to stop the enemy flag/ball carrier before he escapes. That saves your team a lot of time of chasing and denies the enemy the potential to score for a while. It can also save the day on BR, if you nuke your own goal. Just make sure you know where the enemy carrier is, then guide a missile to him. Any place in your base will do for a launching spot, but try to pick a place out of sight, just in case. In offence, the guided missile works just like the direct missile, only you don’t turn the corner, you guide the missile around the corner. Additionally, you can guide the missile down a hallway into a room and even through more complicated architecture, which make the guided missile more versatile in this scenario.

The Redeemer plays an even bigger role in ONS. It has the power to destroy a full-health Power Node, as well as all vehicles but one in a single strike. However, ONS maps are all quite large and open, which makes a guided missile slowly winding its way across the landscape very vulnerable. You can still use a guided missile, but make sure you don’t attract attention. Don’t fly high, don’t fly through populated areas, shoot form a place close to your target. All those will help you attract less fire on your missile. And if push comes to shove and the missile comes under enemy fire, you can try to drop/swerve behind a hill or other landscape features and retreat to another path. If all else fails, you can try and improvise your own fancy maneuvers to try and dodge enemy fire as you fly towards your target. I’ve found none that work consistently, so you’re on your own here. Finally, keep in mind that the Redeemer missile has a vertical restriction – it can’t go directly up or directly down and it can’t perform loops. It also rolls your view a little when it turns.

The point is, learn to fly it, so you can apply the above tactics.

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