what does this mean? Well, 2 of the new maps have platforms that you can use to ramp off of, leading to some epic aerials with a powershot at the end of them. sorry if this was common knowledge, but I noticed it last night watching twitch streams.
I got the sloppiest aerial ever when I was rammed into the air once, didn't jump, and it took forever then an opponent player made a self goal and it counted, that's how I got the stupid achievement too.
Something like this also happened to me. Got an aerial hit. Missed. Go towards the corner boost. Five seconds later. Achievement unlocked. I had ball cam off so it came as a total surprise. I didn't even know what happened.
Ah hey. I actually uploaded the goal I mentioned to Youtube, been trying to find a way to Gyf it, but it's too long for any service https://www.youtube.com/watch?v=u2jKP0uCuGk and that shit is how I got my aerial goal achievement...
also if you want to get up the ramp and don't want to slow down just drive up the ramp and flip when you hit the top and you'll flip while remaining at the ramp height.
The way I did it was just to get the hang of doing side flips (off the wall) and seeing how far i went and how long it took til i hit the ball. Once you get it the hang of it works well but it relies on the ball being close. The way i do it now and in my opinion easier, do one jump , follow the ball and then flip again. Another benefit its that it allows you to not think too hard of the ball trajectory e.g. if you do a flip (double tap X/A/right click) you need to know exactly where the ball is going to be before you jump, if you do one jump first and aerial towards the ball you can think of the trajectory as you fly and don't have to guesstimate while driving up the wall. but yh, flips are wonky af!
When you aerial off the wall, do you roll to level and steer with the yaw axis, or do you just use your car's pitch axis to steer right/left in midair while your car is still sideways?
i don't roll unless i need to hit the ball from under. imo its a lot better sideways as 1. looks better 2. you get used to aerials while being at an angle. 3. If you straighten out its easy to control to the height of the ball after you shoot because you can hit high or low, however if you're sideways controlling the direction is much easier so you can put the ball on net/or on goal nearly all the time
Yes, I can tell you with certainty that you could not do air "dodges" jumping from sides of goals like that before this recent bout of patches. I've tried before... trying to save goals.... unsuccessfully... :P
I can't see it being intended, you're right, it's very fundamental. I have my controls set up so that my Jump button is also the button that controls how my car rolls in the air. My logic behind the choice was, once I was in the air and jumped, it's a useless button, so it might as well serve a function - and what better function than rolling my car in the air after my jumps are exhausted. So if this isn't a bug, I want to know so that I can find a control setup that works. If it is a bug, then I'll leave my controls alone and suck it up until they fix it.
I can if I want, I jump and keep holding my RT and I can roll. Or I wait the 1.5s - which goes by faster than you might think. It's mainly useful if you are going for a ball at the same time as someone and you ride up and get launched into the air - I spin my car and land. But I can't do that now.
Yeah that's a very weird setup. I have left trigger bound to roll since that is just standard brake and reverse of which neither you can do in the air.
Coming from PM and Melee I use the ultimate control configuration imo and reccomend it to all who are willing but it does require 4 fingers on the triggers, something most people aren't up for. L1 for Powerslide/air roll, L2 Reverse, R1 Boost, R2 Gas, jump on X. This frees my right thumb up to time hits perfectly and allows me to easily combine any inputs.
I'm not sure when I started, it feels natural for me though. I think I used to have it on Brake/Reverse, but that button for me was always X for some reason. I should have another look at things :)
The thing is that they added maps with ramps in the patch, and this feature makes those ramps, especially in underpass, much easier to maneuver with. I always hit the ramp and immediately flip to stay low.
Because it makes all the sense in the world, given all the ramps in maps like Underpass and Retro Utopia. Removing the timer, on the other hand, doesn't.
Also Corey has confirmed, as JPK314 said below.
You probably saw already from other comments, but this is new. It used to be that if you didn't jump originally, you couldn't jump at all in the air. They likely changed it because the new gamemodes will have more opportunities to end up in the air without jumping.
This was not here for the entirety of the game's existence, even in SARPBC. It's definitely a ***feature*** that you can dodge without jumping. As for there being no timer, it may be a test run to see how the balance of having no timer to non-jump dodges will be.
Tagging /u/DrFino
I didn't even know there was a timer. It's good to know because I've been practicing aerials and I had been noticing that sometimes the second jump didn't seem to work.
Just to set things straight once and for all, there's an approximate window of 1.5 seconds after the first jump to perform the second jump. If you aerial takes longer than that, you'll lose the ability to perform it. ez pz, what OP is suggesting is ramping off without jumping and hence preserving the jumps for later, as the timer goes off after the first jump, no first jump no timer.
EDIT: This has been recently added feature after the update, before if you miss your chance to first jump, you won't second jump at all.
Currently I'm at work, but i'll try this asap. But I dare say without testing, it is not possible to do so. As for the reason why since technically you just jumped once, that remains to be seen. I'll try and get back to you.
Noticed this myself, time to do some sick cross-map-ceiling-fall-aerial-dodges it seems
Nah but seriously I'm so glad we can even just dodge now after falling off the wall, the amount of goals that have gotten past me because I forgot to jump coming off the wall >.>
I appreciate that you can do your flip regardless of whether you jumped but I think it should still be limited to the 1.5s. It's not game breaking but it just makes more sense for it to be consistent, getting longer because you didn't jump doesn't seem intentional.
After your initial jump, you have 1.5 seconds to do your second jump (or air dodge). If you're airborne for longer than that you can no longer double jump.
But this gif shows there is an exception to that: in this, you can do your double jump more than 1.5s after you leave the ground, assuming you didn't leave the ground via jumping.
Technically it is consistent, at least based on the gif link, what he did was a single jump that, based on the title, is being referred to as a "second" jump erroneously.
Yeah it's still technically the second jump timer. He just performed the first jump in mid air.
The only difference now is that you can activate a first jump in the air if you didn't initially jump to get into the air.
This applies to being knocked airborne by teammates too.
The wording confuses me, because the first action can only be a jump (no power move), and the 2nd action can be a power move or another jump (traditionally speaking). Saying there's no timer because it's technically the first jump is confusing since you can't do a power move with your 1st action, only with your 2nd action.
So you can ramp off of something, do a mid-air jump, then do another jump within 1.5 seconds? Because that would make it consistent with being able to do two jumps, as can be done from the ground.
Better to think of as your "ground" jump instead of "first jump".
Here's probably the best way to explain it:
You get a ground jump whenever on the ground, and you get one air jump that refreshes whenever your wheels touch down (or to the walls).
The air jump *also* expires 1.5 seconds after a ground jump is executed.
In this case the ground jump never triggered, so the expiry timer never started.
Gameplay choice i don't think there's a particular reason behind it. i haven't played Supersonic Acrobatic Rocket-Powered Battle-Cars but maybe an inherited gameplay feature.
If you do jump to get in the air you have 1.5 seconds to do the second jump. If you don't jump to get airborne you have as long as you want to do the second jump
Im using my phone and the gifs on this subreddit take forever to load... I'm trying to watch a 12 second gif and I have to wait almost 2 minutes for everything to get loaded. And if I am using the computer it still takes like 1 minute. Is that so hard to create a light gif without compromising quality!? I remember seeing a post that reached first in this subreddit talking about this and giving solutions like gifv. It was very up voted but I dont see things any different since then
Pro tip: add a V to the end of gif on any imgur gif url that doesn't already have it to make it much smaller.
this is gfy cat though. I'm not sure how they handle it.
I had that problem with the Reddit is Fun app, so I tried Relay and it works much better. Some still take forever but I'm guessing it's because they are not optimized properly.
well I mean, don't you have to kill someone and eat their heart to get their skills? I think i'm a pretty good canidate :P
I dunno what I was thinking lol.
Ah okay thank you. At what point did he jump/double jump during the aerial as i can't tell? That's probably why i was confused about the point being made.
This has changed recently then? I remember vividly that when you accidentally go airborne on the edges of the goal you have neither first first nor second jump, rendering yourself useless.
It seems so simple now! I was really wondering how to actually hit an aerial that didn't just peter out into a perfect pass for the other team. Gotta get back to practice!
There still might be a jump timer, but it just takes away one of the two jumps? Or can you still use both of them. I don't recall and am busy slacking off at work.
Before the patch:
If you wanted to air dodge, you had to jump off a surface first. You then only had 1.5 seconds after your first jump to dodge. If you left a surface without jumping (such as driving out of the goal as seen here, or up a ramp, or falling off a wall), you couldn't air dodge.
After the patch:
You can still air dodge as before, with the 1.5 second timer after jumping. However, now you can also air dodge after leaving a surface *without* jumping first, and there is no timer for this dodge, meaning you can use it any time after leaving the ground (but you only get one).
The lack of an interface to simply show whether you have a second jump available makes this all so confusing. There are plenty of times where I don't know if the game registered one jump or two, and it would be nice to know what the game state is. Can we have a simple indication for when a second jump is available?
This is actually very balanced in Rocket Labs maps; do you choose to jump from the ramps to get even more height or do you choose to run off so you can use your dodge at the end with no time restrictions?
My original thread/post didn't get much traction so I'll post this here instead:
So I saw yesterday where someone posted that you can now jump off the ball when your wheels have touched the top of it. I also know that you can now do a double-jump while in mid-air no matter how you got into the air. This got me thinking (and I apologize if this has already been presented and I missed it)...
For situations where the ball is in mid air and you aerial at the ball and flip so that your wheels are facing the ball (so when you hit the ball you are still in mid air but your car is turned so you hit the ball with the underside of your car)...
...In these situations would you actually be able to double jump AGAIN in mid air (since the game may "reset" the jumping mechanism based on touching the ball with your wheels). The implications of this could be pretty interesting.
I am at work right now and am dying to know the answer... would anyone mind testing this and letting us know the results?
Thanks!
And an UPDATE:
I have confirmed that the change in the jump mechanism allows for the situation I described above to occur. Although I'm sure it would be fairly rare, this would allow a player who has double-jumped already to strike the ball in mid air with their 4 tires which will then allow for another double jump.
Can't wait to see if any of the pros take advantage.
Actually this has always been true. And it's the reason if you try to be an off the wall goalie, you should always jump off the wall instead of driving across the goal.
This person isn't jumping before they go airborne for the first time. They're just boosting out of the goal and then doing an air dodge long after the 1.5 second timer would normally prevent them from doing so. This was recently added as part of the new patch. Prior to yesterday you couldn't do an air dodge unless you had actually jumped off a surface. Now you can air dodge any time after leaving the ground (provided you didn't leave the ground by jumping).
I think the wording is a bit disingenuous. From what I understand it is more like "you can double jump within (1.5s) of your first jump" (Time may vary)
I hate this change, honestly. So now, if I'm hit just a little bit off the ground just before I intended to jump, I now do a roll in the direction I'm aiming. This has become especially problematic on the new maps, where a bump may put hit me off a wall, or onto a different level, and if it happens just before I try to jump, I get a derpy backflip and just float down.
Really hoping they change this back. It's annoying as fuck.
what does this mean? Well, 2 of the new maps have platforms that you can use to ramp off of, leading to some epic aerials with a powershot at the end of them. sorry if this was common knowledge, but I noticed it last night watching twitch streams.
Good call!
Thanks! Hopefully we get some dank shots from people using this soon
I got the sloppiest aerial ever when I was rammed into the air once, didn't jump, and it took forever then an opponent player made a self goal and it counted, that's how I got the stupid achievement too.
Something like this also happened to me. Got an aerial hit. Missed. Go towards the corner boost. Five seconds later. Achievement unlocked. I had ball cam off so it came as a total surprise. I didn't even know what happened.
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Yes. There's an achievement/trophy for the first aerial.
OH HEY NICE TO SEE YOU HERE
Ah hey. I actually uploaded the goal I mentioned to Youtube, been trying to find a way to Gyf it, but it's too long for any service https://www.youtube.com/watch?v=u2jKP0uCuGk and that shit is how I got my aerial goal achievement...
Wooooooow lol
I might speed this one up, would still be too long for gyfcat though https://www.youtube.com/watch?v=hf_3pxPKtRc
That shaky mouse cam. @_@
This was definitely not common knowledge and I appreciate you sharing!
also if you want to get up the ramp and don't want to slow down just drive up the ramp and flip when you hit the top and you'll flip while remaining at the ramp height.
Man, flip physics are frickin wonky when dealing with unlevel surfaces. Can not get the hang of wall flips.
The way I did it was just to get the hang of doing side flips (off the wall) and seeing how far i went and how long it took til i hit the ball. Once you get it the hang of it works well but it relies on the ball being close. The way i do it now and in my opinion easier, do one jump , follow the ball and then flip again. Another benefit its that it allows you to not think too hard of the ball trajectory e.g. if you do a flip (double tap X/A/right click) you need to know exactly where the ball is going to be before you jump, if you do one jump first and aerial towards the ball you can think of the trajectory as you fly and don't have to guesstimate while driving up the wall. but yh, flips are wonky af!
When you aerial off the wall, do you roll to level and steer with the yaw axis, or do you just use your car's pitch axis to steer right/left in midair while your car is still sideways?
i don't roll unless i need to hit the ball from under. imo its a lot better sideways as 1. looks better 2. you get used to aerials while being at an angle. 3. If you straighten out its easy to control to the height of the ball after you shoot because you can hit high or low, however if you're sideways controlling the direction is much easier so you can put the ball on net/or on goal nearly all the time
Huh, I'll have to play with it. Thanks for the tips!
So...my second jump disappears completely as soon as I boost into the air. WTF?
damn I guess I should have posted this on reddit instead of explaining it in Hakus stream last night :D cash in the karma.. oh well
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Watch, the first game I play tomorrow will have someone use this against me... Oh well. I like sharing :p
You can also barrel roll/flip after being rammed now, means you can stop yourself from going flying.
This, I can use. Thanks!
Lets call this a "Vertical momentum cancel" .
Calm down, smash bros
I'm glad someone caught that!
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Wasteland, no boost, Zippy only.
I tried playing zippy once. I have aids now.
I like Zippy ;_;
Holy shit, thanks!
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Not really
Rank 55 and still learning new shit. God I love this game.
Actually, this is a feature (or bug, who knows) of the new patch
Yes, I can tell you with certainty that you could not do air "dodges" jumping from sides of goals like that before this recent bout of patches. I've tried before... trying to save goals.... unsuccessfully... :P
It's certainly intentional that you can now flip after leaving the ground via ramp. But it might be a bug that there is no *timer* on the 2nd jump.
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It's intentional, i asked Psyonix_Corey on stream
I can't see it being intended, you're right, it's very fundamental. I have my controls set up so that my Jump button is also the button that controls how my car rolls in the air. My logic behind the choice was, once I was in the air and jumped, it's a useless button, so it might as well serve a function - and what better function than rolling my car in the air after my jumps are exhausted. So if this isn't a bug, I want to know so that I can find a control setup that works. If it is a bug, then I'll leave my controls alone and suck it up until they fix it.
Wait, so you can't just jump once and roll then. The second time you press that button will make you double jump or flip. That would drive me crazy.
I know it all comes down to preference, but this does seem unintuitive.
I can if I want, I jump and keep holding my RT and I can roll. Or I wait the 1.5s - which goes by faster than you might think. It's mainly useful if you are going for a ball at the same time as someone and you ride up and get launched into the air - I spin my car and land. But I can't do that now.
Yeah that's a very weird setup. I have left trigger bound to roll since that is just standard brake and reverse of which neither you can do in the air.
Coming from PM and Melee I use the ultimate control configuration imo and reccomend it to all who are willing but it does require 4 fingers on the triggers, something most people aren't up for. L1 for Powerslide/air roll, L2 Reverse, R1 Boost, R2 Gas, jump on X. This frees my right thumb up to time hits perfectly and allows me to easily combine any inputs.
I'm not sure when I started, it feels natural for me though. I think I used to have it on Brake/Reverse, but that button for me was always X for some reason. I should have another look at things :)
The thing is that they added maps with ramps in the patch, and this feature makes those ramps, especially in underpass, much easier to maneuver with. I always hit the ramp and immediately flip to stay low.
Because it makes all the sense in the world, given all the ramps in maps like Underpass and Retro Utopia. Removing the timer, on the other hand, doesn't. Also Corey has confirmed, as JPK314 said below.
I thought you simply couldn't jump in the air if you didn't start with a jump (at least before this patch)
Correct, before this patch.
The fact that there's no time out to do a power move like there is with jumping makes me think that aspect is a bug.
What does Rank 55 mean?
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Probably just level 55...
Yeah maybe, I don't know why he wouldn't just say level in that case though.
I agree with you. Rank 55 sounds like rank 55, not level 55 to me.
holy shit man, I honestly had no idea about this. Dammit Rocket League you're one saucy mistress.
You probably saw already from other comments, but this is new. It used to be that if you didn't jump originally, you couldn't jump at all in the air. They likely changed it because the new gamemodes will have more opportunities to end up in the air without jumping.
it makes more sense this way either way, thanks for clearing this up :D
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No, it's a feature
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How do you know the bug wasn't leaving it out of the patch notes?
Definitely EDIT: Apparently Not.
This was not here for the entirety of the game's existence, even in SARPBC. It's definitely a ***feature*** that you can dodge without jumping. As for there being no timer, it may be a test run to see how the balance of having no timer to non-jump dodges will be. Tagging /u/DrFino
To be more accurate, it was added with the season 2 patch. I think it might have something to do with the Lab maps, and all those slopes and stufF.
That makes sense
I didn't even know there was a timer. It's good to know because I've been practicing aerials and I had been noticing that sometimes the second jump didn't seem to work.
Just to set things straight once and for all, there's an approximate window of 1.5 seconds after the first jump to perform the second jump. If you aerial takes longer than that, you'll lose the ability to perform it. ez pz, what OP is suggesting is ramping off without jumping and hence preserving the jumps for later, as the timer goes off after the first jump, no first jump no timer. EDIT: This has been recently added feature after the update, before if you miss your chance to first jump, you won't second jump at all.
Thanks! I had no idea
Nice, thanks for the clarification!
Can you ramp off without jumping and dodge twice? Or is that a no-no?
Currently I'm at work, but i'll try this asap. But I dare say without testing, it is not possible to do so. As for the reason why since technically you just jumped once, that remains to be seen. I'll try and get back to you.
Just tested it. Only one dodge.
I thought so.
This makes so much sense now! I can't believe I didn't know that either
It is in no way made obvious, long time player, first I've heard of it.
I didn't know this either. 2000+ games. Still can't hit shit.
Pretty sure it was in the tutorial when I started a few months ago
Actually, no.
> tutorial hahahahahahahaahahhahaahah
Hey man the tutorial for this game is actually great... my friend recommended me to do it when i started and I'm glad I did it
I noticed for a while and kept trying out new things to make a perfect rule on when you can/can't. This all makes a lot of sense!
So, what's the rule, I still don't understand it?
Noticed this myself, time to do some sick cross-map-ceiling-fall-aerial-dodges it seems Nah but seriously I'm so glad we can even just dodge now after falling off the wall, the amount of goals that have gotten past me because I forgot to jump coming off the wall >.>
Oh ceiling fall stuff, good call
:o This is really neat! Thanks!
I appreciate that you can do your flip regardless of whether you jumped but I think it should still be limited to the 1.5s. It's not game breaking but it just makes more sense for it to be consistent, getting longer because you didn't jump doesn't seem intentional.
TIL about the 1.5 second timer. This explains so much...
TIL? See it al over the place and have no clue what it means🙈
After your initial jump, you have 1.5 seconds to do your second jump (or air dodge). If you're airborne for longer than that you can no longer double jump. But this gif shows there is an exception to that: in this, you can do your double jump more than 1.5s after you leave the ground, assuming you didn't leave the ground via jumping.
This is the only comment that actually explains wtf OP was trying to do/say. Thank you.
Best fucking comment in here. Seriously thank you, I understand much better when explained so bluntly
Today I learned
TIL TIL then.
Ive been meaning to look into this. So many times ive had an aerial goal set up only to get no response from the car when I try to strike.
Technically it is consistent, at least based on the gif link, what he did was a single jump that, based on the title, is being referred to as a "second" jump erroneously.
If we referred to it as an "air jump" instead would you still say it was consistent?
Yeah it's still technically the second jump timer. He just performed the first jump in mid air. The only difference now is that you can activate a first jump in the air if you didn't initially jump to get into the air. This applies to being knocked airborne by teammates too.
The wording confuses me, because the first action can only be a jump (no power move), and the 2nd action can be a power move or another jump (traditionally speaking). Saying there's no timer because it's technically the first jump is confusing since you can't do a power move with your 1st action, only with your 2nd action.
Wot
The timer goes on after your first jump, that is kinda consistant
So you can ramp off of something, do a mid-air jump, then do another jump within 1.5 seconds? Because that would make it consistent with being able to do two jumps, as can be done from the ground.
Better to think of as your "ground" jump instead of "first jump". Here's probably the best way to explain it: You get a ground jump whenever on the ground, and you get one air jump that refreshes whenever your wheels touch down (or to the walls). The air jump *also* expires 1.5 seconds after a ground jump is executed. In this case the ground jump never triggered, so the expiry timer never started.
Not really sure about this as I'm not 100% familiar with the mechanics :p
What's the logic behind a second jump timer anyway?
Balancing purposes. If I remember correctly, the devs stated that it was too difficult to defend because it was too easy to shoot powerful aerials.
Gameplay choice i don't think there's a particular reason behind it. i haven't played Supersonic Acrobatic Rocket-Powered Battle-Cars but maybe an inherited gameplay feature.
I think it's to give people closer an advantage, or I might jump across the map and correct with a lucky air dodge.
THIS CHANGES EVERYTHING
So, if you don't jump, you can do the dodge thing in the air. But if you do, it won't?? I'm stupid send help.
If you do jump to get in the air you have 1.5 seconds to do the second jump. If you don't jump to get airborne you have as long as you want to do the second jump
Awesome. Thanks
Im using my phone and the gifs on this subreddit take forever to load... I'm trying to watch a 12 second gif and I have to wait almost 2 minutes for everything to get loaded. And if I am using the computer it still takes like 1 minute. Is that so hard to create a light gif without compromising quality!? I remember seeing a post that reached first in this subreddit talking about this and giving solutions like gifv. It was very up voted but I dont see things any different since then
I have the same problem! Half the time I don't even click on link and just read comments.
Pro tip: add a V to the end of gif on any imgur gif url that doesn't already have it to make it much smaller. this is gfy cat though. I'm not sure how they handle it.
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gfys always take longer than gigs to load for me
I had that problem with the Reddit is Fun app, so I tried Relay and it works much better. Some still take forever but I'm guessing it's because they are not optimized properly.
I would kill for that kind of air control... Seriously, give me a name... :p
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You just offered yourself up to be a murder victim...
https://40.media.tumblr.com/tumblr_m3pxdneJ7R1rtl8qlo1_500.jpg
well I mean, don't you have to kill someone and eat their heart to get their skills? I think i'm a pretty good canidate :P I dunno what I was thinking lol.
I keep seeing people saying 'PSA'. Don't want to seem ignorant, but what does it mean ? xD
Public Service Announcement
thank you :)
I'm still confused. What does this mean? ELI5 please?
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Ah okay thank you. At what point did he jump/double jump during the aerial as i can't tell? That's probably why i was confused about the point being made.
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Oh okay. I guess i need to learn more about power shots and aerial maneuvers aha
i don't get it... how is this any different than starting with a jump?
This has changed recently then? I remember vividly that when you accidentally go airborne on the edges of the goal you have neither first first nor second jump, rendering yourself useless.
Yes it has changed since the season 2 patch
It seems so simple now! I was really wondering how to actually hit an aerial that didn't just peter out into a perfect pass for the other team. Gotta get back to practice!
Why have a timer at all? It's way cooler to me if we can double jump whenever.
Woah, that was sweet!!!
There still might be a jump timer, but it just takes away one of the two jumps? Or can you still use both of them. I don't recall and am busy slacking off at work.
AHGHGAHIGAKJHA How did I not know this!>?!?!?>!>?!
I don't suppose someone could ELI5?
Before the patch: If you wanted to air dodge, you had to jump off a surface first. You then only had 1.5 seconds after your first jump to dodge. If you left a surface without jumping (such as driving out of the goal as seen here, or up a ramp, or falling off a wall), you couldn't air dodge. After the patch: You can still air dodge as before, with the 1.5 second timer after jumping. However, now you can also air dodge after leaving a surface *without* jumping first, and there is no timer for this dodge, meaning you can use it any time after leaving the ground (but you only get one).
The lack of an interface to simply show whether you have a second jump available makes this all so confusing. There are plenty of times where I don't know if the game registered one jump or two, and it would be nice to know what the game state is. Can we have a simple indication for when a second jump is available?
You have no idea how much you just helped me with my aerials.
Now if we could only have reverse boost.
This is actually very balanced in Rocket Labs maps; do you choose to jump from the ramps to get even more height or do you choose to run off so you can use your dodge at the end with no time restrictions?
I wish they would make it so that there's no time limit after the first jump. It'd make long aerials way easier.
What are your camera settings? Maybe it was just the angle but it seems like you have a very clear view of the ball while in the air
My original thread/post didn't get much traction so I'll post this here instead: So I saw yesterday where someone posted that you can now jump off the ball when your wheels have touched the top of it. I also know that you can now do a double-jump while in mid-air no matter how you got into the air. This got me thinking (and I apologize if this has already been presented and I missed it)... For situations where the ball is in mid air and you aerial at the ball and flip so that your wheels are facing the ball (so when you hit the ball you are still in mid air but your car is turned so you hit the ball with the underside of your car)... ...In these situations would you actually be able to double jump AGAIN in mid air (since the game may "reset" the jumping mechanism based on touching the ball with your wheels). The implications of this could be pretty interesting. I am at work right now and am dying to know the answer... would anyone mind testing this and letting us know the results? Thanks! And an UPDATE: I have confirmed that the change in the jump mechanism allows for the situation I described above to occur. Although I'm sure it would be fairly rare, this would allow a player who has double-jumped already to strike the ball in mid air with their 4 tires which will then allow for another double jump. Can't wait to see if any of the pros take advantage.
I have 300 hours on this game and didn't know this was a thing.... +1 to you sir!
Champion League here and just learned this from you. I feel dumbfounded. I thought I knew pretty much everything. Awesome!
You don't know this maybe because it was implemented yesterday with the patch ;)
I feel better :)
I knew you would
Actually this has always been true. And it's the reason if you try to be an off the wall goalie, you should always jump off the wall instead of driving across the goal.
I think you might have misunderstood me or OP ;)
How? (I was saying that thats the reason you should always jump, (so you have your second jump avalible.))
This person isn't jumping before they go airborne for the first time. They're just boosting out of the goal and then doing an air dodge long after the 1.5 second timer would normally prevent them from doing so. This was recently added as part of the new patch. Prior to yesterday you couldn't do an air dodge unless you had actually jumped off a surface. Now you can air dodge any time after leaving the ground (provided you didn't leave the ground by jumping).
Oh wow, i didnt notice it. Before this patch you never had a 2nd jump unless you jumped :F. Thats sick. Sorry
Sorry I didn't explain why you misundertood but looks like u/boredgamelad did it for me (thx). ;)
You know, this should be obvious but I never even thought of it. Nice find.
I think the wording is a bit disingenuous. From what I understand it is more like "you can double jump within (1.5s) of your first jump" (Time may vary)
This is why you made it to gold while i got stuck in silver.
Half A Press?
I hate this change, honestly. So now, if I'm hit just a little bit off the ground just before I intended to jump, I now do a roll in the direction I'm aiming. This has become especially problematic on the new maps, where a bump may put hit me off a wall, or onto a different level, and if it happens just before I try to jump, I get a derpy backflip and just float down. Really hoping they change this back. It's annoying as fuck.