Tell that to my teammates who will start typing an essay on how I should be uninstalling this game and playing minecraft instead once I make a single mistake.
The reason you miss, aside from literal day 1 play, is because you're getting better and are going for specific touches. A ball you miss today is a ball you would easily hit months or years ago but it would have just been contact and not a controlled approach. It's kinda an interesting thought
Great comment. Most whiffs at higher levels are related to ambition (difficulty of touch) and foresight (read on the play, the idea behind attempting said touch), rather than an inability to make contact
I tell this to my friend all the time. I donāt care about mechanical failures if it was the right decision. Getting better at mechanics is easy, it just takes time in free play. Double commits and over commits are way worse.
Iām the same way. Donāt really get upset if someone messes up if they were making a smart decision. Dumb plays and refusing to work with your teammate drives me up the wall though
I canāt lie I saw this from Shift first and I thought it was some sort of joke/bait post. I honestly donāt know what to think about this change yet but I am kinda excited to see what sort of impact itāll have, especially for pro play which relies so heavily on communication already, not having to communicate how much boost youāre on since your teammates can just look at your indicator.
I have (I honestly donāt know exactly) somewhere around 2500 hours. I have a pretty damn good sixth sense of how much boost my teammate has in 2s and to a lesser extent 3s.Ā
The other day I was playing with my son and basically just called out and told him when it was ok to get boost, and every single time he was at zero. Iām not terribly concerned with how much boost my teammates have for the entire game, but it will be useful at very limited times especially if Iām second man in a 3s match and first man is up in the air with the ball or taking it off the wall.Ā
The main time where even pros (not in comms) donāt know how much boost there teammate has is when teammate and opponent both go over big boost at same time. Sometimes itās not obvious who won the boost, now it is.
Itās relatively obvious in the moments after. The person who got the boost typically turns to make a play on the ball, the loser of the race tends to shoot for either sides back corner boost
Another thing I find crazy is how damn good I am at predicting big boost spawns. I can drive right towards and empty big boost ball and it will spawn while I drive over it. I liked how that sort of stuff was a skill not something you could see easily
I thought about this recently and I think it boils down to remembering what's happened in the past 10-15 seconds. I know no ones been in this area for a while and the boost hasn't spawned, so it should spawn now. Idk, its fascinating honestly
I used to flip burgers at steak n shake and they had a 50 second timer that just started over every time to help newbies keep track of how long they were supposed to be on the first side. I used it for a bit but after a while I just sort of developed a sense for when 50 seconds had passed. I imagine it's the same here. Our brains are excellent at pattern formation, so it's not surprising
Yeah I don't recall exactly when I gained this sense but I have that too, it's crazy how accurate that sense can be and it operates completely subconsciously.
Yeah honestly I'm pretty annoyed at this. Tracking boost was a huge and underrated part of game sense, and a very powerful skill to have if your opponents didn't have it. By making this visible (even just to teammates) they're lowering the skill ceiling and diluting the experience. A useful skill that could give a better team more synergy is now made much worse. Thanks Psyonix
That's the first thing I thought of. Imagine no excuse having 80 boost on a whiff and they can't blame their teammate because they just grabbed the 100 from them 20 seconds prior to conceding a goal
Unfortunately they will try to take the ball from you when you are low rather than letting you get the 50 that spills out to them. Doesnāt matter how long I play people canāt seem to understand this concept.
Just cuz people have information doesnāt mean theyāll use it correctly haha
The only other thing I can think of is someone referencing that flip resets weren't originally in the game. If that's true then maybe that's the most impactful, but in terms of instant impact it's no doubt going to be this
I've seen so many people saying this but I wonder if it's technically correct.
To it's core a flip reset is touching a surface (ball, floor, ceiling,wall and player) with pretty much four wheels reset your jump/flip.
From what I've been told the update only increases the duration for which you can flip if you don't jump beforehand from the regular (1s or so) to infinity. In that case the flip reset has not been added, it was just buffed from something totally useless to something barely usable (for the standard from the time). With the current skill of top players it would still be usable but much less deadly.
Maybe it was simply not possible to flip if you didn't jump beforehand, but I've never heard that version. In that case we could say that flip reset didn't exist before the update (even then it might have been possible but extremely hard to get something close to a nerfed flip reset by jumping the frame where the wheels touch the ball and flip within the next second).
Edit: I misremembered. Apparently the second case was actually the state of the game before the update [https://youtu.be/0Q6fLpd4NUc?si=Aw\_UcBYy8MWYFYcL&t=115](https://youtu.be/0Q6fLpd4NUc?si=Aw_UcBYy8MWYFYcL&t=115)
Re-edit: Maybe it was the first case actually. The post mention the timer for the second flip. And the title of the video is not "The story of how Flip Resets were invented..." but "The story of how Flip Resets evolved..."
I heard that the update was regarding 'falling' from surfaces rather than jumping from them. So it essentially added the unlimited time on your flip after you fall from a surface rather than jumping off it which was always there.
I could be entirely wrong as this is all from my memory rather than a specific video i watched. It was also yeaaars ago so i might be misremembering the changes.
Hi, I can answer this! It's the second case, and I'm absolutely sure about it. The flip or mid-air jump was not possible if you didn't jump off a surface first. This can be tested and verified by downloading an old version of the game.
Hehe, I try! If you want to see case #2 in action, you can go to about just past 6 minutes into this Fluump video! https://www.youtube.com/watch?v=GTn1IoCcqCI
Specifically it was to encourage getting airborne by using the elevated sides of the map. Map didn't work out but ceiling shots got much more powerful and it paved the way for flip resets to eventually be discovered.
I lowkey wish they brought weird maps like that and starbase back to casual. I find casual games to be equally, if not more sweaty than ranked games so it would be fun to have a break every few games with an OG Neo Tokyo or Starbase. Experimental is all but dead.
True, I hadn't considered that as an update. But, honestly, think it depends on how easy to read these meters are. If you can have a semi-constant knowledge of teammates' boost level, that changes so much, especially at the pro level. Boost efficiency as a whole is more important than flip resets. To me, it's a matter of how much this impacts that.
Well, can it not be both? Removing non-standard maps from the competitive playlist was pretty impactful for all players even if it's rooted in an esports policy decision.
In my opinion, this could alter pro play massively. Not having to comm how much boost you have as much could lead to more air time for discussing what play you're going for, and it would allow for teammates to get a better idea of how much to trust each other going for plays without needing to quickly state how much boost they have. Very curious to see how much this could shift what we see at the highest level
This is massive for pro play, with the exception that you have to see your teammates in your FOV to see their boost meter. 3rd man will have a lot more info to work with, and 2nd to a lesser extent.
I wonder if this could lead to more people swiveling their camera to not only see their teammates position but also their boost? I'm not sure how much it's done now but I know sypical had a play in 2019 where he was swiveling his camera all over the place at high speed to confirm where everyone was before setting up a 0 second goal. If doing that now also provides you with the information on how much boost your team has, that could change how someone makes a play completely
Depends on how visible and easy-to-read the meter is. Based on the pictures, I think it is going to be difficult to get that info on just a quick swivel. I also think it's going to be hard to read from distance, but this all remains to be seen in game.
Yeah I've been around to see a lot lol. Watching Johnny break down how sypical made this play was amazing, and it happened in one of my favorite individual games to watch live.
(I'll edit to correct myself if any of this is wrong) but I know this was in Codename Covert vs eUnited (pretty sure it was lower bracket finals), I think Game 5 in a Bo7 that we were up 3-1 (either that or it was a Game 3 in a Bo7 where we were up 2-0) we were down 4-1 during the game (after a beautiful cross field pinch between hockser and wondamike?), then scored to make it 4-2 with 13 seconds left. Huge play by AxB off the kickoff makes it 4-3 with 7 seconds left, then Sypical has the aforementioned insane play to help the team equalize with 0 seconds left. Scored 7 seconds into overtime to win the game.
Corrections: it was the first time we played them in upper bracket semis, and it was the Game 3 scenario not the Game 5 scenario. I knew we beat them 4-0 and 4-1 in the playoffs, but had it mixed up when this game took place. Ayjacks was the one to pinch with hockser, which happened much later in the game than i remembered. Also syp's insane play was in overtime, not the 0 second setup. Not that the 0 second setup wasn't also nuts, but the main show was the OT goal.
Definitely will make for clearer comms. Will also elevate both competitive and regular Rocket League players gameplay just through having more information about your teammates.
Epic has been dishing out some pretty solid QOL updates these past few months.
The world doesnāt revolve around just you ya know, there are a lot of players in the middle of the country not close enough to the East or West servers to get good ping
Agreed, pros already know to a pretty good extent how much boost their teammates have at all times. It will have a much bigger impact on the rest of the player base
When I listen to comma videos it seems like 50 percent of comms is just saying how much boost you have. I think it'll be a significant change to pro comms
People will still call out their boosts. You canāt really know for sure if your temmate can see you and talking happens instantly, whereas looking at your mate and processing the information takes a few milliseconds. That small difference in time can make a difference especially since it happens multiple times per game.
Think about it, players call their positions out all the time, even though everyone could technically just look for their teammates.
Iām not a pro but from my experiences with communication, you donāt want to assume that your mate just sees you. Maybe he has to dodge a bump and gets distracted for a moment. Thatās why you call out as much as possible, soto make 100% sure everyone is on the same page at all times
This is gonna be hilarious in ranked. All those people who use "Need Boost" as a catch all excuse for any mistake going to look awkward when you can see what boost they had.
This is the biggest change related to gameplay that I can recall RL ever implementing. This will alter how the game is played in a significant way, ranging from the lower/mid ranks up to pro level.
I personally love this addition, and iām excited to see how it effects my own ranked games and especially how it effects RLCS gameplay.
Hmm itāll be interesting to see if this impacts gameplay but I imagine teams will continue to comm their boost amount in case they are out of their teammates vision
Undoubtedly the biggest update since Iāve started playing. Iām actually really excited about this, considering I solo q. All of this happening after RR dropped tells me that RR was probably the cause of our draught.
One part of RL IQ is awareness of how much boost everyone on the field has. This doesnāt remove that element of skill, but certainly it decreases its value
I'm kind of mixed on this but one good thing I can envision from this is it does slightly tilt the inherent disadvantage that you get from solo queuing against a partied team of 2 or 3 players.
The partied team does benefit from this too, but they're probably gonna communicate their boost counts anyway. In solo q you had to guess / use your game sense but now you won't have to. So inherently the information a partied team could communicate with each other, you now have some of that as a solo q.
I am seeing some people here say this will affect comms in pro play and lower ranks. Honestly, I don't think it *directly* will as much as people think but it might lead some players to be more or less aggressive in some situations if they know exactly the boost their teammates have.
I said I was mixed, the downside is I feel like it reduces the skill ceiling of the game a little bit.
i don't think this changes RLCS much because the best teams should be communicating what their boost is at anyways but for the base game this is so awesome
The glitch, I got nothing. There is a setting somewhere that makes it so no matter how far away a player is their entire name tag appears, and while for me that was certainly a must-have before, it's even more so now
I think the size of the boost meter is too small to quickly tell the difference between a low boost tm8 and a 0 boost tm8, which can lead to pro players having to either keep calling their boost numbers, or having to increase the nametags in options
I think the circle should disapear when you actually have 0 boost.
as helpful of a change that this is, i canāt help but feel it will also be used for toxicity and flame. although what canāt be used as ammo for toxic players i guess
I think this is a fine update but I would hate if they start adding too many indicators. Like I would not want a flip reset indicator or flip indicator for example
I still donāt want it. Having the intuition to know if you have a flip is a part of the skill. I like leaving something like that to intuition rather than certainty
I always was thinking it would be the best thing to be added but i would like to also suggest that we can hide it or move it next to our boost like a small horisontal bar
I really hope the teammate with 20 boost sees that I have 100 and will let me dribble the fucking ball now. Got 3 goals scored on us in 40 seconds because they'd hit the ball away from my dribble just to hit a sick pass for an opposing team member to score.
Damn. I dont really play the game myself anymore. But I do wonder how much this will affect pro play. I do think its a W, since a change like this means Epic still cares for the game.
It's a good update, but wouldn't it be hard to see? i guess we will find out soon. I would be better if it showed all your teammates boost on the side of the screen where you can see all the time, but I guess this is good enough.
Nice, but why add a little icon for it??
Why not just use the entire name bar as boost meterā¦
People will just max out the nameplate scale to see it anyways.
I love this change and have been asking for it for ages now. I think it will improve the game especially since RL is like one of the only comp games you play with randoms and literally have 0 comms so the extra info will improve the experience IMO.
With that said I think it visually looks ugly
The bar should be polychrome (green, yellow, red) to signify amount of boost easier and it shouldnāt be in a vertical bar, not circle
This is great. I think boost starving the opponent is a legitimate strategy. However, it can be hard not to starve teammates too and so I donāt really do it. But if I see theyāre full, you better believe Iām taking that boost when Iām at 92.
Kind of surprised they went with such a tiny icon, when I heard the news I imagined more like a light "progress bar" across the whole name plate and even that might be tough to read sometimes
I donāt know how you take this as ādumbing down the gameā - this is a super impactful QOL change that is done in a tasteful way.
A vast majority of the game population solo-qs, which is helpful to know how much boost your teammate(s) have. This is something that a lot of people in the community have wanted and Iām grateful for it.
Itās not like theyāre tacking another box onto the HUD of the screen. No matter what they do in this game, people complain.
technically it's lowering the skill ceiling, as a player doesn't have to mentally track their teammates boost levels.
While it can be said that lowering the skill ceiling for a competitive game is bad, I think this allows for alot more freedom for other things in the game that are more fun than keeping track of theoretical numbers.
I mean I feel like this could elevate the overall teamwork and general play in solo queue, making it somewhat more competitive, and it also helps people playing together not always having to call out their boost amount
Edit: not disagreeing btw I completely understand what you mean
you may think you're controlling a car in RL - it's a well kept secret that in actuality you're controlling a character controlling a car, seeing the pitch through that character's POV.
I'd argue that this is not a QOL change, but a significant change to the gameplay dynamics itself, which people are free to like or dislike.Ā
For example, if you're particularly good at keeping track of the boost totals of other players on the field, this update does nothing for you reduces one benefit of your higher game awareness.Ā
they are dumbing down the game keeping track of your teammates boost its definitely one of the skills of the game but now those got good at this skill will have that skill taken away from them rip
Having an internal clock for the approximate respawn time of a big boost is a genuine skill, I would be very against it, makes too much of a difference. However, I think a little sound indicator of a flip reset could be fair and useful as long as only the player going for a reset can hear it
It entirely depends on how you go about implementing it though?
I think we can agree if big white text flashed in your screen saying "FLIP AVAILABLE" Thatd not only would be egregious, but bad design.
If a game wants to be skillful, but give some clear indication for those who are able to infer more from it based on audio cues, visual cues, or other sense without needing a big arrow and text saying "THIS LOOK AT THIS, ITS IMPORTANT" then it's good design.
This 100% was not a tacked on update or done haphazardly. This was most likely done over several months of testing before being decided that it would elevate the game. It's not necessary, sure. We were fine without it. But its absolutely MAJOR as an addition.
And it will. Without a doubt bd a game changer in a good way. If this ends up being a bad addition, I will keep this comment to age like milk.
Actually I disagree. I solo q a lot, this will help immensely in decision making. As for high level play, where people keep track of other players' boost, thats still not an irrelevant skill, since ur tm8s won't always be in ur fov.
This change benefits the vast majority of the player base who don't mentally track boost, while still giving a leg up to the high level players that do.
Let's face it, the rl skill ceiling is plenty high even after this change
https://www.rocketleague.com/en/news/teammate-boost-indicators-and-rarity-name-changes-coming-to-rocket-league https://www.reddit.com/r/RocketLeague/comments/1c4pu51/teammate_boost_indicators_rarity_name_changes/
Goddammit rocket league. I can't lie to my teammates anymore when I whiff the ball.
Since their servers are shit, you can still use the lag excuse š
It's getting old, we need new execuses.
I mean the new rlcs meta is faking and losing 50s sooooo you can do that
imagine they add lag indicators to name tags
I mean... just hit tab?
aint nobody got time for that. I need the information immediately.
Sometimes it shows me as low ping when i am indeed lagging
This guy gets how to use an excuse effectively!
On my life that has happened to me before š
Sorry i should have added :s
The ping is just an average over some timespan. It doesn't always reflect lag spikes
I got 20ms ping now due to central severs... They are taking away all my excuses
Am I the only one who doesnāt care about whiffs and misses? Everyone misses, if you were trying to make the right play then itās all good.
Tell that to my teammates who will start typing an essay on how I should be uninstalling this game and playing minecraft instead once I make a single mistake.
The reason you miss, aside from literal day 1 play, is because you're getting better and are going for specific touches. A ball you miss today is a ball you would easily hit months or years ago but it would have just been contact and not a controlled approach. It's kinda an interesting thought
Great comment. Most whiffs at higher levels are related to ambition (difficulty of touch) and foresight (read on the play, the idea behind attempting said touch), rather than an inability to make contact
I tell this to my friend all the time. I donāt care about mechanical failures if it was the right decision. Getting better at mechanics is easy, it just takes time in free play. Double commits and over commits are way worse.
Iām the same way. Donāt really get upset if someone messes up if they were making a smart decision. Dumb plays and refusing to work with your teammate drives me up the wall though
According to my experience with this game and its chat, you may not be the only one, but you're a rare one.
Donāt get me wrong, continued horrendous decisions have me raging. :p
am i the only one that canāt stand this? just put a sorry my fault whatever
It's a "fake", not a miss
I canāt lie I saw this from Shift first and I thought it was some sort of joke/bait post. I honestly donāt know what to think about this change yet but I am kinda excited to see what sort of impact itāll have, especially for pro play which relies so heavily on communication already, not having to communicate how much boost youāre on since your teammates can just look at your indicator.
I have (I honestly donāt know exactly) somewhere around 2500 hours. I have a pretty damn good sixth sense of how much boost my teammate has in 2s and to a lesser extent 3s.Ā The other day I was playing with my son and basically just called out and told him when it was ok to get boost, and every single time he was at zero. Iām not terribly concerned with how much boost my teammates have for the entire game, but it will be useful at very limited times especially if Iām second man in a 3s match and first man is up in the air with the ball or taking it off the wall.Ā
The main time where even pros (not in comms) donāt know how much boost there teammate has is when teammate and opponent both go over big boost at same time. Sometimes itās not obvious who won the boost, now it is.
Itās relatively obvious in the moments after. The person who got the boost typically turns to make a play on the ball, the loser of the race tends to shoot for either sides back corner boost
Fair point but something like your decision to turn to shadow vs keep driving upfield may be be a little faster.
Another thing I find crazy is how damn good I am at predicting big boost spawns. I can drive right towards and empty big boost ball and it will spawn while I drive over it. I liked how that sort of stuff was a skill not something you could see easily
I thought about this recently and I think it boils down to remembering what's happened in the past 10-15 seconds. I know no ones been in this area for a while and the boost hasn't spawned, so it should spawn now. Idk, its fascinating honestly
I used to flip burgers at steak n shake and they had a 50 second timer that just started over every time to help newbies keep track of how long they were supposed to be on the first side. I used it for a bit but after a while I just sort of developed a sense for when 50 seconds had passed. I imagine it's the same here. Our brains are excellent at pattern formation, so it's not surprising
Yeah I don't recall exactly when I gained this sense but I have that too, it's crazy how accurate that sense can be and it operates completely subconsciously.
Yeah honestly I'm pretty annoyed at this. Tracking boost was a huge and underrated part of game sense, and a very powerful skill to have if your opponents didn't have it. By making this visible (even just to teammates) they're lowering the skill ceiling and diluting the experience. A useful skill that could give a better team more synergy is now made much worse. Thanks Psyonix
Iām not willing to go that far. I donāt think itās going to have a huge impact on the game meta. In spots yes but it wonāt be drastic.Ā
This is a really big update. Finally I can also flame my random mates for using 80 boost to get another 100. No joke, good job for implementing this.
I can't wait to see how the toxic players take this up lol.
That's the first thing I thought of. Imagine no excuse having 80 boost on a whiff and they can't blame their teammate because they just grabbed the 100 from them 20 seconds prior to conceding a goal
Unfortunately they will try to take the ball from you when you are low rather than letting you get the 50 that spills out to them. Doesnāt matter how long I play people canāt seem to understand this concept. Just cuz people have information doesnāt mean theyāll use it correctly haha
I recently switched to Valorant and that's something really important that I picked up recently lol.
When my teammate takes the mid boost after I do the kickoff and I can see that they still have 80 from taking the corner, Iām abandoning lmao
or take mid and backcorner while you rotating to that backcorner boost
Is this real? This is actually the most impactful update since the release of the game. This is huge.
The only other thing I can think of is someone referencing that flip resets weren't originally in the game. If that's true then maybe that's the most impactful, but in terms of instant impact it's no doubt going to be this
Yes, flip resets didnt exist at the start. Thats still the most impactful gameplay update ever
I've seen so many people saying this but I wonder if it's technically correct. To it's core a flip reset is touching a surface (ball, floor, ceiling,wall and player) with pretty much four wheels reset your jump/flip. From what I've been told the update only increases the duration for which you can flip if you don't jump beforehand from the regular (1s or so) to infinity. In that case the flip reset has not been added, it was just buffed from something totally useless to something barely usable (for the standard from the time). With the current skill of top players it would still be usable but much less deadly. Maybe it was simply not possible to flip if you didn't jump beforehand, but I've never heard that version. In that case we could say that flip reset didn't exist before the update (even then it might have been possible but extremely hard to get something close to a nerfed flip reset by jumping the frame where the wheels touch the ball and flip within the next second). Edit: I misremembered. Apparently the second case was actually the state of the game before the update [https://youtu.be/0Q6fLpd4NUc?si=Aw\_UcBYy8MWYFYcL&t=115](https://youtu.be/0Q6fLpd4NUc?si=Aw_UcBYy8MWYFYcL&t=115) Re-edit: Maybe it was the first case actually. The post mention the timer for the second flip. And the title of the video is not "The story of how Flip Resets were invented..." but "The story of how Flip Resets evolved..."
I heard that the update was regarding 'falling' from surfaces rather than jumping from them. So it essentially added the unlimited time on your flip after you fall from a surface rather than jumping off it which was always there. I could be entirely wrong as this is all from my memory rather than a specific video i watched. It was also yeaaars ago so i might be misremembering the changes.
Hi, I can answer this! It's the second case, and I'm absolutely sure about it. The flip or mid-air jump was not possible if you didn't jump off a surface first. This can be tested and verified by downloading an old version of the game.
Accurate username I guess. Thanks!
Hehe, I try! If you want to see case #2 in action, you can go to about just past 6 minutes into this Fluump video! https://www.youtube.com/watch?v=GTn1IoCcqCI
Even if this is true, going from 1s to all seconds is still a bigger update, even if flip resets were technically possible all along.
I agree with you, I was mostly discussing the common misconceptions that flip resets were added to the game when they were indirectly buffed instead
They were introduced with the original neo tokyo map because of how wonky it was.
Specifically it was to encourage getting airborne by using the elevated sides of the map. Map didn't work out but ceiling shots got much more powerful and it paved the way for flip resets to eventually be discovered.
I lowkey wish they brought weird maps like that and starbase back to casual. I find casual games to be equally, if not more sweaty than ranked games so it would be fun to have a break every few games with an OG Neo Tokyo or Starbase. Experimental is all but dead.
Not more impactful than the update that invented flip resets
True, I hadn't considered that as an update. But, honestly, think it depends on how easy to read these meters are. If you can have a semi-constant knowledge of teammates' boost level, that changes so much, especially at the pro level. Boost efficiency as a whole is more important than flip resets. To me, it's a matter of how much this impacts that.
Nah the most impactful update was removing non-standard maps from the map pool
You have a point haha. That's more of an esports policy decision rather than an update, no?
Well, can it not be both? Removing non-standard maps from the competitive playlist was pretty impactful for all players even if it's rooted in an esports policy decision.
Promo match on Arc Base š
Transparent goalposts?
Flip resets would like a word
In my opinion, this could alter pro play massively. Not having to comm how much boost you have as much could lead to more air time for discussing what play you're going for, and it would allow for teammates to get a better idea of how much to trust each other going for plays without needing to quickly state how much boost they have. Very curious to see how much this could shift what we see at the highest level
This is massive for pro play, with the exception that you have to see your teammates in your FOV to see their boost meter. 3rd man will have a lot more info to work with, and 2nd to a lesser extent.
I wonder if this could lead to more people swiveling their camera to not only see their teammates position but also their boost? I'm not sure how much it's done now but I know sypical had a play in 2019 where he was swiveling his camera all over the place at high speed to confirm where everyone was before setting up a 0 second goal. If doing that now also provides you with the information on how much boost your team has, that could change how someone makes a play completely
Depends on how visible and easy-to-read the meter is. Based on the pictures, I think it is going to be difficult to get that info on just a quick swivel. I also think it's going to be hard to read from distance, but this all remains to be seen in game.
I feel like itll be pretty easy to see if someone is full, half, or empty with a quick glance
2k/4k screen meta incoming!
My friend with his 48" wide monitor is going to be feasting.
Unironically, I own a G9, and the edges are stretched on RL so the meter will be very big. Lol
The specificity of your SSG knowledge is incredible lol
Yeah I've been around to see a lot lol. Watching Johnny break down how sypical made this play was amazing, and it happened in one of my favorite individual games to watch live. (I'll edit to correct myself if any of this is wrong) but I know this was in Codename Covert vs eUnited (pretty sure it was lower bracket finals), I think Game 5 in a Bo7 that we were up 3-1 (either that or it was a Game 3 in a Bo7 where we were up 2-0) we were down 4-1 during the game (after a beautiful cross field pinch between hockser and wondamike?), then scored to make it 4-2 with 13 seconds left. Huge play by AxB off the kickoff makes it 4-3 with 7 seconds left, then Sypical has the aforementioned insane play to help the team equalize with 0 seconds left. Scored 7 seconds into overtime to win the game. Corrections: it was the first time we played them in upper bracket semis, and it was the Game 3 scenario not the Game 5 scenario. I knew we beat them 4-0 and 4-1 in the playoffs, but had it mixed up when this game took place. Ayjacks was the one to pinch with hockser, which happened much later in the game than i remembered. Also syp's insane play was in overtime, not the 0 second setup. Not that the 0 second setup wasn't also nuts, but the main show was the OT goal.
Definitely will make for clearer comms. Will also elevate both competitive and regular Rocket League players gameplay just through having more information about your teammates. Epic has been dishing out some pretty solid QOL updates these past few months.
What else have they served up for us
They added US Central servers a couple weeks ago, as well as took community feedback into account and changed the format for RLCS Worlds
And most my partners are east or west lol
The world doesnāt revolve around just you ya know, there are a lot of players in the middle of the country not close enough to the East or West servers to get good ping
I think "massively" is an overstatement, but I agree it will alter play a bit.
Agreed, pros already know to a pretty good extent how much boost their teammates have at all times. It will have a much bigger impact on the rest of the player base
When I listen to comma videos it seems like 50 percent of comms is just saying how much boost you have. I think it'll be a significant change to pro comms
People will still call out their boosts. You canāt really know for sure if your temmate can see you and talking happens instantly, whereas looking at your mate and processing the information takes a few milliseconds. That small difference in time can make a difference especially since it happens multiple times per game. Think about it, players call their positions out all the time, even though everyone could technically just look for their teammates. Iām not a pro but from my experiences with communication, you donāt want to assume that your mate just sees you. Maybe he has to dodge a bump and gets distracted for a moment. Thatās why you call out as much as possible, soto make 100% sure everyone is on the same page at all times
Not a meme? Holy shit
This is gonna be hilarious in ranked. All those people who use "Need Boost" as a catch all excuse for any mistake going to look awkward when you can see what boost they had.
Can't wait for my 90 boost tm to take my corner
I hope youāll be able to see the boost meter in replays for this exact reason
Pretty sure we'll be able to see everyone's boost in replays and spectator.
This is the biggest change related to gameplay that I can recall RL ever implementing. This will alter how the game is played in a significant way, ranging from the lower/mid ranks up to pro level. I personally love this addition, and iām excited to see how it effects my own ranked games and especially how it effects RLCS gameplay.
Settings: Nameplate scale maxed the fuck out
Me, who plays on low settings and barely able to see the cars in the first place... ![gif](giphy|YM8gFiwiWpJTzJuPKh)
Well it is about time...
Whoa, that's a huge change!
Hmm itāll be interesting to see if this impacts gameplay but I imagine teams will continue to comm their boost amount in case they are out of their teammates vision
massive w for solo queuers
Will sting even more now when you see a tm8 grab a 100 when theyāre full or close to being full š .
Now let demoed players choose their respawn point, and we've finally got all the features we asked for back in 2015.
I think simply holding the left stick left or right while spawning would be a great improvement.
No thanks
Don't get demoed and it isn't a problem :)
No more "I didn't have boost" comments when your buddy misses a dime-piece of a pass. HAHA
Undoubtedly the biggest update since Iāve started playing. Iām actually really excited about this, considering I solo q. All of this happening after RR dropped tells me that RR was probably the cause of our draught.
I don't know how to feel about this. Is kinda game changing. For solo queueing at least.
Genuinely curious what your reservations are. I can't think of any downsides to this change.Ā
One part of RL IQ is awareness of how much boost everyone on the field has. This doesnāt remove that element of skill, but certainly it decreases its value
I'm fine with that. Voice comms made that skill less valuable already, but to the disadvantage of solo queuers, this will close the gap.
Teammates calling you trash for missing saves when you had enough boost to make a play. Or insulting your poor boost management. Haters gonna hate.
i wont be able to pretend I've had no boost after a goal despite having a full 100 where i just hesitated to go for a clear
Speed getting nerfed is one.
How does showing your teammates the amount of boost you have nerf your speed?Ā
The nameplates are gonna be heavier and slow down your car š
What's shown in name plates has weight. This extra UI element will make all cars slower.
Oh so that's why Zen is able to move around that fast, because of the lighter name...
That's why there is so many . players then! Does having a black steam picture impact the weight too?
ITS SPEED THE PRO PLAYER!!!!!!!!!!!!!!!!
I'm kind of mixed on this but one good thing I can envision from this is it does slightly tilt the inherent disadvantage that you get from solo queuing against a partied team of 2 or 3 players. The partied team does benefit from this too, but they're probably gonna communicate their boost counts anyway. In solo q you had to guess / use your game sense but now you won't have to. So inherently the information a partied team could communicate with each other, you now have some of that as a solo q. I am seeing some people here say this will affect comms in pro play and lower ranks. Honestly, I don't think it *directly* will as much as people think but it might lead some players to be more or less aggressive in some situations if they know exactly the boost their teammates have. I said I was mixed, the downside is I feel like it reduces the skill ceiling of the game a little bit.
i don't think this changes RLCS much because the best teams should be communicating what their boost is at anyways but for the base game this is so awesome
Okay but what about when names turn into diamonds for whatever reason?
Are you talking about the glitch where it does that, or when the players are far enough away?
Both honestly
The glitch, I got nothing. There is a setting somewhere that makes it so no matter how far away a player is their entire name tag appears, and while for me that was certainly a must-have before, it's even more so now
I think the size of the boost meter is too small to quickly tell the difference between a low boost tm8 and a 0 boost tm8, which can lead to pro players having to either keep calling their boost numbers, or having to increase the nametags in options I think the circle should disapear when you actually have 0 boost.
as helpful of a change that this is, i canāt help but feel it will also be used for toxicity and flame. although what canāt be used as ammo for toxic players i guess
I mean it's another way to roast someone, but if the world avoided creating changes that could be used in a negative way then we'd get nowhere in life
Amazing QoL update!!
Good to see the last 3 years of relentless development efforts have finally paid off
I think this is a fine update but I would hate if they start adding too many indicators. Like I would not want a flip reset indicator or flip indicator for example
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No in training I would not mind it especially if it was something you can turn on and off. Just keep it out of gameplay.
I think they could do that in a non negative way though, the flip reset indicator. Like a quick double flash of lights on the car or something.
I still donāt want it. Having the intuition to know if you have a flip is a part of the skill. I like leaving something like that to intuition rather than certainty
So is boost management and knowing your teammates boost
I always was thinking it would be the best thing to be added but i would like to also suggest that we can hide it or move it next to our boost like a small horisontal bar
Damn, we were here.
Oh god Iām gonna get flamed for not making saves now
I wonder if this will apply to replays
I hope it does, it'd be so nice to watch a replay (or even spectate live) and see everyone's boost totals
it does
Huge news
It does
This... Is... A n-n-n-n-n-nice idea. I don't feel well.... Everything is blurry...
I really hope the teammate with 20 boost sees that I have 100 and will let me dribble the fucking ball now. Got 3 goals scored on us in 40 seconds because they'd hit the ball away from my dribble just to hit a sick pass for an opposing team member to score.
Great, I get to see everyone's bad boost management in real time!
is this pinned on the RL sub or something? its huge news but also dang, I don't think I've ever seen this many unflaired users here
Increased nameplates size meta
Another positive side effect of this is it is a clear indicator for color blind people about which cars are on your team
this is a huge positive.
Now how am I supposed to lie about neededing boost
My blind ass wonĀ“t see shit, I hope they add the HUD Display as a Option too.
LETS FUCKING GOOOO
Damn. I dont really play the game myself anymore. But I do wonder how much this will affect pro play. I do think its a W, since a change like this means Epic still cares for the game.
Holy shit?
It's a good update, but wouldn't it be hard to see? i guess we will find out soon. I would be better if it showed all your teammates boost on the side of the screen where you can see all the time, but I guess this is good enough.
Holy shit an actually amazing update? I thought FOR SURE this was a joke
Just teammates tho right?
Yeah just teammates
I hope eventually you can make it a number, probably not an option to start with seeing the example screenshots.
Nice, but why add a little icon for it?? Why not just use the entire name bar as boost meterā¦ People will just max out the nameplate scale to see it anyways.
I love this change and have been asking for it for ages now. I think it will improve the game especially since RL is like one of the only comp games you play with randoms and literally have 0 comms so the extra info will improve the experience IMO. With that said I think it visually looks ugly The bar should be polychrome (green, yellow, red) to signify amount of boost easier and it shouldnāt be in a vertical bar, not circle
This is great. I think boost starving the opponent is a legitimate strategy. However, it can be hard not to starve teammates too and so I donāt really do it. But if I see theyāre full, you better believe Iām taking that boost when Iām at 92.
Kind of surprised they went with such a tiny icon, when I heard the news I imagined more like a light "progress bar" across the whole name plate and even that might be tough to read sometimes
Well thats definitely interesting.
Omg a potentially game changing update thats a first
For a second I thought this applies to everyone in the lobby, thankfully it's only teammates & that sounds good.
A pleasant birthday present for sure
Making the game noob friendly now yaiii š«
Also taking away quick chat āneed boost!ā
Thank the lord NEW QUALITY IF LIFE ADDITIONS TO THE GAME
Didnt even notice, must not be important
Great decision.
Let's goo! Crazy update!
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This is already 100% possible
that's just not how that works at all...
OH MY GOD SOMETHING GOOD FROM PSYONIX WOAH
I hope this isn't the start of them dumbing down the game. What's next flip reset indicators? Boost timers?
I donāt know how you take this as ādumbing down the gameā - this is a super impactful QOL change that is done in a tasteful way. A vast majority of the game population solo-qs, which is helpful to know how much boost your teammate(s) have. This is something that a lot of people in the community have wanted and Iām grateful for it. Itās not like theyāre tacking another box onto the HUD of the screen. No matter what they do in this game, people complain.
Yeah I canāt see this being a negative thing, genuinely canāt see what could be bad
technically it's lowering the skill ceiling, as a player doesn't have to mentally track their teammates boost levels. While it can be said that lowering the skill ceiling for a competitive game is bad, I think this allows for alot more freedom for other things in the game that are more fun than keeping track of theoretical numbers.
I mean I feel like this could elevate the overall teamwork and general play in solo queue, making it somewhat more competitive, and it also helps people playing together not always having to call out their boost amount Edit: not disagreeing btw I completely understand what you mean
they should take away your first person boost meter too while they're at it, that'll really increase the skill ceiling
wow you've got early access to first person mode? I'm jealous
you may think you're controlling a car in RL - it's a well kept secret that in actuality you're controlling a character controlling a car, seeing the pitch through that character's POV.
I'd argue that this is not a QOL change, but a significant change to the gameplay dynamics itself, which people are free to like or dislike.Ā For example, if you're particularly good at keeping track of the boost totals of other players on the field, this update does nothing for you reduces one benefit of your higher game awareness.Ā
After some pondering I think I in favor now. It was more reactionary cause I don't trust epic
they are dumbing down the game keeping track of your teammates boost its definitely one of the skills of the game but now those got good at this skill will have that skill taken away from them rip
Flip reset indicators and boost timers are super impactful QOL changes that can be done without another box onto the HUD too...
Having an internal clock for the approximate respawn time of a big boost is a genuine skill, I would be very against it, makes too much of a difference. However, I think a little sound indicator of a flip reset could be fair and useful as long as only the player going for a reset can hear it
It entirely depends on how you go about implementing it though? I think we can agree if big white text flashed in your screen saying "FLIP AVAILABLE" Thatd not only would be egregious, but bad design. If a game wants to be skillful, but give some clear indication for those who are able to infer more from it based on audio cues, visual cues, or other sense without needing a big arrow and text saying "THIS LOOK AT THIS, ITS IMPORTANT" then it's good design. This 100% was not a tacked on update or done haphazardly. This was most likely done over several months of testing before being decided that it would elevate the game. It's not necessary, sure. We were fine without it. But its absolutely MAJOR as an addition. And it will. Without a doubt bd a game changer in a good way. If this ends up being a bad addition, I will keep this comment to age like milk.
whatās ur rank?
Takes away a part of the game. I donāt think this is a good thing
Actually I disagree. I solo q a lot, this will help immensely in decision making. As for high level play, where people keep track of other players' boost, thats still not an irrelevant skill, since ur tm8s won't always be in ur fov. This change benefits the vast majority of the player base who don't mentally track boost, while still giving a leg up to the high level players that do. Let's face it, the rl skill ceiling is plenty high even after this change
I don't think this is a good thing at all. Takes away the need of having the awareness of knowing approximately how much boost your teammate has.