However, Rocket League is one game that I just can't master. I've tried, really really tried, but I just can't play it with any amount of skill.
It's a shame, as it looks really fun and I hear my son and his mates having a ball when they play.
However, Rocket League is one game that I just can't master. I've tried, really really tried, but I just can't play it with any amount of skill.
It's a shame, as it looks really fun and I hear my son and his mates having a ball when they play.
Turn off ALL chat except tactical team quick chats, otherwise it's a toxic quagmire.
vote to forfeit 1/2This is rocket league!
Like you'll never be a big fish in a small pond. If you played as much as you currently do but could only play with people local to you, you'd be the best person you know at this thing. And that's a really good feeling. But you'll never get that feeling, because you should really be grinding past whatever plat 3 is in order to not suck.
The big fish eat all the small fish until the big fish are the only ones left.
I have a triple-digit-hour play time and I could barely get out of Bronze. I can't really explain why, but my brain just doesn't mesh with it, skill-wise. It's still a lot of fun though (otherwise I wouldn't have spent so long playing it!). In fact, being so bad at it somehow made it more enjoyable - it's not often I allow myself to be bad at something.
I'd rank myself as "unusually good" at Mario Kart, which is obviously a very different game, but it surprises me that I have such a wide skill gap between the two games.
Shake: off
FOV: 110
Distance: 280
Height: 110
Angle: -3.00
Stiffness: 0.75
The rest aren't relevant for me because swivel speed is about looking with the right stick and transition speed is about switching to/from ball cam, and I leave ball cam on.Of these, I believe the most important (by which I mean tangibly relevant to control quality/feel) are distance, stiffness, and, to some degree, height+angle. Shake and FOV are also important, but those are the only good values for those settings.
I used to play with max distance because it felt better for visibility, but I found some people saying 270/280 works much better for them for precise ball control and accurate strikes, and that does seem to be the case. Stiffness is the other setting that will make the most difference in feel: Lower values let the camera's distance from your car rubber-band further in relation to your speed. It might seem as if maxing this out would be ideal, because why wouldn't you want the camera to follow your movement as closely as possible, and why would you want the camera to lag behind you when you go faster and disorient you when you're trying to aerial? But I'm not so sure. I've tried stiffness at 1 (max) and I don't remember why, but apparently it didn't work for me, because I lowered it to 0.75, which I guess I found acceptable enough not to have changed it. I've just come across some people saying a stiffness of around 0.35 is counterintuitively great as it turns out that moving the car without instantly moving the camera helps a lot with car control for some reason, so I'm about to test run that value myself and see about it.
My current settings:
Shake: off
FOV: 110
Distance: 280
Height: 110
Angle: -4.00
Stiffness: 0.40
Transition: 1.30
I also used to run with stiffness maxed out and I think it contributed to the motion sickness feeling. There's definitely a tradeoff in all of these values.There's a control config I tried and greatly enjoyed that addresses this. I want to get back into it but I haven't yet felt like dealing with the adjustment period again. This works best if you have a controller with mappable paddles.
Left stick X: Ground steer and air steer (yaw)
Left stick Y: Pitch
Right stick X: Air roll
Right stick Y: Ground throttle
And then jump/boost/powerslide go on triggers/bumpers/paddles as desired.Being able to simultaneously yaw and roll feels quite nice once you get used to it and allows for some surprisingly intuitive recoveries, wall jumps, etc. "Tornado spinning" is now as simple as pushing the sticks in opposite directions. Other interesting results can be had from the various other combinations of stick directions.
This does require you to no longer use the button pad for anything, so if you use ballcam toggle while playing, or need to peek at the scoreboard a lot, or need a thumb free for real-time quickchats, or whatever, then I hope you have a lot of extra paddles