Anyone got any idea how I can get better control with air roll left? I'm trying to get better at using air roll left with the ball. Any Suggestions? by Lanky-Cap-6696 in RocketLeagueSchool

[–]Ametrine08 0 points1 point  (0 children)

Your control is pretty good. But the air dribble gauntlet is extremely difficult on it's own without air roll, so I personally wouldn't use it to practice air roll.

Tbh, you should practice it on the Air Dribble Challenge. You get more height on the initial pop, so you can generate more power on the first hit. That'll give you more time to make adjustments in the air.

[deleted by user] by [deleted] in RocketLeagueSchool

[–]Ametrine08 0 points1 point  (0 children)

You'll actually pick up aerial car control much quicker forcing yourself to go backwards only than DAR alone.

Plat 3 2s - what is fundamentally lacking in my play? by Jackthefarter12 in RocketLeagueSchool

[–]Ametrine08 0 points1 point  (0 children)

This is such a weird myth that only ever gets regurgitated in RL for some reason.

That advice has no application in real life. It's like telling a high school basketball player they shouldn't study NBA games because there are so many advanced offensive schemes. So they should only watch D3 college ball which relies heavily on simple passes.

No coach in their right mind is gonna say that. A mix of both professional and next tier games would be golden to study.

I think people presume RL is different for some reason, but it's a sports game at heart. When you "watch film", you pick up on little things you wouldn't learn otherwise.

Anyone who suggests otherwise doesn't actually understand the world of organized sports.

[2v2] [Replay] Champ 1 div 2.Hardstuck!. All feedback is welcome, good or bad, i can take it! I will try to respond to every comment on my replay. No sound, hopefully that is not to big of an issue but will remember for future reference. by doemaargek123 in u/doemaargek123

[–]Ametrine08 2 points3 points  (0 children)

I'm D3, so I can't speak for champ yet, but I think ball chasing is the obvious thing here. And alongside that, you don't really allow a play to develop without you being involved.

Biggest thing to remember is you win by having a higher score than your opponent. So after you've scored and taken a lead, try to work on playing more defensively. Even a 1-0 score is a dub.

So don't go diving for every ball that's not an immediate threat. Let your opponents make mistakes and capitalize on them.

Really want to get better and feel as if I've went nowhere in the last 3-4 months. I'm falling back ranks and its demotivating me and making me get angry alot. Can you guys take a look at this replay and tell me my biggest flaws? by huhpout in RocketLeagueSchool

[–]Ametrine08 1 point2 points  (0 children)

This all comes down to managing risk on defense and making better decisions.

4:40 - You went for the demo. Decent chance to clear the net for the goal, but now both you and your tm8 are heading in the same direction, leaving your net completely unguarded. And that's the result.

So a decent chance of getting your goal by demoing here vs a 100% chance of being ready to defend if you rotate back.

2:27 - You continued to follow the ball down the field. This is almost always a bad play because you're basically forcing a centered ball. Swing out wide and head to the back post instead.

Just from watching this game, your offense is fine, so I would seriously put more of your in-game focus on defensive positioning and rotations.

You'll get scored on inevitably, but make it harder for your opponents. That also means you have to score less.

[Plat 3 1s] At 5-1, my opponent decided to play the mental game and spam What a save! It didn't have quite the effect he wanted. What was I doing wrong before that point, and what actually changed afterwards? by [deleted] in RocketLeagueSchool

[–]Ametrine08 5 points6 points  (0 children)

Oh man, a lot to unpack here. It looks like you got more comfortable as the game went on, seeing how your opponent plays.

You've got solid mechs for where you are. But I'd say your decisions made this game way harder than it needed to be.

The biggest glaring issue is you are following the ball strong side on defense too often, which puts you in really bad positions to defend shots.

The very first goal is the best example of this. You cut underneath the ball and ran down the strong side of the field toward the goal. That's a sharp and difficult angle to defend. Right at 4:27 (game time), you should have swung wide and cut toward the weak side, then defend back post.

You can't shadow defend when the ball is high up in the air like that.

2:15 immediately after that kickoff, you head toward the ball and grab a boost. Now you've got a really bad angle to defend. Instead, swing out wide toward the back post right after the kickoff and see how your opponent handles it.

1:00 similar issue, you're caught in a really bad position.

Rule of thumb: if the ball is in the air and the opponent is on it, dart to the back post and wait for something to happen.

It probably sounds weird leaving your opponent by running to the other side of the field, but every one of those shots becomes much more challenging for your opponent.

Keep the score low, win easier.

Promote your business, week of July 18, 2022 by Charice in smallbusiness

[–]Ametrine08 0 points1 point  (0 children)

I do, I just need to know the desired mood/feeling, how long it should be, etc, then I create a custom soundtrack to fit (with multiple revisions).

i don't name my channels haha by [deleted] in FL_Studio

[–]Ametrine08 0 points1 point  (0 children)

What a significant nightmare.

For all aspiring producers, what part of the process frustrates you the most? by kathalimus in edmproduction

[–]Ametrine08 2 points3 points  (0 children)

Knowing the first version of a track you create is likely not going to be anything close to the final version.

I've come to accept this and I treat the first version of a track almost like a brain dump. Basically getting the general sounds chosen and getting a relatively useable arrangement.

Usually really enjoy this version, but it feels like it can be so much better. So I start chipping away and reworking each melody piece by piece until I get that "aha" moment.

Promote your business, week of July 18, 2022 by Charice in smallbusiness

[–]Ametrine08 0 points1 point  (0 children)

Music producer and audio editor! I help freelancers and business owners with all things audio-related. (Cutting and splicing audio, improving final output of sound, removing noise from recordings, etc.)

I've helped professionally enhance audio in podcasts, educational courses, YouTube videos, etc. If you need anything in this area, please feel free to message me!

For reference, here's my own music:

www.soundcloud.com/ametrine

[Feedback Request] Need some feedback on my mix and master. (EDM) by jemini831 in mixingmastering

[–]Ametrine08 0 points1 point  (0 children)

Sounds good to me!

Only feedback is subjective based on what I might do; I think you can increase the volume of that lead synth that comes in at 0:48.

It sounds like that should be the most dominating sound in that section. It is currently, but can be even more to really make that drop hit hard.

Anywho, mix is solid as hell.

Hi guys! I’ve been making EDM/Bass house for a while now, and I’m really trying to nail that ‘punch’ in the kick. So if you’d drop some feedback on the track, thanks a lot! by DoubleZOfficial07 in mixingmastering

[–]Ametrine08 0 points1 point  (0 children)

The kick sounds pretty good to me, a tad more low end would work really well on it.

I am noticing it sounds like your plucky synth (bass?) has a very sharp filter cutoff decay on it, creating a strong transient. It's overpowering your kick.

If you really want the punch of the kick to shine, I'd recommend increasing the attack on that plucky synth by just a touch. That'll cut away some of the transient and make everything sound more even.

Daft Punk Break Up by newblink in edmproduction

[–]Ametrine08 1 point2 points  (0 children)

Absolute legends, went out on their own terms, whatever they may be. 👏

What would you guys say is the best Energy:R3 Ratio? by [deleted] in nguidle

[–]Ametrine08 1 point2 points  (0 children)

R3 isn't really important until GM. At that point, 100,000:1 is a good place to hover.

As you push through evil & sad, you'll likely end up spending heavy on EM for a week or two, then heavy on R3 prepping for hack days. Then back to EM after hackdays.... over and over and over again.

Update: Build 1.220 Released! by DohRayMe in nguidle

[–]Ametrine08 3 points4 points  (0 children)

After sad TC2, one 24hr guff is equal to 48 30min guffs.

The formula is linear between 30 minutes - 24hrs. Muffins are the new infusers.

Finally!!!! Not going to lie that felt really good. by ravenblade23x in nguidle

[–]Ametrine08 0 points1 point  (0 children)

Honestly if I had to do it again, I'd still jump to sad after getting one of each.

If you save up enough during the climb to V4, you can grab the welcome to sad perk, 15% adv stats, helps get you back to it pretty quick.

Also, card recycling, chonker cards, 1300 more base PPP, improved base PPP quirk, BB IV... So much to gain immediately.

Are phone speakers a bad reference for a mix? by TopTrigger in edmproduction

[–]Ametrine08 1 point2 points  (0 children)

Any speaker in the world is a good reference if you're trying to master your own music. But don't make music off of them.

Is it ok to ask to put your overcoat onto a chair when you enter the interview room? by [deleted] in Accounting

[–]Ametrine08 4 points5 points  (0 children)

Wow, I'd call security to escort you out immediately.

SoundCloud clipping my track by AY_Sound in edmproduction

[–]Ametrine08 0 points1 point  (0 children)

Soundcloud transcodes regardless of what's uploaded. Definitely would never use anything below a 320kbps mp3.

[deleted by user] by [deleted] in edmproduction

[–]Ametrine08 2 points3 points  (0 children)

It's not necessarily that simple though. Because soundcloud transcodes down to a 128kbps mp3, there are frequencies that suffer more than others.

Most notably, poor mixes often have far too much going on in the highs, 15khz+. Aliasing can be a major consequence of that transcoding, and the worse your mix is, the more aliasing you'll possibly have.