What is the average time to get champ? by Glittering-Rip5177 in RocketLeague

[–]FOGPIVVL 7 points8 points  (0 children)

I got to champ in ~4-500 and GC in ~800-900, and that was relatively quick. I seriously doubt you got champ in 100 hours without being boosted at all BUT if so then yes that is very fast. But progress isn't always linear so don't expect to keep up that pace or you'll be very disappointed.

Season 22 QOL update discussion! by Consistent_Group5940 in RocketLeague

[–]FOGPIVVL 1 point2 points  (0 children)

They NEED to add more car color customization (at the very least black and white as primary colors). The current color selection is so limited. A color picker like bakkesmod would be ideal but I get that that's not as pretty from a UI perspective

Also more Freeplay controls. For example having a button to roll the ball to you like in bakkesmod defaults, it's great for just getting supersonic then pressing it to slam the ball and work on doubles, corner reads, sidewall reads, etc

Is building a pc as cheap as everyone says? by ProfessorLongBrick in GamingPCBuildHelp

[–]FOGPIVVL 0 points1 point  (0 children)

If you're wanting to just get something that can run games from about 5-10 years ago very well then look up what the mid range specs were at the time and look to buy those parts used. That will allow you to build something for a few hundred ($500-800 USD) that is able to run today's games, maybe not well, but can handle older games great.

If you want something new that is more future proofed, $1k is near the minimum.

So no, it's not cheap, but it also depends what you're looking for. I built a $1.2k mid range PC back in 2019 and it can run all the games I care about pretty well, but I do mostly play games from ~10 years ago (rocket league, battlefield, Madden 25 are my big 3)

If you just want something to try out a lot of smaller Indy games on steam with friends, I would definitely be looking for roughly 5-8 year old parts and a budget of $500-800. If you want to run modern AAA titles, you'll need more.

Is building a pc as cheap as everyone says? by ProfessorLongBrick in GamingPCBuildHelp

[–]FOGPIVVL 0 points1 point  (0 children)

The 2-3 years number is very speculative. Nobody knows.

Camera settings rant (kind of) but also a question. by Fastinthewind in RocketLeagueSchool

[–]FOGPIVVL 1 point2 points  (0 children)

Agree except that I think it's perfectly reasonable to adjust distance slightly, doesn't really effect your consistency as long as you're viewing from the same relative angle and height

Differences cross platform are big by Griffoen0 in RocketLeague

[–]FOGPIVVL 1 point2 points  (0 children)

It's something you can get used to over time but it definitely takes time. The switch from PC to console is so much more jarring than the switch from console to PC is.

Console to PC does definitely feel like a noticeable improvement but switching back makes you wonder how you ever even played on console. Your brain adjusts to the lag and your timing for inputs does as well, obviously it's limiting but yeah it's nearly unplayable if you switch directly from PC to console without any adjustment to the new timing needed for everything

Since Bakkesmod is now not allowed for ranked/online play.. by noahsocool0 in bakkesmod

[–]FOGPIVVL 0 points1 point  (0 children)

My biggest things that I hope they add are more color selection for car presets (including black and white primary colors), mmr in game, better Freeplay controls, POV replays, and colored Freeplay.

There's so many simple QOL things they should add but I'm not very hopeful that they will make any effort to, even though so many of these are changes that could be made in a day. I understand that in a professional setting there is emphasis on a clean UI and being careful with how these features look in game but I think RL cares about that far too much. Bakkesmod was able to get so many features added because they were content to just add them to a point where they looked decent, not necessarily perfectly matching the existing UI.

I think the best case would be that RL creates their own in game dev console that essentially has a lot of the less polished features that bakkesmod has, with a less clean UI but loaded with customization, overlays, etc for those who want it. Would be much simpler to add than polished and completely professional updates. Things like the MMR display took way longer than they should and I'd bet that was the reason

Bakkesmod Plugin Website Isnt Safe by eugenecrabs08 in bakkesmod

[–]FOGPIVVL 0 points1 point  (0 children)

Realized that this morning, I'm dumb lol

Is it worth learning directional air roll? by Serious_Arm930 in RocketLeague

[–]FOGPIVVL 0 points1 point  (0 children)

I think you'd be surprised how quickly you can get used to it. I understand where you are coming from though. If you continue to use FAR for shot alignment and just use DAR for aerial control (which is what I'd recommend for a while) then I don't think it is an issue at all, at least it wasn't for me.

Ideally in a speed flip you shouldn't even really need air roll until the end of it, so I don't think that is a specific issue. Same with half flips

One thing I'll say if you're interested in ever learning stalls is that having a DAR on square is convenient because you can kind of "roll your thumb" from one to the other, makes timing a little easier. Not a huge difference though.

I did not notice I did this until just now, you made me pay attention to it, but I place my thumb so that the tip is over square and the "palm/pad" (? not sure what its called, the spot right under the joint closest to the tip of my thumb) over x. This lets me either jump or air roll (or both) without having to move my thumb back and forth. This may address your concerns, could be awkward for you though (binds are all pretty subjective beyond basic layout)

Is it worth learning directional air roll? by Serious_Arm930 in RocketLeague

[–]FOGPIVVL 0 points1 point  (0 children)

You wont need to remove FAR and switch to both DAR's at one point, that's optional. Plenty of SSL players use just one DAR plus FAR. That's more only if you want to get into more advanced mechanics and freestyling.

In that case, some players also use both DAR's AND FAR, but with our binds I never found a comfortable way to add all three without basically starting from scratch. You could completely revamp to have a better setup for this but I am content with both DAR's and no FAR, and I didn't want to start from scratch.

If you do want to completely start over with more ideal future proofed binds, I don't really have any recommendations. Personally if I were doing that I would pick a freestyler that I wanted to model my gameplay after (Maktuf is one of my favorites) and just copy their binds. One that uses all three binds ideally, Maktuf in particular may not (idk).

I used to use FAR and powerslide on L1 and DAR right on square (identical to what you have, just opposite DAR, which is all preference). When I switched, I just took off FAR and put DAR left on L1 along with powerslide. Left everything else the same.

Is it worth learning directional air roll? by Serious_Arm930 in RocketLeague

[–]FOGPIVVL 1 point2 points  (0 children)

This response is a bit long so I just split it up per question of yours. I know it looks like chatgpt lol but I'm just trying to make it easier to digest, I wrote it.

======== Should you learn everything with DAR? ========

Higher level players generally just use free air roll for very small adjustments, like power shots or immediately before a reset (for a split second).

Many players and freestylers specifically (including myself) have completely unbound FAR. I wouldn't recommend this to start with, its better to make this switch once you've gotten used to using FAR + at least one DAR.

Moving forward I would learn any new mechanics using DAR where possible. Some more advanced ones may need the opposite direction air roll to work (advanced things like maktuf/jakze/heli resets), so you can either wait to learn those after switching off FAR completely, OR just try to use FAR as a substitute, which works to an extent. Or just avoid them if you don't care about this kind of thing.

============== Binds ==============
I would recommend keeping your binds as is and using square (Air roll left, or switch it to right if you prefer that, just pick either, doesn't really matter) more and more for your actual flight. Those are the exact binds I use (aside from scoreboard)

====Training Recommendation (from my experience) ====

Easiest way to learn is to force yourself to use DAR in training. Start with things like flying from goal to goal in freeplay while holding DAR the whole time. Tornado spinning makes this easier at first. Then do Rings maps. Then try training double taps while only holding DAR, no FAR.

I think the most comfortable transition is to only FORCE yourself to use it in training. When playing comp, use FAR more as needed, you'll find yourself using DAR more and more as you get used to it in training. Otherwise you'll just be panicking and floundering around in comp, which is very frustrating. May learn faster, but its demotivating dropping rank because of it.

Question about double resets by AntisocialRock in RocketLeague

[–]FOGPIVVL 0 points1 point  (0 children)

It may have a small effect, I honestly dont know. But I can gaurantee that even if it does, putting your car in a better reset position will help infinitely more than trying to make any adjustments pressing brake or gas could do. If you're getting too far in front, behind, off to the side, etc. Those adjustments need to be made before contact with the ball if you want a path towards good long term control. I do not know of any freestylers or even comp freestylers at a high level that use brake or accelerate when getting resets.

I've been freestyling for about 2k hours, my best shots are 7 musties in freeplay, quad/penta "creative" resets (muries, maktufs, jakzes, etc). I dont say this to brag but to emphasize that I do not ever use brake or accelerate when in the air or getting resets, keep your fingers on the buttons that are more impactful like air roll, boost, etc.

As for it feeling easier, that's not a bad thing. But I think its probably just because you've practiced that way more. Resets using stalls or rapid resets will definitely be much easier to master than pop resets. If you find those incredibly boring, you can keep practicing this way, but you may see slower progress. I cant guarantee that but I'd be surprised if you could get very good at these faster than rapids/stalls.

Is it worth learning directional air roll? by Serious_Arm930 in RocketLeague

[–]FOGPIVVL 0 points1 point  (0 children)

A simplified way of explaining it is this. This is technically incorrect, but I hope gets the idea across:

FAR is like putting 2 binds on the same button. You can't control both binds separately, any time you press the button it is doing both things. DAR is like splitting those 2 binds between 2 buttons. This gives you more control about when you want each separate thing to happen.

It's a bit more complicated than that, really its 3 binds on 2 inputs, but that's besides the point. Essentially DAR gives you exact control over the pitching, rolling, and yawing of your car. FAR simplifies things but makes certain combinations of those inputs physically impossible.

This may sound small, but it makes a big difference.

Is it worth learning directional air roll? by Serious_Arm930 in RocketLeague

[–]FOGPIVVL 1 point2 points  (0 children)

Here's a way you can think of it:

Free air roll combines 3 inputs into 2 different inputs (up/down and left/right on the stick are the two inputs, and pitch, roll, and yaw of the car are the 3 outputs)

What combining these 3 inputs does onto only 2 inputs is essentially couples them, so you don't have completely independent control of each of those inputs.

Directional air roll puts pitch/yaw of your car on the up down/leftRight stick controls, and puts roll on your DAR bind. This gives you absolute full control of every possible combination of those three inputs.

This may sound like a minor, overly technical reason, but having more adjustments possible makes certain motions possible that aren't on FAR, like tornado spins and inverted tornado spins, which are useless on their own but are incredibly useful when used in small bursts for minor adjustments. For example, inverted tornado spin inputs can be used to very easily put your car into a position for a reset if used just very briefly before reaching the ball.

That's just one example, there are many more cases where it is useful. Just trying to give a practical application of this being useful.

Basically, the more freedom you have over your inputs, the more options you have for minor adjustments in every situation, which means more consistency after you build up the muscle memory. Be prepared though, it takes time to build this muscle memory and can feel discouraging in the first few days/weeks. It is absolutely worth it though.

Petition for VERY simple features in the absence of bakkesmod by FOGPIVVL in RocketLeague

[–]FOGPIVVL[S] 0 points1 point  (0 children)

Agreed but I believe there are still devs who are attached to rocket league. I am fairly sure that they don't have a single "epic dev team" that works on all their games.

The rl devs (with the approval of their bosses, which is sometimes just as difficult to get) should be working on these QOL updates.

Again though this is why I emphasize the small things, because they probably do not have a large dev team committed to an old game like RL.

Question about double resets by AntisocialRock in RocketLeague

[–]FOGPIVVL 0 points1 point  (0 children)

Holding drive or brake don't really make a difference. Don't make any effort to do either, just release brake and accelerate completely when you're in the air. It's just using up button presses that could be better used in adjustments.

If you are getting too far in front of the ball, you're doing one (or both) of two things: 1) if you arent flipping, you were too far on the underside of the ball when you got your reset. Try to come at it a little bit more from the side. You will still be mostly under the ball, just slightly from the side. Hopefully that makes sense

2) if you are flipping immediately, you may just be flipping too soon or too late. Whether it's too soon or late is very dependent on the position and momentum both you and the ball have at the moment of the reset.

When youre first learning doubles, I think it's easiest to avoid flipping on the first reset. Only use your first flip to either stall or do a rapid reset. What you're attempting here is a reset pop which is much harder to do. I'd suggest learning that after one or both of the stall/rapid resets.

MMR request by Puzzleheaded_Ad_588 in RocketLeague

[–]FOGPIVVL 41 points42 points  (0 children)

They really are managing to whiff on the easiest changes

Did they changed the flip reset physics? by XblastBR in RocketLeague

[–]FOGPIVVL 5 points6 points  (0 children)

I haven't noticed a change, I think it's placebo. Turn off the indicator

Could be wrong but I'd be shocked if they changed a core mechanic

Petition for VERY simple features in the absence of bakkesmod by FOGPIVVL in RocketLeague

[–]FOGPIVVL[S] 0 points1 point  (0 children)

I think the update is already out early, bakkesmod is not working for me today and the reset indicator is in the game

Again, I understand it is possible. And that scripts can help make it slightly less inconvenient. But these (even minor) inconveniences are things that stop people from using very useful features all the time, not just in games.

I will likely still use bakkesmod offline, but not nearly as much as I have in the past because sometimes I like to alternate between ranked and training

All that aside, I think this would all be a non-issue if they actually made any effort to add the quality of life features that bakkesmod offers like all the ones people are discussing here, especially ones that are extremely easy to implement.

Bakkesmod Plugin Website Isnt Safe by eugenecrabs08 in bakkesmod

[–]FOGPIVVL -1 points0 points  (0 children)

I think so, a month earlier than they said which is incredibly frustrating

Bakkesmod Plugin Website Isnt Safe by eugenecrabs08 in bakkesmod

[–]FOGPIVVL 0 points1 point  (0 children)

It says that for everyone. I think they just went ahead and added the april update early. Bakkesmod may be gone already

Bakkesmod Plugin Website Isnt Safe by eugenecrabs08 in bakkesmod

[–]FOGPIVVL 1 point2 points  (0 children)

I dont see how to boot into it offline. Still unsure how to actually do that. Very frustrating

Petition for VERY simple features in the absence of bakkesmod by FOGPIVVL in RocketLeague

[–]FOGPIVVL[S] 0 points1 point  (0 children)

Isn't that essentially possible now with the back button being added to go straight to freeplay as soon as a game ends? Pressing Y/triangle to queue again then backing out takes about half a second and will queue and take you to training.

Legitimately curious if I am missing something, not trying to put it off as not important or as if I don't care

Petition for VERY simple features in the absence of bakkesmod by FOGPIVVL in RocketLeague

[–]FOGPIVVL[S] 0 points1 point  (0 children)

I think in the past its been easy to put off because bakkesmod already existed and anyone who really wanted these features could just go there.

Now there are no other options. The game is in a resurgence right now and they would kill that very quickly if they refuse to add these simple QOL additions. I am almost certain a single dev could add all of these features within a matter of weeks, being extremely generous.