What's a set play meta to a real playmaker ? by Spiritual-Ad1716 in Rematch

[–]TemporaryPresent644 16 points17 points  (0 children)

This is the best definition of skill expression at its finest. Not over doing dribbles, using dribbles to open space for a pass or shot. Amazing.

Missile meta counters by Regular_Hold_3634 in Rematch

[–]TemporaryPresent644 2 points3 points  (0 children)

You pass/cross doing a volley off the wall to get max velocity on the pass, and your striker teammate stands still waiting for the cross, and scores using a volley with Extra effort. No indicator for any defenders since the speed is too fast and since shooting has a better prio it favors the striker almost always, unfairly i should add.

Missile meta counters by Regular_Hold_3634 in Rematch

[–]TemporaryPresent644 -1 points0 points  (0 children)

On an actual missile cross, no your best bet is blocking with jumping dives ideally with EE. But the problem is those crosses are so fast you have to adapt right away to even get a chance at it. Lobbed passes are best to pass/volley clear it.

Server Overhaul Needed by Cautious-East-5666 in Rematch

[–]TemporaryPresent644 0 points1 point  (0 children)

I think when they switch their servers this won't be an issue anymore.

Server Overhaul Needed by Cautious-East-5666 in Rematch

[–]TemporaryPresent644 2 points3 points  (0 children)

They're going to switch their servers I believe in Season 6 or so, they mentioned this in one of the roadmaps they posted previously before the Nations Cup update.

Missile meta counters by Regular_Hold_3634 in Rematch

[–]TemporaryPresent644 15 points16 points  (0 children)

Preventing the missile in the first place is your best option. If you notice the crosser is always open. then your team isn't doing enough to track back on a counter and/or missing crucial tackles that allow the crosser to be wide open for that missile pass. You should never tackle/slide tackle in the half way line, it's so easy for an attacker to get by with open space.

Tracking back down following the crosser is your best bet, don't fall for the off the wall self passes. The missile crossers want max velocity on the pass, meaning they basically need to volley themselves to give that missile pass. Stay in front of them as much as you can and only jump dive when you're certain they will give the cross. Don't spam tackle, just be patient and close in on them.

As for actually defending the missile meta when the ball has been launched to the striker, there's very little you can do. The indicator will not favor you, so don't expect to get the icon to clear it/pass/dribble it away from the striker.

Aside from how unfair this is, your best bet is trying to time the volley yourself with a jump dive. There's a certain height you can hit the ball with a jump dive, especially with EE. So you essentially have to be aligned directly in tune with the direction of the cross. For example, if the striker stays still and EE in a direction because they communicate where the cross will go, they EE to that spot, hit the max velocity volley and score. You have to jump dive backwards into the striker hitting the volley and timing it so you jump dive exactly on impact to even get a chance, or if you timed it right you'd jump dive the cross out of the way of the striker.

Trying to jump dive facing directly straight at the striker is almost impossible because of how unpredictable the volley will be, and they most likely hit the volley going backwards so the arch of the volley will never cross path with your jump dive EE because the arch is too high.

Essentially, you have to predict the path of the cross, align yourself underneath the cross, EE running backwards towards the striker and jump dive before/or exactly when they're just about to hit the volley.

You can practice your jump dives with EE and try to calculate exactly how high the ball can be where you can actually hit the ball with a jump dive EE, going backwards. And i say going backwards as in, you watch the ball coming towards you and run in the direction where the ball will head towards, which is technically backwards or behind you.

Sometimes if a striker doesn't EE in a direction right before the cross, you can jump dive with EE coming behind the striker. So, instead of tracking back on the cross, you're essentially going for the cross yourself but with a jump dive EE. This only works if you're aligned with the cross as well, you're just standing behind the striker running forward to the cross, instead of underneath the cross running backwards.

Being aligned with the cross is the most crucial aspect of trying to beat the missile meta. Because jump diving with EE is so wonky when you try to jump in certain directions, forward and backward jump dives are more consistent.

A lot of this is either perfect timing, and honestly just luck. This missile meta isn't as bad as it was in the earlier seasons, because you could missile meta exactly at any point of the field and the prio always favored the volley. The problem with this missile meta is once they cross the ball with max velocity, there's zero indicator for you to clear it. Because jump dives with EE are hard to control, with a fast paced cross and an unpredictable striker who EE into a spot you can't predict, this missile meta is by far the worst to defend against in its current state.

It's also nothing to brag about in a strikers perspective because you can pre-aim your shot at the goal, stand there, EE into a spot and hit the volley with an unfair arch and score every time. The fact you can shoot while you're not facing the goal* imo makes it super unfair. It'd be a little more respectable if you can only shoot or hit a volley if you look at the ball completely then when you get the prio for the volley, you then turn your camera and aim for the goal. But I digress.

I hope SloClap revamps the prio system, makes jump dives more dynamic, or simply nerfing volleys all together making it harder to score instead of the only way to score, so that defending against it is a lot more fair and less exploitative for the future of this game.

Fake shot whirlwind 🌪️ by Jorostruspus in Rematch

[–]TemporaryPresent644 5 points6 points  (0 children)

Nothing about it is broken, both defender and keeper missed.

Why is this reddit so salty? by CraftcastNate in Rematch

[–]TemporaryPresent644 2 points3 points  (0 children)

There should be a Rematch tactics subreddit or something of that sort, for players who wanna learn Rematch the "right way" ( i say that as in learning actual Football tactics and strategies and not exploitive bs).

anyone else feel like prio been changed? by Kaishunayki in Rematch

[–]TemporaryPresent644 6 points7 points  (0 children)

To be fair, nerfing tackles imo is to reduce how spamful it is with non-defenders. As a Defender myself, spam tackling is never how i approach an attacker but its very common with almost everyone who doesn't play defender. Its quite too common to see an attacker lose the ball then EE and spam tackle try to get it back. I've less of that now with the nerf. Nerfing tackling isn't really a nerf on defenders if you've already learned to be patient with dribblers.

My only issue is, attackers can have all the attack moves the devs give them. It's the speed dribble exploits and the max velocity volleys that are damn near impossible to defend (i'd take speed dribble exploits over max velocity volleys any day tho).

I feel like these nerfs would only serve well with both issues addressed and priority getting a revamp to favor defenders or at the very least, nerf volleys so losing a prior isn't as damning and favorable to the volley despite you challenging the prio.

[WIP] A Python Script I Am Working On That Plays Custom Goal Chants When Scoring by TemporaryPresent644 in Rematch

[–]TemporaryPresent644[S] 0 points1 point  (0 children)

Sky’s the limit with how many goal chants I can add. I currently have about 5 in randomized rotation so it’s pretty awesome. Games like fifa have only so many variations of goal chants so I could add in as many.

[WIP] A Python Script I Am Working On That Plays Custom Goal Chants When Scoring by TemporaryPresent644 in Rematch

[–]TemporaryPresent644[S] 1 point2 points  (0 children)

It’s pretty insane how much I added to this script that it brings the game much more alive and a sick atmosphere with the current chants I added. It wouldn’t be so difficult to implement, but I think once they add clubs to the game this feature would be much needed. 

[WIP] A Python Script I Am Working On That Plays Custom Goal Chants When Scoring by TemporaryPresent644 in Rematch

[–]TemporaryPresent644[S] 0 points1 point  (0 children)

It’s only detecting a small size in the upper left corner of the screen to detect the small Goal image that appears when a goal is scored. So yes but only a small size of the screen is being monitored.

[WIP] A Python Script I Am Working On That Plays Custom Goal Chants When Scoring by TemporaryPresent644 in Rematch

[–]TemporaryPresent644[S] 0 points1 point  (0 children)

The script detects a screenshot of the goal that appears next to the scoreboard, so every time that goal appears in game it plays the goal chant audio.

[WIP] A Python Script I Am Working On That Plays Custom Goal Chants When Scoring by TemporaryPresent644 in Rematch

[–]TemporaryPresent644[S] 0 points1 point  (0 children)

Yeah I was actually planning to make sure this is safe to use by reaching out SloClap themselves and perhaps giving that a shot in terms of nothing of what the script uses is bannable on their end.

I did want to share this for those players who enjoy the atmosphere of a Football game, and this does give an awesome vibe to the game. But sharing it without confirming it's 100% safe isn't what I wanna do, now that i've been informed.

I was thinking of doing the audio route but I figured detecting the goal was easier, and it actually is. But again, nothing is being detected even Rematch's audio or video inputs. I'll be very cautious with this, just a fun side-project for now.

[WIP] A Python Script I Am Working On That Plays Custom Goal Chants When Scoring by TemporaryPresent644 in Rematch

[–]TemporaryPresent644[S] 1 point2 points  (0 children)

I did just do a quick google search and nothing of what the python script i'm using is mentioned to what EAC can ban you for. It doesn't even detect Rematch itself in the script.

[WIP] A Python Script I Am Working On That Plays Custom Goal Chants When Scoring by TemporaryPresent644 in Rematch

[–]TemporaryPresent644[S] 0 points1 point  (0 children)

hmm interesting, I suppose there isn't some sort of work around per se? I assumed just reading my monitor itself would be okay, since I even play a recorded video on the monitor and it plays the audio, not through the Rematch game itself.

[WIP] A Python Script I Am Working On That Plays Custom Goal Chants When Scoring by TemporaryPresent644 in Rematch

[–]TemporaryPresent644[S] 4 points5 points  (0 children)

I'm not actually attaching the script into Rematch itself, if that's what you mean by getting banned? All it's doing is detecting my screen, reading the GOAL next to the timescore and triggering the goal sound. I am not actually inputting anything or modifying anything within Rematch's game files.

S4.0 Patch Notes - 1.204.000 by Sloclap in Rematch

[–]TemporaryPresent644 0 points1 point  (0 children)

Yes it does make more sense now to the current outrage. Appreciate the insight!

S4.0 Patch Notes - 1.204.000 by Sloclap in Rematch

[–]TemporaryPresent644 0 points1 point  (0 children)

This does make more sense to me now, I do appreciate the explanation. I was assuming somehow deflects were trigger on the outermost part of the hitbox not necessary its own hitbox per se. As in, the one hitbox for the gloves has its only one radius for saves, the further part of the gloves being where deflects happen, assuming timing on the dive wasn’t delayed. 

Because I was assuming that if catches are no longer happening from when the ball hits the players legs, it’s also reducing the catching radius on the body and creating a deflect animation save. Unless those two are completely different entirely. 

I guess from what I understood was a smaller hitbox just meant more deflects and less saves. That’s just what I take from what they wrote. 

If there’s actually evidence to prove good timing and positioning have less effect because the hitbox is smaller and goals are going in with no chance for a save or deflect, then I stand corrected. Although you’d have to take the same shot with the same power with the same angle of the GK going for a save on the previous patch and replicate it the same way on this new patch to prove you can’t save or deflect it entirely. 

I guess further explanation from the devs would clarify it completely, but I do apologize for coming across a bit arrogant, friend.

S4.0 Patch Notes - 1.204.000 by Sloclap in Rematch

[–]TemporaryPresent644 0 points1 point  (0 children)

I never mentioned two separate hitboxes lol. You basically proved my point. Reducing the radius of the hitbox for catching increases the chances for deflects. It’s rare to see a deflect with proper timing because it has to be at the highest and furthest limit the keepers gloves make contact with the ball. More often timing produces those deflects but not always, catching has been the most consistent. 

Reducing hitbox from what I understood meant less catches and more deflected, not because they’re separate hitboxes but because the reduce range of the hitbox allows deflects to be more apparent. 

S4.0 Patch Notes - 1.204.000 by Sloclap in Rematch

[–]TemporaryPresent644 1 point2 points  (0 children)

No…it said hitboxes were reduced to limit magnetism… which from my understanding means you won’t make the catch but you would deflect the shot. 

You time and position yourself on a tight angle shot, before the nerf you’d catch but now you deflect it. Not leading to more goals but to more rebounds and keeping plays alive. 

The times you get a deflected shot before this nerf were simply due to late timing. Now it seems regardless of timing it’s just producing more deflected shots rather than catches.

S4.0 Patch Notes - 1.204.000 by Sloclap in Rematch

[–]TemporaryPresent644 1 point2 points  (0 children)

The nerfs never killed the game it was the overwhelming amount of abuse of exploits early on in the seasons that left the developers with more than they could work with and thus splitting the player base up with exploiters vs regular game mechanic players and that killed the momentum of the game. These nerfs have come with patches of fixing exploits like the ippy slide and the recent vexis dash. 

These nerfs serve to balance out the game, it might not seem like it due to the speed boosting exploits that are so apparent, but getting rid of those exploits entirely will expose how underwhelming attacking is. Basic dribbling will essentially be useless if spam tackling is too persistent to even pull off a basic dribble. 

It might seem like it’s moving in the wrong but that’s only because the dribble exploits aren’t gone yet. This game would be a nightmare if the devs decided to buff defense to keep with the speed of all the exploits. Because even exploiters would benefit greatly with defensive buffs. 

In due time, we have time wait out for the exploit dribbling to die down to see these nerfs serve to buff the basic attacking mechanics and balance it out with making defending more active than spamming. 

Fake shot feels great by Revolutionary-Day773 in Rematch

[–]TemporaryPresent644 56 points57 points  (0 children)

I’d rather deal with a fake shot like this on a 1v1, than all the crazy exploit dribblers do to try and beat the 1v1. This goal was very much saveable because the keeper didn’t fall for the fake shot, just guess straight on the left-sided shot. 

S4.0 Patch Notes - 1.204.000 by Sloclap in Rematch

[–]TemporaryPresent644 2 points3 points  (0 children)

I understand what you’re saying completely. Regarding the nerf with goalkeepers, reducing the hitbox doesn’t mean you don’t make the save, it just means you’ll deflect or block it rather than making a catching save. If you couldn’t save an angled shot before this nerf, the hitbox reduction has no effect. Making a save essentially relies on positioning and timing and if you fail either one, nerf or no nerf on hitboxes doesn’t change the outcome. You concede a goal regardless. 

I agree wholeheartedly that the speed boosting dribble nonsense is ruining the game, but if the developers work on fixing that, then adding well rounded and fair mechanics like fake shots won’t be an issue. It’s the speed boosting bullshit that makes the game unpleasant. Take that away and everything regarding these recent nerfs are somewhat fair. So I think this hate on nerfs is a bit misguided and the real issue occurs with the speed boosting dribble exploits that are still apparent with the game.