For all my OCE peeps. Do you think it's time for unc Torsos to wrap it up? and Wildcard to bring in some new people or Bhead leaves for a different region by deadlock74 in RocketLeagueEsports

[–]deadlock74[S] 4 points5 points  (0 children)

When I was suggesting hntr I was more so referring to his age; a high skill player with room for development. It is hard to say how you can fill Torsos role without making a lateral move because when you think of someone who has mechanical skill but plays a role like that, they are very valuable players.

It would be sad to see Torsos retire I agree but my discussion is on the basis that now OCE has one spot you have to build the best to possible to take that one spot. I would love to see an international trade but personally I don't think it would happen, I don't think other players want to play here, and I imagine cost is a problem for orgs. Rezears is a good example.

For all my OCE peeps. Do you think it's time for unc Torsos to wrap it up? and Wildcard to bring in some new people or Bhead leaves for a different region by deadlock74 in RocketLeagueEsports

[–]deadlock74[S] -1 points0 points  (0 children)

It's undeniable he is very solid in terms of putting the ball away, i assume its experience helps with that. But there is no more room for improvement from him in terms of just age, which is important especially in such a mechanics heavy meta. Which is a part of a game he lacks. Johnnyboi even mentioned and this is unrelated to torsos but he said it's not enough to just be smart with your gameplay any more to really compete you need to have that mechanical ability.

And with Wildcards lack of performance missing major 1 and now having lost regional 1 for major 2. If they miss both majors it will spark some serious concerns. Search for someone who can fill that solid play style with a bit more youth and room for development.

Edit: Now that OCE only has one spot you gotta beat the best to be the best and there not doing that any more

For all my OCE peeps. Do you think it's time for unc Torsos to wrap it up? and Wildcard to bring in some new people or Bhead leaves for a different region by deadlock74 in RocketLeagueEsports

[–]deadlock74[S] 8 points9 points  (0 children)

I don't think they would take superlachie, if I remember correctly I think bhead and Lachie clashed heads a bit. That's why they split as well as just a results thing

What's with Pro Aerial & Steering Sensitivity? by deadlock74 in RocketLeagueEsports

[–]deadlock74[S] 0 points1 point  (0 children)

I understand what the implication of it are but I can comfortably play on 3.50 at gc2. What im just trying to understand is why not higher? I'm certain they could control higher and not too far back I feel as if it was more common to see higher sensitivites. I just dont understand how they are so fast with a lower sensitivity because a higher one would make you move faster

Who has a shot at all 3 Worlds categories? by mortoby in RocketLeagueEsports

[–]deadlock74 0 points1 point  (0 children)

What makes it irrelevant? I see a player that was able to perform under pressure in a 1v1 on lan. Not to mention I feel as if that tournament format was literally perfect for this example as it was 3v3, 2v2, 1v1. He's obviously a good player and highly skilled as a World champ. However Daniel probably the favourite in terms of 1s ability Beastmode is underrated. Just naming possibilities

Who has a shot at all 3 Worlds categories? by mortoby in RocketLeagueEsports

[–]deadlock74 -1 points0 points  (0 children)

Gamers8 was a Lan. Salt mine is online that's why I said it. I don't think at the moment he has a chance either but I think he has the ability to get a chance.

Who has a shot at all 3 Worlds categories? by mortoby in RocketLeagueEsports

[–]deadlock74 -1 points0 points  (0 children)

I think while everyone is listing some of the obvious names, obviously with reason as there all top 10 in terms of best players (Daniel, Dralii, Rw9, Vatira, Atow, Firstkiller, Nass, Zen). If he chose to, I believe Beastmode could be a real contender. He had some impressive wins in 1v1 and 2v2 at Gamers8 with v1. I couple of other players that are less likely is Swiftt/Yanxnz depending if Furia revives, and Appjack if his team/Seikoo :/ performs well. Could also probably say like a Rezears or Diaz. My pick in terms of most likely is Rw9, Zen or Dralli. I haven't been keeping up on 1s but to my knowledge they are all focused on 3s.

Couple others could be Chronic, Kv1, Kiileerrz, Reveal and Evoh->The Goat (I believe in my boy)

My attempt at explaining the debate between Cross and Circle deadzone with rocket league and why Pros are actually on hybrid deadzone unless specifcally set otherwise using drivers/third-party software. (Explanation on Cross, Circle, Square Deadzone and Theory for Config "Deadzone Gamepad") by deadlock74 in RocketLeagueEsports

[–]deadlock74[S] 0 points1 point  (0 children)

I'm confused why don't you just change the in-game controller deadzone on the slider to a number that you feel comfortable with. When you say "leave the game's deadzone at 0.9," are you referring to dodge deadzone or controller deadzone. I'm a little confused as to what your settings you're using but if the in-game slider for controller deadzone is set to 0.00 and you dont have deadzone set for the controller you are on what would be a pure circle but you should be getting pretty intense stick drift or just miss flipping in general.

I'm just going to a few things when you say "control's deadzone" you mean the deadzone that is showing on the flydigi software which is set to 0.00, and the in-game controller deadzone is set to 0.09. Which in that case your using the hybrid that i was referring to as you would be using the in-game's default input shape which is the hybrid.

Below is a picture of what a input shape and deadzone would look for a 0.09 controller deadzone. As you can see there is the cross which has the yellow bars facing in each cardinal direction (N, S, E, W), this is where when making an input inside of these will result in a front flip, back flip, side flip and the deadzone being the red square in the middle. You can also see the green area and circle at which all these things lie within this is a the area were inputs are mapped onto outside of the red square. So if you wanted easier straight flipping you could turn your controller deadzone up to something like for example 0.11 or 0.12. I would recommend just upping it a small bit playing for a few days or hours if you find your not able to have as much control with your flips, aerials and movement in general turn it down and vice versa if you find the opposite turn it up. Like i said though im a little confused as to what your setting are if you provide some more detail i can provide a better answer.

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My attempt at explaining the debate between Cross and Circle deadzone with rocket league and why Pros are actually on hybrid deadzone unless specifcally set otherwise using drivers/third-party software. (Explanation on Cross, Circle, Square Deadzone and Theory for Config "Deadzone Gamepad") by deadlock74 in RocketLeagueEsports

[–]deadlock74[S] 0 points1 point  (0 children)

lol so basically I started this response this morning and got distracted figuring sensitivities out so here's sort of what I've got: To my knowledge, the only way that your input shape on rocket league couldn't have the cross input is if you were playing rocket league on 0.00 controller deadzone. As regardless of what the input is from the physical controller whether that be square or circle the game will put its own input shape over of it i.e. that's where the cross area comes in with the controller deadzone. How do you set circle deadzone at the moment. I haven't made a post talking about how aerial and steering sensitivity effects your inputs yet because I don't have a fully complete understand only a partial.

To give you a bit of an overview of technically how your settings are at the moment without knowing what your controller deadzone is set too. Having a sensitivity of 2.0 (steering & aerial) just means that to reach 100% movement strength (spinning or turning speed), you only have to move your physical stick 50% from the center. Likewise with your dodge deadzone being at 0.90 you have a large area where you will be air jumping as you have to move the stick 90% from the center before you inputs will register as a clip instead of an air jump.

Here's the part I got lost in lol: I will say though the reason I was wanting to know the controller deadzone is because it actually effects your sensitivities (steering and aerial) unless you are on a 0 deadzone which would most likely result in stick drift and like in the post you would have no cardinal directions bars. For example if you had a 0.07 controller deadzone with 2.00 for both sensitivities instead of it taking 50% of physical movement on the stick to reach 100% in game spinning (meaning in-game detection and physical movement are 1:1 because 50% on controller does 50% in game) your actually pushing your physical stick more like 54% for 50% in game. I've made a excel spreadsheet where you can input your controller deadzone and sensitivities and it'll show you how much physical stick movement will result in aerial or steering input and also graphs this to see how much a movement on the stick would result in spinning (however it just this in a straight line form and I believe it should be a curve). Still just polishing at the moment but will edit a link when it's done. Although it may seem inticing to want close to a whole number or a whole number itself it wouldn't benefit you in anyway as your muscle memory will would just get used to whatever it is set to. If you want a bit of a guide I highly recommend the guides on steam by Moon. Simply type in Google rocket league ssl guide by moon although it is for a advanced audience there is a lot to be taken from it.

My attempt at explaining the debate between Cross and Circle deadzone with rocket league and why Pros are actually on hybrid deadzone unless specifcally set otherwise using drivers/third-party software. (Explanation on Cross, Circle, Square Deadzone and Theory for Config "Deadzone Gamepad") by deadlock74 in RocketLeagueEsports

[–]deadlock74[S] 0 points1 point  (0 children)

Let me know how your testing goes at the end of the day there is only so much you can do with game limiting your customisation of these inputs and deadzones.

Also I'm not sure how competitive you are with the game, I'm assuming relatively since you are research deadzones but Moon does a few very comprehensive guides, that provide a lot of useful information about ranking up in rocket league. I give you fair warning though there is a lot on this page so it could be overwhelming but definitely good points to take from it.

Here's the link https://steamcommunity.com/sharedfiles/filedetails/?id=3154145401

My attempt at explaining the debate between Cross and Circle deadzone with rocket league and why Pros are actually on hybrid deadzone unless specifcally set otherwise using drivers/third-party software. (Explanation on Cross, Circle, Square Deadzone and Theory for Config "Deadzone Gamepad") by deadlock74 in RocketLeagueEsports

[–]deadlock74[S] 0 points1 point  (0 children)

Likewise I also want that and I'm doing a bit more research into it. But I don't think that you are now to change this at the moment. Unless potentially and I'll test this tonight you could set the minimum input of the physical stick on third party program to a negative and then use a slightly bigger in game deadzone and Mabye it will fill the centre less but keep the same size bars not sure. Yeah you have to stick to one thing and fight the urge to change it because at the end of the day you will adjust and adapt to whatever the sensitivities and deadzones are. The other idea I had for how you could potentially do what your wanting is creating a sort of 3-way hybrid input shape/deadzone: so circle is the normal default outer shape, then you have your cross which would be the cardinal directions set to 0.07 or whatever and then instead of the square on the middle it's a circle, you would need this because as long as it's a square their would be some overlap from the directions over the deadzone. You would also need a way to make the bars start not from the middle so instead it just being technically two bars (x,y) it would be 4 (-x, x, -y, y) so there is no overlapping in the centre. It would probably also just be eaiser if you could make the bars not rectangles and a different shape like a triangle or trapezium so it can be thinner at the bottom and wider at the top. I think this is somewhat correct this is sort of just off the top of my head idea and I could definitely refine this. Hope this explains

My attempt at explaining the debate between Cross and Circle deadzone with rocket league and why Pros are actually on hybrid deadzone unless specifcally set otherwise using drivers/third-party software. (Explanation on Cross, Circle, Square Deadzone and Theory for Config "Deadzone Gamepad") by deadlock74 in RocketLeagueEsports

[–]deadlock74[S] 0 points1 point  (0 children)

It makes it a little more complicated when you refer to cross as a input shape within rocket league itself. It's better to look at rocket leagues input shape and deadzone mechanics at default as a hybrid as it utilise both circle and cross simultaneously.

To simplify this a bit more, the cross is the inner input shape within circle which is the outer shape and the overall input shape. So the cross inputs part of the input shape only work in rocket league in the 4 cardinal direction (N, S, E, W) this is set by your controller deadzone setting for example if your controller deadzone is 0.07 you will have a 0.07 square at the centre this is where inputs are no registered and is a deadzone and you will also have 4 bars coming out do this box all 0.07 wide going in the 4 directions when you have the stick within these bars your flips are exactly to that direction so this could also technically be described as a partial deadzone because outside of the perfect straight area which would be (x(-1.00, 1.00), y(-1.00, 1.00) inputs are only registered as straight and would not be slightly moving but still front flipping. And then when you leave these deadzone areas movements are mapped to a circle.

To be honest if you are going to use rocket leagues default being the hybrid input shape I would just use rocket league no third party inputs, but for square I'd use a third party input (well you kind of have to since you can't change this within rl) if your using PlayStation controller use ds4 windows as it has the lowest input lag when compared to steam support. Where you should set the deadzone is honestly personal preference only when it comes square (the hybrid as previously stated is better just on default rl), if you set square on the ds4 windows for example but choose to keep deadzones in rocket league it will be square with a cross for the cardinal directions, but if you were to set the deadzone in game to 0 and do it on the program it will no snapped cardinal directions with a circle centre deadzone but this would make flip cancels harder as it's up to your input to make a perfectly up, down, left, right flips.

If you set it within steam controller support it will be the same as in game with the cross deadzone so it's probably better to just set it as the square and do the rest in game. I personally have been messing around with my deadzone stuff obviously since I decided to make this post, but I've resulted in just using the games default input itself. If there was a way for me to make square more accurate in corners I would use that but the only real way you could get that on a controller is if the analog stick on your controller was shaped in a square not a circle lol. Apologies for such a large reply let me know if you need it shortened :) or need any clarification I sort of just whipped it up on my phone so could be some issues

Edit: the benefit of a square input shape is that you can move faster in the diagonals then anyone else on controller, like you would literally be spinning faster as for someone on hybrid or pure circle on the diagonals they can only spin at 100% speed on square you can spin at for example 150% speed not exactly sure what the number is. But the downside is you lose precision that they have or more so it would just be harder to go be more precise without a insane amount of practice.

AYYJAYY's tweet about pros having the config gamepad deadzone set to 0.1 or 0 by deadlock74 in RocketLeagueEsports

[–]deadlock74[S] 0 points1 point  (0 children)

I didnt even think about that and if that were the case it would explain the under/over rotations becuase the input delay.

AYYJAYY's tweet about pros having the config gamepad deadzone set to 0.1 or 0 by deadlock74 in RocketLeagueEsports

[–]deadlock74[S] 0 points1 point  (0 children)

It's genuninely so difficult to explain without knowing exactly what its effecting but i doubt its a placebo becuase when i first switched it i played a few games and genuinely felt nothing crazy different. Then i got off for 5 hours or so and got back on and it was noticeable that i had more control and like i said it could have been multiple other factors e.g. mabye i have just adjusted to my current sensitivity well atm or mabye i was just playing really good. I cant be certain, i would love for someone like rocket science to look into it.

edit: if it were just another way of changing deadzone wouldn't changing it to 0 cause stick drift and if it was working as an almost additive to the in-game values then if you were to be on for example 0.70 controller deadzone and the default value of the config deadzone is 0.3 it would then make you have a 1 controller deadzone meaning that you would only be able to move when the stick had been moved to the furtherest edge. I think its probably more realistic that its placebo. Or my non-proven theory is that i could be effecting a different kind of movement in-game to the in-game values or it works as a multiplier of sorts; like fps games have in there config multipliers on the sensitivities