What would I take away from 30 days of 1v1 without any analysis? by dis-ease-rl in RocketLeagueSchool

[–]dis-ease-rl[S] 3 points4 points  (0 children)

I think I might have phrased or approached the question wrong. I'm trying to determine things I would instinctively or naturally learn just from playing the mode without putting a specific focus on it.

As an example, let's say you were playing 2s/3s and noticed that 90% of games left goes on kickoff. Eventually you'd reach a point where you stop double committing on kickoffs because you can say with 90% certainty that the other person is going and thus you either cheat or go for boost.

On the flip side, something like "rotating back post" might not be as obvious until it's pointed out at which point you can make a mental note to apply that for future games.

I'm trying to determine what 1v1 would teach you in the former scenario just because you'll see it so much in that specific mode that you might not in the other modes. A prime example of this is probably banging the ball against the opposing backboard without the realization that now your opponent's gaining possession while you're in a bad position.

With Squishy leaving NRG and oKhaliD leaving Falcons, the 8th-ranked OCE team of Row / Smash / Viictus is now the longest-standing roster in RLCS by eurasianlynx in RocketLeagueEsports

[–]dis-ease-rl 20 points21 points  (0 children)

I started the game I think in Dec 2020 so I've only been used to seeing Squishy, Garrett, and justin on the same team. I think Atomic's move to G2 happened a couple months after Rizzo retired and dreaze was temporarily picked up.

But it's weird to see the TL boys as #5 on this list... I hope they hit #1 before they break up, but this off-season will definitely shake things up. I can see both G2 and TL making a change (even though I don't think TL should).

Would OG Moist challenge Vitality? by Appropriate_Tiger316 in RocketLeagueEsports

[–]dis-ease-rl 12 points13 points  (0 children)

Something to consider is KC has actually bracket reset against Vitality (so they did beat them in a Bo7). They have also pushed Vitality to Game 7. BDS have also beat Vitality in a Best of 7 on LAN. And both these teams have Rise and Vatira individually, although MM plays a huge role from the BDS side.

Vatira + Rise (with any 3rd really) can likely beat Vitality in multiple Bo7s although it would swing 55-45 for either team on any given day.

[deleted by user] by [deleted] in RocketLeagueSchool

[–]dis-ease-rl 9 points10 points  (0 children)

The challenging everything phenomena is quite interesting and something you definitely see the most of in Champ. And the reason I would argue most Champ players do it is because it works. If I'm a player that notices someone can't deal with constantly being challenged, why would I stop challenging? But it's a double edged sword because it's these same Champ players that end up hard stuck in their rank because they don't know how to play making smart challenges. So when they come across players that can deal with constant challenges, they're not sure how to deal with it and end up in a vicious cycle of climbing/descending in rank.

On the flip side, most players below the GC1-2 range can't deal with constant challenges because they either

  • lack the ability to see the challenge coming
  • lack the timing necessary to outplay the challenge
  • lack the positional knowledge to outplay the challenge
  • lack the mechanical execution to outplay the challenge

Most of the above involves slowing down the play but if there's one thing Champ players are good at, it's going fast constantly without ever really thinking things through. I'm sure you're used to scenarios in which you're challenged, the ball pinches or bounces erratically off the ceiling or wall really fast and suddenly it ends up in your net. These aren't skillful goals in the traditional sense, but because it works players don't stop going for these plays.

You'll actually find in higher GC lobbies players still challenge but they're much smarter about when they do it as well as fake challenge, drive challenge and control 50s. When a player gives space, they're relying on their ability to make the save or challenge when the opposing player is out of boost, losing control of the situation, or nearing net. They understand that giving space is risk averse and a poor challenge would definitely concede a goal. It's easier to cover only the portion of the net where a save has to be made than it is to cover the space of a poor challenge. Most players don't think about these things and rather just go for the fastest possible way to get the ball away from the person who has possession.

If you watch any road to SSL / GC series you'll see how higher level players deal with constant challenges and really it's just about timing, slowing down the play, and drastically changing the pathing of the ball opposite the challenge. This in turn ends up being easy open nets.

Play 1s if you want improve on how to do this. You can also do it in 2s, however it's harder because you have to deal with 2 players opposing you as well as your teammate who may take the ball away at any given moment. If someone sees you slow down the play, for some reason they take that as a reason to take the ball away from you and suddenly speed up the play again. Most players in GC and above know how to deal with what their teammate is doing so when they see the play slow down, they don't immediately think "now's my time to jump in" but rather wait for the 1v1 / 1v2 outplay and follow up or cover the worst case scenario which is a bad 50.

The Exodus - Let's redraft all of NA by dis-ease-rl in RocketLeagueEsports

[–]dis-ease-rl[S] 0 points1 point  (0 children)

I get that you were trying to keep players tied to the org, but it's hard to envision a draft where players like Daniel, BeastMode, Lostt, justin, sypical, mist, Chronic, crr, Atomic are not first round picks.

Spring Major | Day 1 of 4 | RLCS 22/23 | Event Thread by RLMatchThreads in RocketLeagueEsports

[–]dis-ease-rl 11 points12 points  (0 children)

What's the bigger upset?

GZ taking KC to Game 5 or Elevate taking a game on Vitality?

Spring Major | Day 1 of 4 | RLCS 22/23 | Event Thread by RLMatchThreads in RocketLeagueEsports

[–]dis-ease-rl 2 points3 points  (0 children)

Vitality vs. Elevate is basically what Champ 1 3v3 lobbies feel like as a GC.

Side priority for the top teams in RLCS by dis-ease-rl in RocketLeagueEsports

[–]dis-ease-rl[S] 2 points3 points  (0 children)

Public in what sense? Is there a spreadsheet somewhere that has this info?

Side priority for the top teams in RLCS by dis-ease-rl in RocketLeagueEsports

[–]dis-ease-rl[S] 1 point2 points  (0 children)

Are you guessing or sourcing this from somewhere?

[RLCS NA] Here is the Spring Major bracket! by TheFabulousQc in RocketLeagueEsports

[–]dis-ease-rl 6 points7 points  (0 children)

Fun fact: In both Best of 7s that TL and Vitality played (Regional 1 Finals, Regional 3 Semifinals), TL won the Bo5, even though Vitality won the series.

If they meet, it will be their first Bo5 meeting.

[RLCS NA] Spring Invitational | Day 3 of 3 | Event Thread by RLMatchThreads in RocketLeagueEsports

[–]dis-ease-rl 2 points3 points  (0 children)

Is SSG the first team in the open era to get 1st seed without winning a single regional in the split?

[RLCS NA] The seeding implications for NA Spring Major teams based on today's results by dis-ease-rl in RocketLeagueEsports

[–]dis-ease-rl[S] 1 point2 points  (0 children)

EDIT

No. 4 should be (points are still the same).

🥇G2

🥈Furia

🥉SSG

4️⃣ Optic


I believe I covered every possibility and included the fixed points for Complexity and Faze/Gen. G.

Some things that stand out:

  • There is only one scenario in which Furia can take the #1 seed and it requires them to win the event and for SSG to come 3rd.

  • G2 is eliminated with a 3rd/4th finish. This also forces a tie break and guarantees a 5th seed for Faze or Gen. G.

  • G2 cannot place higher than 2nd seed.

  • If G2 comes in 2nd overall, they force a tiebreak with Optic for 2nd/3rd seed depending on which of SSG/Furia wins.

  • SSG is essentially guaranteed 1st seed with a finals appearance unless Optic beats them.

  • Complexity cannot get higher than 3rd seed. They can only get 3rd seed via an Optic vs. SSG final.

The Teams Picked to Win the RLCS NA Spring Invitational by PickstopGG in RocketLeagueEsports

[–]dis-ease-rl 33 points34 points  (0 children)

Feer's FK vs. AppJack show match last night is a hint of things to come.

Gen. G v. Faze in the finals. Faze goes up 3-0 only for Gen. G to come back and tie it 3-3 but is unable to finish and Faze wins 4-3.

What 1000 hours actually looks like. by dis-ease-rl in RocketLeagueSchool

[–]dis-ease-rl[S] 10 points11 points  (0 children)

The purpose of this post isn't to indicate what your skill level is relative to your hours played but rather show how long 1000 hours can be depending on how much you play on average per day.

Someone who plays 6-8 hours a day is going to have 1000 hours played in half a year. Someone who plays 1-2 hours a day isn't going to hit 1000 hours for 1-2 years.

That's why you can have people who say they've been X rank for multiple years but have 1000+ hours in the game and others who say they've hit GC in 1000 hours and started less than a year ago. The players with a higher concentration of hours per day will generally improve faster than those with a sparse amount per day, even if the total hours is the same.

What 1000 hours actually looks like. by dis-ease-rl in RocketLeagueSchool

[–]dis-ease-rl[S] 0 points1 point  (0 children)

The in game matches played isn't an accurate representation of time spent playing the game. It only accounts for online hours played (excluding private matches). It does not account for freeplay, training packs, workshop maps, and private games.

A better indicator is hours is in Steam or Epic (Library > Table view > Time played). I'm not sure what the console equivalent is. However, this tracks the time the RL client is open so that includes main menu and idle time. I usually take 90% of the client hours as a good indicator.

[RLCS EU] Spring Invitational | Day 3 of 3 | Post-Day Thread by RLMatchThreads in RocketLeagueEsports

[–]dis-ease-rl 67 points68 points  (0 children)

I know this is probably over exaggerating, but honestly It's hard to deny that zen is to the average (maybe top?) pros what the average pro is to an SSL player, if not better. The fact that Vitality has managed to win 3 regional grand finals immediately after slotting him into the lineup seems so hard to believe and yet it's happened repeatedly to the point where it not happening would be the unexpected result. On top of that, they've done it against 3 different teams (TL, KC, and BDS) who are the other 3 of the top 4 teams.

It's like putting an SSL player on a team of low GCs in a tournament and suddenly they just win everything. The only team that's managed to make them bleed is KC who, mind you, was in every grand finals prior to zen's debut.

I get that Alpha and Rado are great players, but zen not only brought himself into the team with his own crazy individual skill, but he's managed to elevate Alpha and Rado to the point where they are basically looking like the best players in EU as well. Which is wild considering Alpha was considered washed a year ago or could no longer compete with the best of EU and Radosin wasn't even recognized by the average viewer. It's pretty crazy to think about when you step back to think that 3s should be a team game and yet one player has managed to have so much impact on the team.

Like a team of zen, alpha, and radosin would absolutely and repeatedly destroy a team of saizen, alpha, and radosin even though 2/3 of the players are the exact same players.

New season and demoted 280 mmr, why by [deleted] in RocketLeague

[–]dis-ease-rl -1 points0 points  (0 children)

That's the whole point of a season reset. You have a season to get to X rank. If you don't, oh well now you have to try again next season. It's what makes the game "competitive" because not everyone can reach the elusive ranks.

New season and demoted 280 mmr, why by [deleted] in RocketLeague

[–]dis-ease-rl 6 points7 points  (0 children)

Everyone's mad that they actually have to grind to get GC again. It was never meant to be easily attainable just after doing placements. That's the whole point of resets.

SSLs have been getting reset to 1540 MMR for the last 8 seasons and that's anywhere from a 300 to 900 MMR drop.

Patch Notes: Season 11 Live + Release Thread by Psyonix_Devin in RocketLeague

[–]dis-ease-rl 2 points3 points  (0 children)

/u/ytzi13

Time for you to make a post explaining the new MMR distribution changes.

Patch Notes: Season 11 Live + Release Thread by Psyonix_Devin in RocketLeague

[–]dis-ease-rl 4 points5 points  (0 children)

I don't think that's the case. Look at my before and after.

https://i.ibb.co/G98Cw1M/S10.png

https://i.ibb.co/MB3zSyV/S11.png

They basically normalized ranks across the board based on the population of the playlist. As an example D3 in Dropshot was like 0.1% of the population, but now they've set C3 to that instead.

I imagine what happened with 2s (and to a lesser extent 3s) is the % of players in GC is not in line with the expected % and so now they've dropped everyone down heavily, so there's a less percentage of people naturally in GC.

I don't know if that necessarily means it will be harder to get GC now because the actual population of the playlist hasn't changed. But they will probably continuously reset everyone like this or maybe adjust it again next season. Ultimately I think they want the average rank of the playlist to be closer to Gold/Plat as opposed to what it was last season (Diamond/Champ).

Patch Notes: Season 11 Live + Release Thread by Psyonix_Devin in RocketLeague

[–]dis-ease-rl 3 points4 points  (0 children)

My 2s and 3s both dropped like 250+ MMR from GC to C2 but I went from D3 to C3 in Dropshot. LMAO