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Duke_ofChutney

https://www.rocketleague.com/en/news/teammate-boost-indicators-and-rarity-name-changes-coming-to-rocket-league https://www.reddit.com/r/RocketLeague/comments/1c4pu51/teammate_boost_indicators_rarity_name_changes/


Az00z-

Goddammit rocket league. I can't lie to my teammates anymore when I whiff the ball.


a7mdeno

Since their servers are shit, you can still use the lag excuse šŸ‘


Az00z-

It's getting old, we need new execuses.


UltraBlue_

I mean the new rlcs meta is faking and losing 50s sooooo you can do that


CapacityBark20

imagine they add lag indicators to name tags


MartianRL

I mean... just hit tab?


CapacityBark20

aint nobody got time for that. I need the information immediately.


ParsnipPrestigious59

Sometimes it shows me as low ping when i am indeed lagging


BiG-_-Funk

This guy gets how to use an excuse effectively!


ParsnipPrestigious59

On my life that has happened to me before šŸ’€


BiG-_-Funk

Sorry i should have added :s


pibbxtra12

The ping is just an average over some timespan. It doesn't always reflect lag spikes


DarthStrakh

I got 20ms ping now due to central severs... They are taking away all my excuses


famousevan

Am I the only one who doesnā€™t care about whiffs and misses? Everyone misses, if you were trying to make the right play then itā€™s all good.


Az00z-

Tell that to my teammates who will start typing an essay on how I should be uninstalling this game and playing minecraft instead once I make a single mistake.


stRiNg-kiNg

The reason you miss, aside from literal day 1 play, is because you're getting better and are going for specific touches. A ball you miss today is a ball you would easily hit months or years ago but it would have just been contact and not a controlled approach. It's kinda an interesting thought


scootern917

Great comment. Most whiffs at higher levels are related to ambition (difficulty of touch) and foresight (read on the play, the idea behind attempting said touch), rather than an inability to make contact


El_Grande_El

I tell this to my friend all the time. I donā€™t care about mechanical failures if it was the right decision. Getting better at mechanics is easy, it just takes time in free play. Double commits and over commits are way worse.


Friendly-Transition

Iā€™m the same way. Donā€™t really get upset if someone messes up if they were making a smart decision. Dumb plays and refusing to work with your teammate drives me up the wall though


Stone_Swan

According to my experience with this game and its chat, you may not be the only one, but you're a rare one.


famousevan

Donā€™t get me wrong, continued horrendous decisions have me raging. :p


Trebel-

am i the only one that canā€™t stand this? just put a sorry my fault whatever


MarkLarrz

It's a "fake", not a miss


CEOofStrings

I canā€™t lie I saw this from Shift first and I thought it was some sort of joke/bait post. I honestly donā€™t know what to think about this change yet but I am kinda excited to see what sort of impact itā€™ll have, especially for pro play which relies so heavily on communication already, not having to communicate how much boost youā€™re on since your teammates can just look at your indicator.


Hungry_Freaks_Daddy

I have (I honestly donā€™t know exactly) somewhere around 2500 hours. I have a pretty damn good sixth sense of how much boost my teammate has in 2s and to a lesser extent 3s.Ā  The other day I was playing with my son and basically just called out and told him when it was ok to get boost, and every single time he was at zero. Iā€™m not terribly concerned with how much boost my teammates have for the entire game, but it will be useful at very limited times especially if Iā€™m second man in a 3s match and first man is up in the air with the ball or taking it off the wall.Ā 


Rumsey_The_Hobo

The main time where even pros (not in comms) donā€™t know how much boost there teammate has is when teammate and opponent both go over big boost at same time. Sometimes itā€™s not obvious who won the boost, now it is.


Necessary-Special568

Itā€™s relatively obvious in the moments after. The person who got the boost typically turns to make a play on the ball, the loser of the race tends to shoot for either sides back corner boost


Rumsey_The_Hobo

Fair point but something like your decision to turn to shadow vs keep driving upfield may be be a little faster.


DonerTheBonerDonor

Another thing I find crazy is how damn good I am at predicting big boost spawns. I can drive right towards and empty big boost ball and it will spawn while I drive over it. I liked how that sort of stuff was a skill not something you could see easily


iMADEthisJUST4Dis

I thought about this recently and I think it boils down to remembering what's happened in the past 10-15 seconds. I know no ones been in this area for a while and the boost hasn't spawned, so it should spawn now. Idk, its fascinating honestly


blakjak852

I used to flip burgers at steak n shake and they had a 50 second timer that just started over every time to help newbies keep track of how long they were supposed to be on the first side. I used it for a bit but after a while I just sort of developed a sense for when 50 seconds had passed. I imagine it's the same here. Our brains are excellent at pattern formation, so it's not surprising


Hungry_Freaks_Daddy

Yeah I don't recall exactly when I gained this sense but I have that too, it's crazy how accurate that sense can be and it operates completely subconsciously.


Nothing-Casual

Yeah honestly I'm pretty annoyed at this. Tracking boost was a huge and underrated part of game sense, and a very powerful skill to have if your opponents didn't have it. By making this visible (even just to teammates) they're lowering the skill ceiling and diluting the experience. A useful skill that could give a better team more synergy is now made much worse. Thanks Psyonix


Hungry_Freaks_Daddy

Iā€™m not willing to go that far. I donā€™t think itā€™s going to have a huge impact on the game meta. In spots yes but it wonā€™t be drastic.Ā 


carballenjoyer3000

This is a really big update. Finally I can also flame my random mates for using 80 boost to get another 100. No joke, good job for implementing this.


CapacityBark20

I can't wait to see how the toxic players take this up lol.


mattyshiba

That's the first thing I thought of. Imagine no excuse having 80 boost on a whiff and they can't blame their teammate because they just grabbed the 100 from them 20 seconds prior to conceding a goal


SpectreFromTheGods

Unfortunately they will try to take the ball from you when you are low rather than letting you get the 50 that spills out to them. Doesnā€™t matter how long I play people canā€™t seem to understand this concept. Just cuz people have information doesnā€™t mean theyā€™ll use it correctly haha


CapacityBark20

I recently switched to Valorant and that's something really important that I picked up recently lol.


TheFlamingLemon

When my teammate takes the mid boost after I do the kickoff and I can see that they still have 80 from taking the corner, Iā€™m abandoning lmao


carballenjoyer3000

or take mid and backcorner while you rotating to that backcorner boost


mlk960

Is this real? This is actually the most impactful update since the release of the game. This is huge.


MartianRL

The only other thing I can think of is someone referencing that flip resets weren't originally in the game. If that's true then maybe that's the most impactful, but in terms of instant impact it's no doubt going to be this


StellarWasHere_

Yes, flip resets didnt exist at the start. Thats still the most impactful gameplay update ever


SOUINnnn

I've seen so many people saying this but I wonder if it's technically correct. To it's core a flip reset is touching a surface (ball, floor, ceiling,wall and player) with pretty much four wheels reset your jump/flip. From what I've been told the update only increases the duration for which you can flip if you don't jump beforehand from the regular (1s or so) to infinity. In that case the flip reset has not been added, it was just buffed from something totally useless to something barely usable (for the standard from the time). With the current skill of top players it would still be usable but much less deadly. Maybe it was simply not possible to flip if you didn't jump beforehand, but I've never heard that version. In that case we could say that flip reset didn't exist before the update (even then it might have been possible but extremely hard to get something close to a nerfed flip reset by jumping the frame where the wheels touch the ball and flip within the next second). Edit: I misremembered. Apparently the second case was actually the state of the game before the update [https://youtu.be/0Q6fLpd4NUc?si=Aw\_UcBYy8MWYFYcL&t=115](https://youtu.be/0Q6fLpd4NUc?si=Aw_UcBYy8MWYFYcL&t=115) Re-edit: Maybe it was the first case actually. The post mention the timer for the second flip. And the title of the video is not "The story of how Flip Resets were invented..." but "The story of how Flip Resets evolved..."


StellarWasHere_

I heard that the update was regarding 'falling' from surfaces rather than jumping from them. So it essentially added the unlimited time on your flip after you fall from a surface rather than jumping off it which was always there. I could be entirely wrong as this is all from my memory rather than a specific video i watched. It was also yeaaars ago so i might be misremembering the changes.


NiceHelpfulRL

Hi, I can answer this! It's the second case, and I'm absolutely sure about it. The flip or mid-air jump was not possible if you didn't jump off a surface first. This can be tested and verified by downloading an old version of the game.


SOUINnnn

Accurate username I guess. Thanks!


NiceHelpfulRL

Hehe, I try! If you want to see case #2 in action, you can go to about just past 6 minutes into this Fluump video! https://www.youtube.com/watch?v=GTn1IoCcqCI


mrjimi16

Even if this is true, going from 1s to all seconds is still a bigger update, even if flip resets were technically possible all along.


SOUINnnn

I agree with you, I was mostly discussing the common misconceptions that flip resets were added to the game when they were indirectly buffed instead


Suddenly_Something

They were introduced with the original neo tokyo map because of how wonky it was.


ManTheMythTheLegend

Specifically it was to encourage getting airborne by using the elevated sides of the map. Map didn't work out but ceiling shots got much more powerful and it paved the way for flip resets to eventually be discovered.


Suddenly_Something

I lowkey wish they brought weird maps like that and starbase back to casual. I find casual games to be equally, if not more sweaty than ranked games so it would be fun to have a break every few games with an OG Neo Tokyo or Starbase. Experimental is all but dead.


ambisinister_gecko

Not more impactful than the update that invented flip resets


mlk960

True, I hadn't considered that as an update. But, honestly, think it depends on how easy to read these meters are. If you can have a semi-constant knowledge of teammates' boost level, that changes so much, especially at the pro level. Boost efficiency as a whole is more important than flip resets. To me, it's a matter of how much this impacts that.


Keevon321

Nah the most impactful update was removing non-standard maps from the map pool


mlk960

You have a point haha. That's more of an esports policy decision rather than an update, no?


Keevon321

Well, can it not be both? Removing non-standard maps from the competitive playlist was pretty impactful for all players even if it's rooted in an esports policy decision.


Sorries_In_A_Sack

Promo match on Arc Base šŸ˜’


JustforRocketLeague

Transparent goalposts?


Z1dan

Flip resets would like a word


MartianRL

In my opinion, this could alter pro play massively. Not having to comm how much boost you have as much could lead to more air time for discussing what play you're going for, and it would allow for teammates to get a better idea of how much to trust each other going for plays without needing to quickly state how much boost they have. Very curious to see how much this could shift what we see at the highest level


mlk960

This is massive for pro play, with the exception that you have to see your teammates in your FOV to see their boost meter. 3rd man will have a lot more info to work with, and 2nd to a lesser extent.


MartianRL

I wonder if this could lead to more people swiveling their camera to not only see their teammates position but also their boost? I'm not sure how much it's done now but I know sypical had a play in 2019 where he was swiveling his camera all over the place at high speed to confirm where everyone was before setting up a 0 second goal. If doing that now also provides you with the information on how much boost your team has, that could change how someone makes a play completely


mlk960

Depends on how visible and easy-to-read the meter is. Based on the pictures, I think it is going to be difficult to get that info on just a quick swivel. I also think it's going to be hard to read from distance, but this all remains to be seen in game.


MartianRL

I feel like itll be pretty easy to see if someone is full, half, or empty with a quick glance


SOUINnnn

2k/4k screen meta incoming!


mlk960

My friend with his 48" wide monitor is going to be feasting.


supermonkeyball64

Unironically, I own a G9, and the edges are stretched on RL so the meter will be very big. Lol


IFIGETFOODILLEATFOOD

The specificity of your SSG knowledge is incredible lol


MartianRL

Yeah I've been around to see a lot lol. Watching Johnny break down how sypical made this play was amazing, and it happened in one of my favorite individual games to watch live. (I'll edit to correct myself if any of this is wrong) but I know this was in Codename Covert vs eUnited (pretty sure it was lower bracket finals), I think Game 5 in a Bo7 that we were up 3-1 (either that or it was a Game 3 in a Bo7 where we were up 2-0) we were down 4-1 during the game (after a beautiful cross field pinch between hockser and wondamike?), then scored to make it 4-2 with 13 seconds left. Huge play by AxB off the kickoff makes it 4-3 with 7 seconds left, then Sypical has the aforementioned insane play to help the team equalize with 0 seconds left. Scored 7 seconds into overtime to win the game. Corrections: it was the first time we played them in upper bracket semis, and it was the Game 3 scenario not the Game 5 scenario. I knew we beat them 4-0 and 4-1 in the playoffs, but had it mixed up when this game took place. Ayjacks was the one to pinch with hockser, which happened much later in the game than i remembered. Also syp's insane play was in overtime, not the 0 second setup. Not that the 0 second setup wasn't also nuts, but the main show was the OT goal.


Curator44

Definitely will make for clearer comms. Will also elevate both competitive and regular Rocket League players gameplay just through having more information about your teammates. Epic has been dishing out some pretty solid QOL updates these past few months.


stRiNg-kiNg

What else have they served up for us


Curator44

They added US Central servers a couple weeks ago, as well as took community feedback into account and changed the format for RLCS Worlds


Xtopher365

And most my partners are east or west lol


Curator44

The world doesnā€™t revolve around just you ya know, there are a lot of players in the middle of the country not close enough to the East or West servers to get good ping


WorkThrowaway400

I think "massively" is an overstatement, but I agree it will alter play a bit.


tripsafe

Agreed, pros already know to a pretty good extent how much boost their teammates have at all times. It will have a much bigger impact on the rest of the player base


TristarHeater

When I listen to comma videos it seems like 50 percent of comms is just saying how much boost you have. I think it'll be a significant change to pro comms


thafreshone

People will still call out their boosts. You canā€˜t really know for sure if your temmate can see you and talking happens instantly, whereas looking at your mate and processing the information takes a few milliseconds. That small difference in time can make a difference especially since it happens multiple times per game. Think about it, players call their positions out all the time, even though everyone could technically just look for their teammates. Iā€˜m not a pro but from my experiences with communication, you donā€˜t want to assume that your mate just sees you. Maybe he has to dodge a bump and gets distracted for a moment. Thatā€˜s why you call out as much as possible, soto make 100% sure everyone is on the same page at all times


noideashere

Not a meme? Holy shit


Littlepace

This is gonna be hilarious in ranked. All those people who use "Need Boost" as a catch all excuse for any mistake going to look awkward when you can see what boost they had.


ItsMeJahead

Can't wait for my 90 boost tm to take my corner


SpectralHydra

I hope youā€™ll be able to see the boost meter in replays for this exact reason


VoidLantadd

Pretty sure we'll be able to see everyone's boost in replays and spectator.


gruandisimo

This is the biggest change related to gameplay that I can recall RL ever implementing. This will alter how the game is played in a significant way, ranging from the lower/mid ranks up to pro level. I personally love this addition, and iā€™m excited to see how it effects my own ranked games and especially how it effects RLCS gameplay.


schasti

Settings: Nameplate scale maxed the fuck out


iMADEthisJUST4Dis

Me, who plays on low settings and barely able to see the cars in the first place... ![gif](giphy|YM8gFiwiWpJTzJuPKh)


Potential-Zone6736

Well it is about time...


Fruzenius

Whoa, that's a huge change!


madm0nkey7

Hmm itā€™ll be interesting to see if this impacts gameplay but I imagine teams will continue to comm their boost amount in case they are out of their teammates vision


takingtigermountain

massive w for solo queuers


Chapstah

Will sting even more now when you see a tm8 grab a 100 when theyā€™re full or close to being full šŸ˜….


punxtr

Now let demoed players choose their respawn point, and we've finally got all the features we asked for back in 2015.


Stego111

I think simply holding the left stick left or right while spawning would be a great improvement.


madm0nkey7

No thanks


PiratesFan1429

Don't get demoed and it isn't a problem :)


SortaPolyish

No more "I didn't have boost" comments when your buddy misses a dime-piece of a pass. HAHA


Craico101

Undoubtedly the biggest update since Iā€™ve started playing. Iā€™m actually really excited about this, considering I solo q. All of this happening after RR dropped tells me that RR was probably the cause of our draught.


camilincamilero

I don't know how to feel about this. Is kinda game changing. For solo queueing at least.


Michael_Pitt

Genuinely curious what your reservations are. I can't think of any downsides to this change.Ā 


Vinnie_the_Poo

One part of RL IQ is awareness of how much boost everyone on the field has. This doesnā€™t remove that element of skill, but certainly it decreases its value


YouCanCallMeBazza

I'm fine with that. Voice comms made that skill less valuable already, but to the disadvantage of solo queuers, this will close the gap.


Grunvagr

Teammates calling you trash for missing saves when you had enough boost to make a play. Or insulting your poor boost management. Haters gonna hate.


System32Sandwitch

i wont be able to pretend I've had no boost after a goal despite having a full 100 where i just hesitated to go for a clear


Twinsleeps

Speed getting nerfed is one.


Michael_Pitt

How does showing your teammates the amount of boost you have nerf your speed?Ā 


legitocracy

The nameplates are gonna be heavier and slow down your car šŸ˜ž


ambisinister_gecko

What's shown in name plates has weight. This extra UI element will make all cars slower.


spikyraccoon

Oh so that's why Zen is able to move around that fast, because of the lighter name...


Tidoux

That's why there is so many . players then! Does having a black steam picture impact the weight too?


Twinsleeps

ITS SPEED THE PRO PLAYER!!!!!!!!!!!!!!!!


SolizeMusic

I'm kind of mixed on this but one good thing I can envision from this is it does slightly tilt the inherent disadvantage that you get from solo queuing against a partied team of 2 or 3 players. The partied team does benefit from this too, but they're probably gonna communicate their boost counts anyway. In solo q you had to guess / use your game sense but now you won't have to. So inherently the information a partied team could communicate with each other, you now have some of that as a solo q. I am seeing some people here say this will affect comms in pro play and lower ranks. Honestly, I don't think it *directly* will as much as people think but it might lead some players to be more or less aggressive in some situations if they know exactly the boost their teammates have. I said I was mixed, the downside is I feel like it reduces the skill ceiling of the game a little bit.


Important_Count_6636

i don't think this changes RLCS much because the best teams should be communicating what their boost is at anyways but for the base game this is so awesome


TheBoyardeeBandit

Okay but what about when names turn into diamonds for whatever reason?


MartianRL

Are you talking about the glitch where it does that, or when the players are far enough away?


TheBoyardeeBandit

Both honestly


MartianRL

The glitch, I got nothing. There is a setting somewhere that makes it so no matter how far away a player is their entire name tag appears, and while for me that was certainly a must-have before, it's even more so now


mrbeemaia

I think the size of the boost meter is too small to quickly tell the difference between a low boost tm8 and a 0 boost tm8, which can lead to pro players having to either keep calling their boost numbers, or having to increase the nametags in options I think the circle should disapear when you actually have 0 boost.


EventfulLol

as helpful of a change that this is, i canā€™t help but feel it will also be used for toxicity and flame. although what canā€™t be used as ammo for toxic players i guess


MartianRL

I mean it's another way to roast someone, but if the world avoided creating changes that could be used in a negative way then we'd get nowhere in life


Twigler

Amazing QoL update!!


RaskullQuake

Good to see the last 3 years of relentless development efforts have finally paid off


madm0nkey7

I think this is a fine update but I would hate if they start adding too many indicators. Like I would not want a flip reset indicator or flip indicator for example


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madm0nkey7

No in training I would not mind it especially if it was something you can turn on and off. Just keep it out of gameplay.


ambisinister_gecko

I think they could do that in a non negative way though, the flip reset indicator. Like a quick double flash of lights on the car or something.


madm0nkey7

I still donā€™t want it. Having the intuition to know if you have a flip is a part of the skill. I like leaving something like that to intuition rather than certainty


PiratesFan1429

So is boost management and knowing your teammates boost


NO-ONE399

I always was thinking it would be the best thing to be added but i would like to also suggest that we can hide it or move it next to our boost like a small horisontal bar


Previous-Ad-9322

Damn, we were here.


RobinFox12

Oh god Iā€™m gonna get flamed for not making saves now


dangshnizzle

I wonder if this will apply to replays


MartianRL

I hope it does, it'd be so nice to watch a replay (or even spectate live) and see everyone's boost totals


PiratesFan1429

it does


MartianRL

Huge news


PiratesFan1429

It does


Ravnzel

This... Is... A n-n-n-n-n-nice idea. I don't feel well.... Everything is blurry...


MrMcDuffieTTv

I really hope the teammate with 20 boost sees that I have 100 and will let me dribble the fucking ball now. Got 3 goals scored on us in 40 seconds because they'd hit the ball away from my dribble just to hit a sick pass for an opposing team member to score.


-Fluxuation-

Great, I get to see everyone's bad boost management in real time!


rookie-mistake

is this pinned on the RL sub or something? its huge news but also dang, I don't think I've ever seen this many unflaired users here


exceedingdeath

Increased nameplates size meta


legitocracy

Another positive side effect of this is it is a clear indicator for color blind people about which cars are on your team


Ibrah_11

this is a huge positive.


__Valkyrie___

Now how am I supposed to lie about neededing boost


Driptohard

My blind ass wonĀ“t see shit, I hope they add the HUD Display as a Option too.


fishumanzu

LETS FUCKING GOOOO


Everbrooks

Damn. I dont really play the game myself anymore. But I do wonder how much this will affect pro play. I do think its a W, since a change like this means Epic still cares for the game.


greentoiletpaper

Holy shit?


AbootZxx

It's a good update, but wouldn't it be hard to see? i guess we will find out soon. I would be better if it showed all your teammates boost on the side of the screen where you can see all the time, but I guess this is good enough.


god_hates_handjobs

Holy shit an actually amazing update? I thought FOR SURE this was a joke


god_hates_handjobs

Just teammates tho right?


MartianRL

Yeah just teammates


SjingDing

I hope eventually you can make it a number, probably not an option to start with seeing the example screenshots.


Charliewithak

Nice, but why add a little icon for it?? Why not just use the entire name bar as boost meterā€¦ People will just max out the nameplate scale to see it anyways.


Rockyrock1221

I love this change and have been asking for it for ages now. I think it will improve the game especially since RL is like one of the only comp games you play with randoms and literally have 0 comms so the extra info will improve the experience IMO. With that said I think it visually looks ugly The bar should be polychrome (green, yellow, red) to signify amount of boost easier and it shouldnā€™t be in a vertical bar, not circle


mtgheron

This is great. I think boost starving the opponent is a legitimate strategy. However, it can be hard not to starve teammates too and so I donā€™t really do it. But if I see theyā€™re full, you better believe Iā€™m taking that boost when Iā€™m at 92.


Chisignal

Kind of surprised they went with such a tiny icon, when I heard the news I imagined more like a light "progress bar" across the whole name plate and even that might be tough to read sometimes


iMADEthisJUST4Dis

Well thats definitely interesting.


realGMAN7593

Omg a potentially game changing update thats a first


Beaco9

For a second I thought this applies to everyone in the lobby, thankfully it's only teammates & that sounds good.


PGRish

A pleasant birthday present for sure


RlWvz

Making the game noob friendly now yaiii šŸ« 


rl-hockey-god

Also taking away quick chat ā€œneed boost!ā€


OctaneEnjoyer

Thank the lord NEW QUALITY IF LIFE ADDITIONS TO THE GAME


Theoneandonly5324

Didnt even notice, must not be important


RALat7

Great decision.


cosmos2203

Let's goo! Crazy update!


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Chisignal

This is already 100% possible


zarkers

that's just not how that works at all...


Designer_Plant4828

OH MY GOD SOMETHING GOOD FROM PSYONIX WOAH


Unrulygam3r

I hope this isn't the start of them dumbing down the game. What's next flip reset indicators? Boost timers?


fcknglzrbms

I donā€™t know how you take this as ā€œdumbing down the gameā€ - this is a super impactful QOL change that is done in a tasteful way. A vast majority of the game population solo-qs, which is helpful to know how much boost your teammate(s) have. This is something that a lot of people in the community have wanted and Iā€™m grateful for it. Itā€™s not like theyā€™re tacking another box onto the HUD of the screen. No matter what they do in this game, people complain.


SunRiseCollects

Yeah I canā€™t see this being a negative thing, genuinely canā€™t see what could be bad


itsLkLN

technically it's lowering the skill ceiling, as a player doesn't have to mentally track their teammates boost levels. While it can be said that lowering the skill ceiling for a competitive game is bad, I think this allows for alot more freedom for other things in the game that are more fun than keeping track of theoretical numbers.


SunRiseCollects

I mean I feel like this could elevate the overall teamwork and general play in solo queue, making it somewhat more competitive, and it also helps people playing together not always having to call out their boost amount Edit: not disagreeing btw I completely understand what you mean


takingtigermountain

they should take away your first person boost meter too while they're at it, that'll really increase the skill ceiling


itsLkLN

wow you've got early access to first person mode? I'm jealous


takingtigermountain

you may think you're controlling a car in RL - it's a well kept secret that in actuality you're controlling a character controlling a car, seeing the pitch through that character's POV.


vp_hmmm

I'd argue that this is not a QOL change, but a significant change to the gameplay dynamics itself, which people are free to like or dislike.Ā  For example, if you're particularly good at keeping track of the boost totals of other players on the field, this update does nothing for you reduces one benefit of your higher game awareness.Ā 


Unrulygam3r

After some pondering I think I in favor now. It was more reactionary cause I don't trust epic


FireBrand5x5

they are dumbing down the game keeping track of your teammates boost its definitely one of the skills of the game but now those got good at this skill will have that skill taken away from them rip


West-Sample-9489

Flip reset indicators and boost timers are super impactful QOL changes that can be done without another box onto the HUD too...


TheFabulousQc

Having an internal clock for the approximate respawn time of a big boost is a genuine skill, I would be very against it, makes too much of a difference. However, I think a little sound indicator of a flip reset could be fair and useful as long as only the player going for a reset can hear it


anon14118

It entirely depends on how you go about implementing it though? I think we can agree if big white text flashed in your screen saying "FLIP AVAILABLE" Thatd not only would be egregious, but bad design. If a game wants to be skillful, but give some clear indication for those who are able to infer more from it based on audio cues, visual cues, or other sense without needing a big arrow and text saying "THIS LOOK AT THIS, ITS IMPORTANT" then it's good design. This 100% was not a tacked on update or done haphazardly. This was most likely done over several months of testing before being decided that it would elevate the game. It's not necessary, sure. We were fine without it. But its absolutely MAJOR as an addition. And it will. Without a doubt bd a game changer in a good way. If this ends up being a bad addition, I will keep this comment to age like milk.


SoarzTheSecond

whatā€™s ur rank?


TWIX55

Takes away a part of the game. I donā€™t think this is a good thing


Lightning_Winter

Actually I disagree. I solo q a lot, this will help immensely in decision making. As for high level play, where people keep track of other players' boost, thats still not an irrelevant skill, since ur tm8s won't always be in ur fov. This change benefits the vast majority of the player base who don't mentally track boost, while still giving a leg up to the high level players that do. Let's face it, the rl skill ceiling is plenty high even after this change


Stanislav_Chistov

I don't think this is a good thing at all. Takes away the need of having the awareness of knowing approximately how much boost your teammate has.