I haven't really played RL in over a year, after playing for almost 8 years. But honestly if they keep making changes I might come back. My worry about this update is someone making a hack to see the other team's boost level the same way. I have no idea how difficult that would be to pull off though.
you joke to a reality i woke up to for the last decade or so. empty internet theory is real we're not even in the milky way galaxy let alone old abandoned earth about 10k-500k of of us survived earth's gods judgements of floods basically history is fake so we don't destroy what's left
The biggest benefit of the boost nameplate so far for me, has been knowing if my teammate had just recently taken corner boost as i pan backwards. If he’s full in the area in the corner boost is gone I know it’s not about to respond and I adjust for pennies.
This is were it has helped me as well. It also gives me an idea on when a solo teammate might cut in front of me because I see they have full boost or close to it. Definitely helps with positioning or helping read those solo teammates.
I can recount several times where in comms they mention boost, how much they have, if the team needs to get the corner or not. If you take out all that time used on talking about boost in comms that alone is a giant leap in play because you can see it and talk about other important decisions to make rather than going for boost or not. That's just one positive out of many. (I was skeptical of the boost meter because I thought it was all players you could see, not jus teammate. Just teammate helps you tremendously)
I was in a similar spot to what flitz said at the start of the video, I thought it would be too distracting and smaller but it fills out the nameplate well without being too big and its simple enough it's easy to see and use
I request a new feature for epic games to add. It’s called “player-to-player trading” which would give a variety of activities for people to do, instead of comp and free play.
The change I thought they should always add: know what rumble power up your teammates have! Then when they are barreling in like an idiot with spikes you can expect it. Opposed to just barreling in like an idiot haha.
The best use for the boost meter is when I'm not sure if my mate or the opponent got the big boost, other than that I just get more mad when I see my mate sitting in the middle of the net with full boost giving the opponents a free aerial shot instead of challenging the ball high up so I can get some pads and defend the outcome of that. 😂
I mainly solo q and I try my best to adapt to my teammates since they can be so chaotic and random but with this update I feel I can MUCH better understand what plays my teammates will go for when I'm not in comms with them. This is one of the best updates in rocket league history. It kind of added an entirely new skill into rocket league. Raising the bar. this is kinda awesome
My only criticism is I'd prefer if the circle emptied clockwise instead of a bar that moves down. I think it would be easier to estimate 25% and 75% boost
Yeah I don’t see why it’s a circle that fills from bottom to top. Would make more sense if it was just a bar where the width is the same throughout or like you said filling clockwise.
Lethamyr, I can't speak for everyone but I think one of the reasons that some people are a little apprehensive about this update is because when a player makes a bad play or doesn't go for the ball and they get scored on, depending on the teammate, it might cause more frequent moments of tension (arguments) because they can see how much boost the player had during the play and use that against them. Me personally, I absolutely love the update but keep in mind when there's upsides to something there's usually downsides as well.
Another situation this is update helps with is if the boost is gone already and your mate is waiting or drives over it, youll now know if the boost spawned under them and can repath to pads or a different full boost and can position better than going for an empty full boost. The update is great, played 1 single game 30 mins ago just to see and I like it a lot. Big W for Psyonix on this one.
Nice feature, very helpful. I wouldn't say it's necessary, but helpful. Also, in replays, you can see opponents boost, so it is nice to see all perspectives.
@ibekevo good reference, but for me it's just the fact that rocket league takes so much skill that I wouldn't even be able to focus fully on my screen if I was talking at the same time 😂
this new update is goated. now i can see all the times my teammate abandons the play for big boost when they are already have 90 boost and then can't recover in time
8:02 as someone lower ranked (C1) and playing with this feature I'll tell you right now it's mostly seeing tm8s sitting around with 0 boost or taking the 100's from you while they themselves are at 100 boost. Many people in the lower ranks are going to start being mad because they can see that either their tm8 isn't good at boost conservation or conserves too much. I hope your next RTSSL episode shows you this.
I'm not a top level player in any shape or form, but this is 100% a good change. The more information point that you gave is literally the whole thing. In my opinion for pro level gameplay, comms are now much more easily cleared for calling different things out and not being clogged up with boost callouts
Future content idea: - visible enemy boost and "flip reset indicator" from retals video -> it should be a svg, so just replace the outside circle with green if flip is possible - instead of boost, show the rumble power there
Rocket League isn't an information game, therefore this update makes sense, I just feel like it would have been better to make your tm8's boost be a static hud element instead of being part of the name display, something like how Apex Legends did your squads hp bars
i thought the same thing until i imagined 3v3. Processing which Hud Element stand for which car might be a bit too annoying and can lead to confusions. Having the Boost bar attached to the car makes more sense. I bet they thought about that before implementing it and decided that how they have done it was just cleaner for the players.
@@Vivo-cp2rb you have a good point, I wonder if there could be a setting, maybe having both even? The reason I bring this up is because if they are gonna show our team's boost, then I think we should be able to see it all the time, including when the they aren't on the screen
I noticed when playing with my newbie friends I can now help them understand when are good and bad times to go for boost because now I always know how much they have when they are making plays.
I thought they were going to finally admit that upon Epic's acquisition of Psyonix, they decided to run our servers on dog butt servers to make ghost touches more common than actual touches.
6:34 As a solo queuer in C1 Div2 that’s exactly what I’m finding. Knowing exactly what boost they have tells me how aggressive I can be with positioning or if I have to stay more conservative and be further back just incase. It also allows me to know if I can do a soft touch behind me to them on clears or if I should boom it upfield away from net. It also just gives me more confidence in a play that I’m making in general because I know if I need to do a 50 and stall the play or be aggressive and make an attack towards goal. Plus if they’re making a play I know if I can be more aggressive or be more conservative knowing whether they can recover or not So incredibly helpful for me as a solo queuer.
think of it from a lower ranked one perspective, usually the ones that complain and want tot turn it off are the ones that lie about the amount of boos they had if they miss the ball
The other good thing about this is on replays, you can see just how good of a play you made because it also shows your opponent's boost on replays. That, and in private matches, you can constantly monitor ALL PLAYERS without having to move back and forth to see everyone's individual boosts at all times. You can just glance, and all of the information is there on the live feed. Edit: What I'd like to see are teammate's powerups for rumble. That would be good, too.
I started playing yesterday and didn't read the pop up so i didn't know they added a boost bar until the game started. Probably took the first minute to realize what the circle was for lol
0:20 Adding information will indeed raise the skill ceiling, but it can only possibly have the effect of lowering the skill floor. For example - players no longer need to pay attention to when their team mates grab boost = easier game. This isn't bad though, it's part of why this change is so great, it both helps newer players out and adds complexity at higher levels.
I do think this will raise the skill ceiling at Pro level. Having more information means less needed coms, giving time to organize plays. For example, starting a 2v1, now you can instantly see your teammate can make a play with you. Instead of having to ask if they have boost, or waiting that half second for them to say full. You can instantly decide the next move, inform your teammate and react instantly. I think teams with good communication and setup could benefit from this a lot.
My take on the boost indicator thing is that if it's information that you could communicate in comms, it should be visually available to your tm8s for when there are no comms. Like with items in League or CS:GO. If it's something that could be verbalized with comms, it should be visualized for when there's no comms. IMO that makes the casual playerbase much more competitive and brings the skill floor way up.
Since they took trading away, they should scrap painted variants and let me paint all my items unrestricted. It would clean up the inventory bloat and allow for more personality in peoples presets
Additionally it will be helpful for the people who solo queue without voice chat. Instead of a player quick chatting they need boost their teammate can see they need it. They also don't have to tell the team I'm low or 0 or have the need for that, their teammate will all ready know. This helps players with and without comms. Speaking of that whole quick chat that's now not needed anymore. I dont understand how people can think knowing your teammates boost wont change anything. That's so much additional time that doesnt need to be discussed between players it will certainly change the game fs.
i can see in pro play, last man comming boost check or check, dong a a quick look to see who has what boost to then decide oh, we now know (in rotation order) player 1 has 100, player 2 has 12 and player three has 60 going to grab 100, player 2 can rush bag grab some pads whilst 1 and 3 can make a passing play rather then have to go, low, grabbed 100 etc. then work accordingly, i think this gonna make a bigger impact then people might think at all ranks
actually a W. "worried ill be staring at my team8s to much" like it actually is so simple and clean u just need to glance and see either full or empty and boom! if ur going back to goals and the ball is going for ur backboard and u see team8 with near half boost. yk they can get it, i think itll help with double commiting cause u never know if ur team8 has the boost for something, however it might also make u think ur team8 is gonna go for it cause they have full boost but they dont and then,....
I will say Leth, I can see how people think about the "downside". If you're in champ, those people aren't looking for how much boost you have or if you aren't rotating "properly", a lot of the time they just go. However, when I am playing with my friend in 2v2, it is super helpful
I was really hoping this would be today’s video!!!! Thanks for the insight Leth - excited to see what comes next - I think spectating a friends game would be nice!
When I saw the update my first thought was that my teammates would be toxic over how much boost I'm taking. Sometimes I take more than needed. So I was worried about that. But it's made me make smarter decisions with my boost and preserving it for proper situations instead of just driving full speed when I shouldn't.
I think the team boost meter is a great change to the lower ranks and for playing with randoms when not on comms, while I think it's only going to affect the top players in a minor way. I'm only Diamond/Champ and I still have a fairly good idea how much boost my teammates have, but this is just confirming it, like you mentioned.
What I'd like to see change is the fact that despite never being higher than champ 2 for a few hours I don't go more than two games without seeing a grand champ or higher in the lobby. When I get to play I'd like the games to be somewhat competitive and better balanced. On the rare occasion when that happens this game is incredible, it's just far too rare of an occurrence, at least for my liking.
With the recent invisible car hack, that got me thinking how hard it would be to make a hack where you see your opponent’s boost the same way you can now see your teammates’ boost…
I don't know if I am right here, but I see this leveling up pro play in specific ways: For example, I believe that pro skill is high enough where if they know exactly what their teammate's boost is at that they will be able to time up team pinches at a high efficacy rate. This works because in 3's you would still have one defender covering misses. Maybe?
I loved the addition of the boost meter the very moment I saw it on my teammate. There's no reason to be critical about this change. I'm glad to see an actual, tangible improvement for once.
Something I'm trying and I'd appreciate Leth's view, I turned nameplates to simple and 200% size. I don't care what my random teammates name is. It just puts the boost info above their head. What does everyone think?
I do feel like making the new boost circle feature should be an option to turn off if it feels a bit jarring for others, but i really enjoy this new update as it has become very useful with faster decision making. Hopefully epic is starting to move in a better direction with this.
One thing that I think was mentioned by Lawler and I agree with is that the boost indicator could be used as yet another reason toxic people can bash you. Of course this wont be the cause of toxicity, toxic people will always exist and do their thing, but now they can attack with one more tool/weapon. There will be a lot of "Why did you go you had little boost" and "Why did you not go you had plenty of boost". Before that you could always argue that they don't know how much boost you have so you maybe simply could not go. This will especially be the case for the kind that spam take the shot to every ball they touch thinking its the best pass ever and the teammates should definitely go.
Don’t use voice chat if you don’t want to listen to your teammate, only allow quick chats if you can’t handle toxic messages, play solo if you don’t want a teammate, play by yourself in a tourney against all bots if you don’t want to play with humans. It’s really a non-point, it doesn’t make any difference. If the problem is toxic teammates just deal with it however you need to.
@@joshlewis8860 I already meant the written chat I have never used the voice chat as my microphone was never that good. I wasnt really complaining just pointing it out. Never said the boost indicator was a bad thing it is in fact great. You do not have to get this mad this quick when someone points out something that will maybe happen. I can definetly ignore and will do like always. I was again just pointing out one other side of the new feature that is not often talked about yet as getting all side of any topic is always better than getting only one or a few of the more popular ones.
I would also prefer not blocking everything as this doesnt just remove the bad, it removes the good too. It also makes it so those people cant be reported as you dont even know what they might be saying which mean others will have to deal with it. I would rather be the one dealing with those kind instead of anyone else who might take it harder depending on their life situations that could already be quite bad. You never know who might be on the edge that anything as stupid as game toxicity could push over. Way better that I get those and report them, so that is why I wont turn it off.
I don’t understand how some people don’t like this. The only people good enough to use the argument that “you need to learn your teammates body language and this boost thing takes away a learning experience” are the pros in reality, and even then it was still just an educated guess, and even pros miss the boost pad by the slightest margin which messes up a whole play. Now that we know what our teammates boost level is, we can determine and make a play depending on their boost amount.
happy they are finally making changes, I wish they would have down more of a triangle shape though so it was a little easier to tell how much boost your teammate has at a quick glance.
The one slight problem I can see is that if there's a very crappy team, now you can spectate only one player and know the boost of all the other players. Which could lead to someone spectating other team and calling out boost levels for the opposite one. But that seems like a huge stretch, honestly.
Watching champ 3s take middle and back corner boost is just that much more painful now. Knowing how bad my teammates boost management is hilarious though 😅
The simplest way, I think, to put the advantage of this change is that it significantly reduces the UNCERTAINTY of your teammates behavior, allowing you to make faster - and potentially better (more informed) - decisions consistently. Which I imagine will be more consequential than many people think at almost any level of play.
i know this video you highlighted your teammates boost and your decision making but that too go for the opposing team and their challenges. i think this update is a big W and will change how we attack or defend and should expect a change in all levels of play.
only reason certain pro's are not that happy about it or not sure about it is because it closes the skill gap between them and the ones right under them that are creeping up in the sense of boost management and boost "counting"
now that we have this very interesting addition, i feel like a fun gamemode or whatever would be RL but you cannot see how much boost you, or your teammate(?) has. small boost pads give 1-24% while big boost pads gives off 25-100% boost. it is random
2:15 leth just outd himself as an ai smurf-bot i should add, i also like the boost meters, it also adds to the dunk factor when you could see the opponents boost in the replay. no boost faking 2 players with full boost? **chefs kiss** **doesnt skip replay** only downside would be mistaking the fullboost for the ball for a moment
an objectively good change for all levels of ranked play, kinda hope they can toggle it off for competitive play, though. being able to communicate your boost situation and process that of your teammates is a skill.
I wonder if you would be able to read how much boost the opponent has by watching how they behave, since I think people will be more clear and therefore easier to read when they know their teammate's boost level.
I actually like the update, but I find myself hitting new levels of tilt now. When I see my ball-chasing teammates refuse to leave the ball, even when they're on ZERO boost, I just get a whole new level of angry 😅
I’m on the fence because it’s a skill to consider your teammate’s boost usage. Players who have honed the skill of keeping track of how many pads their teammate has grabbed/ whether they got the full boost/how much boost they are using in a play (with no constant indicator) will be at a disadvantage with this due to everyone suddenly just being given that skill for free. Someone may have spent 1000 hours mastering that aspect of the game, which again is a specific skill that requires practice to get good at, then it gets almost nulled out by an interface addition. One of the only benefits that those honed players have will be that the interface leaves their decision-making marginally faster and they have less to actively consider/keep track of. Placed against players of the same rank who spent the same 1000 hours on mechanics though, the honed players will struggle a lot more now.
Side note: This mostly considers solo-q players but can apply to partied players. Which also raises the topic of comms efficacy and word efficiency during high-pressure situations. Yes, now players can comm “more important” things instead, using the same number of words but in that regard, the skill ceiling has gone down a bit imo.
Starting to believe that they're going to be adding new features that not only slightly improve the game but also help with catching cheaters that is now a visual indicator not only for players but for the AI to see if someone has infinite boost or not
I watch basically the same videos from other guys all the times. I like seeing the same plays or what not from the other people's perspectives. So, while the jokes and clips are typically the same, you get to see them from another perspective. That's what I do with The Goons' videos. I'll watch Soup's, Dooo's, McNasty's, and Blarg's versions of the video sometimes.
Part of the reason people are hesitant is because it is adding more information for your mind to process at full speed...in a game where ppl are already struggling to process all the available information. Of course Pro level players are going to immediately make use of the extra information because they are already so insanely consistent with mechanics and game sense. Is the average rocket League player at the average skill level going to make use of this information in a positive way? Or is it going to confuse them even more about rotation? Personally i think after an adjustment phase a better rotational metta will come out the other side, at least from mid ranks up.
I mean, that information is not new, you already should know it but in a more obscure way, guessing a lot or focusing on it which may drift your attention and oversaturate, I see this as a win since it removes uncertainty and release preassure. Anyone that didn't paid attention on the teammate boost will most certainly now understand better the reasoning behind their decision making, and you can always ignore it if you don't feel it useful.
@@davidsayas5775 the information being Concrete in the form of a meter is new. From a certain Rank and up it will be a big benefit, below that it will surely confuse the already confused, at least in the short-term. In the long-term I agree it is a good thing
Some teammates may still be ballhogs and want the points to lvl up. i agree with the point, being able to have that information available could be be good for better confidence players making team plays
Kinda takes away from the fact that I used to know the other teams boost count while at the same time, they didn’t know each others all the time, so random q’s always struggled with plays and now it won’t be a viable thing for me, but idc anymore, I’m convinced I won’t play long enough to care about the (mainly bad)/ good changes their going to inevitably throw into this game
Since the release of the previous video and the release of this one, I've downloaded, installed, and played enough to win my first game of BALATRO. Thanks for the new addiction.
my view is 2 things 1 i love it because good players and team mates will use it constructively. but bad players and chasers will use it to justify shitty actions.
I'd love if you could toggle that to use the whole nameplate, like display it behind the name (like on your phone when you see the battery symbol with the percentage inside it)
7 місяців тому
If they make the circle green when you have a flip and white when you don’t…🤯
I think some of the better players have a gripe with this update because it freely gives information that you normally would need to have good communication to obtain. Which would "lower" the ceiling. I honestly dont care
Sorry if my mood was a bit off in this one, wasn't feeling the best. But I do really like the new update, what do you guys think?
I haven't really played RL in over a year, after playing for almost 8 years. But honestly if they keep making changes I might come back. My worry about this update is someone making a hack to see the other team's boost level the same way. I have no idea how difficult that would be to pull off though.
Your good bro I get it
At lower levels and in unranked it does mean I judge team for rolling back when they have higher boost and i'm out trying to slow a play.
It's ok. You're not sentient yet. 😂
Still enjoyed the video nonetheless. Update looks great!
Damn now I can’t lie about missing the ball because “I didn’t have enough boost” smh
my thought exactly ahahahahah
@@D3aThKult NOOOOOOOOO I JUST REALIZED THAT
holy crap we're screwed
i was gonna comment this ty for doing it for me
yeah xD
"We're pro level players but at the end of the day we're not sentient beings"
You heard it here first, pros are inanimate objects
They are animated objects, just lacking any form of consciousness
Even squids are sentient bruh
@@JasperPetersthat's the definition of a drunk man
yea I think he meant to say omniscient
you joke to a reality i woke up to for the last decade or so.
empty internet theory is real we're not even in the milky way galaxy let alone old abandoned earth
about 10k-500k of of us survived earth's gods judgements of floods basically history is fake so we don't destroy what's left
The biggest benefit of the boost nameplate so far for me, has been knowing if my teammate had just recently taken corner boost as i pan backwards. If he’s full in the area in the corner boost is gone I know it’s not about to respond and I adjust for pennies.
Great point
This is were it has helped me as well. It also gives me an idea on when a solo teammate might cut in front of me because I see they have full boost or close to it. Definitely helps with positioning or helping read those solo teammates.
I can recount several times where in comms they mention boost, how much they have, if the team needs to get the corner or not. If you take out all that time used on talking about boost in comms that alone is a giant leap in play because you can see it and talk about other important decisions to make rather than going for boost or not. That's just one positive out of many.
(I was skeptical of the boost meter because I thought it was all players you could see, not jus teammate. Just teammate helps you tremendously)
I was in a similar spot to what flitz said at the start of the video, I thought it would be too distracting and smaller but it fills out the nameplate well without being too big and its simple enough it's easy to see and use
I request a new feature for epic games to add. It’s called “player-to-player trading” which would give a variety of activities for people to do, instead of comp and free play.
Thats a very unique feature! I hope they add that
Hmmmm idk seems kinda complicated
Hmm, interesting, but not something I care about
Where did you get this awesome idea???
І love your name bro ❤❤
Good to know there are some smart people in the world lmao
The change I thought they should always add: know what rumble power up your teammates have! Then when they are barreling in like an idiot with spikes you can expect it. Opposed to just barreling in like an idiot haha.
That would be cool
def
Doubt they will do this because the rumble community is relatively small compared to the overall RL community but it's a good idea
I stopped playing rumble because every time I had spikes or plunger my tm8s would literally keep the ball from me 😭. Would be a nice add to it.
@@ibekevo yea, i tend to just type 'spikes' as fast as possible so they stop just clearing the ball every chance they get
Let’s be honest. The reason some might not like it is because now they can’t hide when they say they needed boost when they had a full tank
people can't lie anymore over a whiff
I've been saying "faking!" And "oops" when I touch it 😅
This is probably one of the best things they could’ve done to benefit the game without [re]adding anything too big. Rare rocket league W
How fall the devs have fallen when adding a simple visual cue gets added that should've been added years ago and people give them praise for it lmao
@@ChodyRay would be better of they just had it in the lower corner so its always visible'
Better late than never. I like it
@@ChodyRay”simple visual cue”. In diamond and champ lobbies it really helps a lot.
"We're not sentient beings" talking and playing is hard, huh leth? 😂😂
The best use for the boost meter is when I'm not sure if my mate or the opponent got the big boost, other than that I just get more mad when I see my mate sitting in the middle of the net with full boost giving the opponents a free aerial shot instead of challenging the ball high up so I can get some pads and defend the outcome of that. 😂
Beat thing theyve added for solo q'ing. Definitely makes not having reliable comms easier when you can see relatively how much boost your teammate has
I mainly solo q and I try my best to adapt to my teammates since they can be so chaotic and random but with this update I feel I can MUCH better understand what plays my teammates will go for when I'm not in comms with them. This is one of the best updates in rocket league history. It kind of added an entirely new skill into rocket league. Raising the bar. this is kinda awesome
Wait this isn’t sunless khan
Leth isn't sentient???
He meant another word
I think he meant omniscient idk though
@@Joyyfull20000 obviously, but it was funny that he said sentient.
@@adambarse9848 oh alright sorry then, i misunderstood. I thought you wanted to know what he meant
I don’t think anyone in these comments actually know what sentient means or too dumb to know what an analogy is. Thats about all there is to it.
My only criticism is I'd prefer if the circle emptied clockwise instead of a bar that moves down. I think it would be easier to estimate 25% and 75% boost
Yeah I don’t see why it’s a circle that fills from bottom to top. Would make more sense if it was just a bar where the width is the same throughout or like you said filling clockwise.
Lethamyr, I can't speak for everyone but I think one of the reasons that some people are a little apprehensive about this update is because when a player makes a bad play or doesn't go for the ball and they get scored on, depending on the teammate, it might cause more frequent moments of tension (arguments) because they can see how much boost the player had during the play and use that against them. Me personally, I absolutely love the update but keep in mind when there's upsides to something there's usually downsides as well.
The problem in your scenario is the player, not the in game HUD
let's be real though, the player was going to be toxic anyway, this doesn't change anything.
@@jffrysith4365 This also doesn't help the situation either. Or lets at least put it this way, it can make the toxicity worse when it occurs.
@@phenghs2007 Close, the problem in my scenario is the player as a result of the in game HUD.
@@PCxTheCPU it really won't though because toxic players basically assume you had infinite boost as it is...
Another situation this is update helps with is if the boost is gone already and your mate is waiting or drives over it, youll now know if the boost spawned under them and can repath to pads or a different full boost and can position better than going for an empty full boost. The update is great, played 1 single game 30 mins ago just to see and I like it a lot. Big W for Psyonix on this one.
Nice feature, very helpful. I wouldn't say it's necessary, but helpful. Also, in replays, you can see opponents boost, so it is nice to see all perspectives.
what I find surprising is how you guys can still focus on the game whilst being engaged in conversations 😭great video though ❤
Not bashing by this question, but when you’re playing let’s say cod with your friends, there’s no side convos just callouts?
@ibekevo good reference, but for me it's just the fact that rocket league takes so much skill that I wouldn't even be able to focus fully on my screen if I was talking at the same time 😂
@@atchy_cc I get you.
this new update is goated. now i can see all the times my teammate abandons the play for big boost when they are already have 90 boost and then can't recover in time
8:02 as someone lower ranked (C1) and playing with this feature I'll tell you right now it's mostly seeing tm8s sitting around with 0 boost or taking the 100's from you while they themselves are at 100 boost. Many people in the lower ranks are going to start being mad because they can see that either their tm8 isn't good at boost conservation or conserves too much. I hope your next RTSSL episode shows you this.
I'm not a top level player in any shape or form, but this is 100% a good change. The more information point that you gave is literally the whole thing. In my opinion for pro level gameplay, comms are now much more easily cleared for calling different things out and not being clogged up with boost callouts
It amazes me to watch my tm8s ball chase with 0 boost and not rotate. Great content.
Future content idea:
- visible enemy boost and "flip reset indicator" from retals video -> it should be a svg, so just replace the outside circle with green if flip is possible
- instead of boost, show the rumble power there
Rocket League isn't an information game, therefore this update makes sense, I just feel like it would have been better to make your tm8's boost be a static hud element instead of being part of the name display, something like how Apex Legends did your squads hp bars
i thought the same thing until i imagined 3v3. Processing which Hud Element stand for which car might be a bit too annoying and can lead to confusions. Having the Boost bar attached to the car makes more sense.
I bet they thought about that before implementing it and decided that how they have done it was just cleaner for the players.
@@Vivo-cp2rb you have a good point, I wonder if there could be a setting, maybe having both even? The reason I bring this up is because if they are gonna show our team's boost, then I think we should be able to see it all the time, including when the they aren't on the screen
I noticed when playing with my newbie friends I can now help them understand when are good and bad times to go for boost because now I always know how much they have when they are making plays.
Would be cool to see this idea extended to rumble, in a way where I can see what powerups my teammate's have.
2:15 Leth's an ai confirmed
I thought they were going to finally admit that upon Epic's acquisition of Psyonix, they decided to run our servers on dog butt servers to make ghost touches more common than actual touches.
6:34 As a solo queuer in C1 Div2 that’s exactly what I’m finding. Knowing exactly what boost they have tells me how aggressive I can be with positioning or if I have to stay more conservative and be further back just incase.
It also allows me to know if I can do a soft touch behind me to them on clears or if I should boom it upfield away from net. It also just gives me more confidence in a play that I’m making in general because I know if I need to do a 50 and stall the play or be aggressive and make an attack towards goal. Plus if they’re making a play I know if I can be more aggressive or be more conservative knowing whether they can recover or not
So incredibly helpful for me as a solo queuer.
lets hope they dont stop with the updates maybe this game can change prob not but i can hope
6:30 the replay showing both teams boos is MVP
think of it from a lower ranked one perspective, usually the ones that complain and want tot turn it off are the ones that lie about the amount of boos they had if they miss the ball
The other good thing about this is on replays, you can see just how good of a play you made because it also shows your opponent's boost on replays.
That, and in private matches, you can constantly monitor ALL PLAYERS without having to move back and forth to see everyone's individual boosts at all times. You can just glance, and all of the information is there on the live feed.
Edit: What I'd like to see are teammate's powerups for rumble. That would be good, too.
I started playing yesterday and didn't read the pop up so i didn't know they added a boost bar until the game started. Probably took the first minute to realize what the circle was for lol
"We're not sentient beings" BRO this KILLED me. You meant omniscient, we're all sentient. 😂
I love how you see the opposing teams boost during replay so you can see what they were THINKING
0:20 Adding information will indeed raise the skill ceiling, but it can only possibly have the effect of lowering the skill floor. For example - players no longer need to pay attention to when their team mates grab boost = easier game. This isn't bad though, it's part of why this change is so great, it both helps newer players out and adds complexity at higher levels.
If it's now an easier game, then the skill floor is higher, no? is that not literally what skill floor means? that you can only be so bad?
I do think this will raise the skill ceiling at Pro level. Having more information means less needed coms, giving time to organize plays. For example, starting a 2v1, now you can instantly see your teammate can make a play with you. Instead of having to ask if they have boost, or waiting that half second for them to say full. You can instantly decide the next move, inform your teammate and react instantly. I think teams with good communication and setup could benefit from this a lot.
"we're not sentient beings" - Leth.
My take on the boost indicator thing is that if it's information that you could communicate in comms, it should be visually available to your tm8s for when there are no comms. Like with items in League or CS:GO. If it's something that could be verbalized with comms, it should be visualized for when there's no comms. IMO that makes the casual playerbase much more competitive and brings the skill floor way up.
Since they took trading away, they should scrap painted variants and let me paint all my items unrestricted. It would clean up the inventory bloat and allow for more personality in peoples presets
Additionally it will be helpful for the people who solo queue without voice chat. Instead of a player quick chatting they need boost their teammate can see they need it. They also don't have to tell the team I'm low or 0 or have the need for that, their teammate will all ready know. This helps players
with and without comms. Speaking of that whole quick chat that's now not needed anymore. I dont understand how people can think knowing your teammates boost wont change anything. That's so much additional time that doesnt need to be discussed between players it will certainly change the game fs.
i can see in pro play, last man comming boost check or check, dong a a quick look to see who has what boost to then decide oh, we now know (in rotation order) player 1 has 100, player 2 has 12 and player three has 60 going to grab 100, player 2 can rush bag grab some pads whilst 1 and 3 can make a passing play rather then have to go, low, grabbed 100 etc. then work accordingly, i think this gonna make a bigger impact then people might think at all ranks
actually a W. "worried ill be staring at my team8s to much" like it actually is so simple and clean u just need to glance and see either full or empty and boom! if ur going back to goals and the ball is going for ur backboard and u see team8 with near half boost. yk they can get it, i think itll help with double commiting cause u never know if ur team8 has the boost for something, however it might also make u think ur team8 is gonna go for it cause they have full boost but they dont and then,....
I will say Leth, I can see how people think about the "downside". If you're in champ, those people aren't looking for how much boost you have or if you aren't rotating "properly", a lot of the time they just go. However, when I am playing with my friend in 2v2, it is super helpful
well they could add an option to change the form of the boost display 9:20
I was really hoping this would be today’s video!!!! Thanks for the insight Leth - excited to see what comes next - I think spectating a friends game would be nice!
When I saw the update my first thought was that my teammates would be toxic over how much boost I'm taking. Sometimes I take more than needed. So I was worried about that. But it's made me make smarter decisions with my boost and preserving it for proper situations instead of just driving full speed when I shouldn't.
this actually helps new players learn why plays work out the way they do
I think the team boost meter is a great change to the lower ranks and for playing with randoms when not on comms, while I think it's only going to affect the top players in a minor way. I'm only Diamond/Champ and I still have a fairly good idea how much boost my teammates have, but this is just confirming it, like you mentioned.
TELL THEM TO ADD TRADING BACK :( that's the only one we want and need
What do u think about a gamemode were the enemies are invisible, but u and ur m8s are invisible for them too?
11:01 that's actually a good shout. invisible car LTM would be a banger.
imagine the hackers loading in and it's a "fair" match XD
@@SA80TAGE yeaaa true :D unfortunately people with those cheats can make other cheaters cars visible. It's still a guaranteed loss xd
What I'd like to see change is the fact that despite never being higher than champ 2 for a few hours I don't go more than two games without seeing a grand champ or higher in the lobby.
When I get to play I'd like the games to be somewhat competitive and better balanced. On the rare occasion when that happens this game is incredible, it's just far too rare of an occurrence, at least for my liking.
Getting excited for like 30 lines of code is wild, this company lmao
Atow-mater like Atow and the tow truck from cars
With the recent invisible car hack, that got me thinking how hard it would be to make a hack where you see your opponent’s boost the same way you can now see your teammates’ boost…
I don't know if I am right here, but I see this leveling up pro play in specific ways: For example, I believe that pro skill is high enough where if they know exactly what their teammate's boost is at that they will be able to time up team pinches at a high efficacy rate. This works because in 3's you would still have one defender covering misses. Maybe?
I loved the addition of the boost meter the very moment I saw it on my teammate. There's no reason to be critical about this change. I'm glad to see an actual, tangible improvement for once.
Something I'm trying and I'd appreciate Leth's view, I turned nameplates to simple and 200% size. I don't care what my random teammates name is. It just puts the boost info above their head. What does everyone think?
I do feel like making the new boost circle feature should be an option to turn off if it feels a bit jarring for others, but i really enjoy this new update as it has become very useful with faster decision making. Hopefully epic is starting to move in a better direction with this.
One thing that I think was mentioned by Lawler and I agree with is that the boost indicator could be used as yet another reason toxic people can bash you. Of course this wont be the cause of toxicity, toxic people will always exist and do their thing, but now they can attack with one more tool/weapon. There will be a lot of "Why did you go you had little boost" and "Why did you not go you had plenty of boost".
Before that you could always argue that they don't know how much boost you have so you maybe simply could not go. This will especially be the case for the kind that spam take the shot to every ball they touch thinking its the best pass ever and the teammates should definitely go.
the most first world problem imaginable
Don’t use voice chat if you don’t want to listen to your teammate, only allow quick chats if you can’t handle toxic messages, play solo if you don’t want a teammate, play by yourself in a tourney against all bots if you don’t want to play with humans.
It’s really a non-point, it doesn’t make any difference. If the problem is toxic teammates just deal with it however you need to.
@@ebenezer-scrooge I dont get it
@@joshlewis8860 I already meant the written chat I have never used the voice chat as my microphone was never that good. I wasnt really complaining just pointing it out. Never said the boost indicator was a bad thing it is in fact great.
You do not have to get this mad this quick when someone points out something that will maybe happen. I can definetly ignore and will do like always. I was again just pointing out one other side of the new feature that is not often talked about yet as getting all side of any topic is always better than getting only one or a few of the more popular ones.
I would also prefer not blocking everything as this doesnt just remove the bad, it removes the good too.
It also makes it so those people cant be reported as you dont even know what they might be saying which mean others will have to deal with it. I would rather be the one dealing with those kind instead of anyone else who might take it harder depending on their life situations that could already be quite bad. You never know who might be on the edge that anything as stupid as game toxicity could push over. Way better that I get those and report them, so that is why I wont turn it off.
I don’t understand how some people don’t like this. The only people good enough to use the argument that “you need to learn your teammates body language and this boost thing takes away a learning experience” are the pros in reality, and even then it was still just an educated guess, and even pros miss the boost pad by the slightest margin which messes up a whole play. Now that we know what our teammates boost level is, we can determine and make a play depending on their boost amount.
happy they are finally making changes, I wish they would have down more of a triangle shape though so it was a little easier to tell how much boost your teammate has at a quick glance.
They should make it so the boost circle can be a diff size than the names
The one slight problem I can see is that if there's a very crappy team, now you can spectate only one player and know the boost of all the other players. Which could lead to someone spectating other team and calling out boost levels for the opposite one. But that seems like a huge stretch, honestly.
Watching champ 3s take middle and back corner boost is just that much more painful now. Knowing how bad my teammates boost management is hilarious though 😅
The simplest way, I think, to put the advantage of this change is that it significantly reduces the UNCERTAINTY of your teammates behavior, allowing you to make faster - and potentially better (more informed) - decisions consistently. Which I imagine will be more consequential than many people think at almost any level of play.
i know this video you highlighted your teammates boost and your decision making but that too go for the opposing team and their challenges. i think this update is a big W and will change how we attack or defend and should expect a change in all levels of play.
only reason certain pro's are not that happy about it or not sure about it is because it closes the skill gap between them and the ones right under them that are creeping up in the sense of boost management and boost "counting"
Now I can get even more mad at my teammate for taking my arial at 0 boost.
Not sentient beings. I always suspected ssl players were bots
now that we have this very interesting addition, i feel like a fun gamemode or whatever would be RL but you cannot see how much boost you, or your teammate(?) has.
small boost pads give 1-24% while big boost pads gives off 25-100% boost. it is random
Can’t blame whiffs on boost 😭
2:15 leth just outd himself as an ai smurf-bot
i should add, i also like the boost meters, it also adds to the dunk factor when you could see the opponents boost in the replay. no boost faking 2 players with full boost? **chefs kiss** **doesnt skip replay**
only downside would be mistaking the fullboost for the ball for a moment
an objectively good change for all levels of ranked play, kinda hope they can toggle it off for competitive play, though. being able to communicate your boost situation and process that of your teammates is a skill.
I barely play RL, but this was an update I never knew I needed.
I wonder if you would be able to read how much boost the opponent has by watching how they behave, since I think people will be more clear and therefore easier to read when they know their teammate's boost level.
I actually like the update, but I find myself hitting new levels of tilt now. When I see my ball-chasing teammates refuse to leave the ball, even when they're on ZERO boost, I just get a whole new level of angry 😅
I definetly like this update. In my oppinion its a big gamechanger for solo queue and already helped me out alot making decisions
I’m on the fence because it’s a skill to consider your teammate’s boost usage. Players who have honed the skill of keeping track of how many pads their teammate has grabbed/ whether they got the full boost/how much boost they are using in a play (with no constant indicator) will be at a disadvantage with this due to everyone suddenly just being given that skill for free. Someone may have spent 1000 hours mastering that aspect of the game, which again is a specific skill that requires practice to get good at, then it gets almost nulled out by an interface addition.
One of the only benefits that those honed players have will be that the interface leaves their decision-making marginally faster and they have less to actively consider/keep track of. Placed against players of the same rank who spent the same 1000 hours on mechanics though, the honed players will struggle a lot more now.
Side note:
This mostly considers solo-q players but can apply to partied players.
Which also raises the topic of comms efficacy and word efficiency during high-pressure situations. Yes, now players can comm “more important” things instead, using the same number of words but in that regard, the skill ceiling has gone down a bit imo.
Starting to believe that they're going to be adding new features that not only slightly improve the game but also help with catching cheaters that is now a visual indicator not only for players but for the AI to see if someone has infinite boost or not
I watch basically the same videos from other guys all the times. I like seeing the same plays or what not from the other people's perspectives. So, while the jokes and clips are typically the same, you get to see them from another perspective.
That's what I do with The Goons' videos. I'll watch Soup's, Dooo's, McNasty's, and Blarg's versions of the video sometimes.
Part of the reason people are hesitant is because it is adding more information for your mind to process at full speed...in a game where ppl are already struggling to process all the available information. Of course Pro level players are going to immediately make use of the extra information because they are already so insanely consistent with mechanics and game sense. Is the average rocket League player at the average skill level going to make use of this information in a positive way? Or is it going to confuse them even more about rotation?
Personally i think after an adjustment phase a better rotational metta will come out the other side, at least from mid ranks up.
I mean, that information is not new, you already should know it but in a more obscure way, guessing a lot or focusing on it which may drift your attention and oversaturate, I see this as a win since it removes uncertainty and release preassure.
Anyone that didn't paid attention on the teammate boost will most certainly now understand better the reasoning behind their decision making, and you can always ignore it if you don't feel it useful.
@@davidsayas5775 the information being Concrete in the form of a meter is new. From a certain Rank and up it will be a big benefit, below that it will surely confuse the already confused, at least in the short-term. In the long-term I agree it is a good thing
I think he meant omniscient, not sentient
Some teammates may still be ballhogs and want the points to lvl up. i agree with the point, being able to have that information available could be be good for better confidence players making team plays
Kinda takes away from the fact that I used to know the other teams boost count while at the same time, they didn’t know each others all the time, so random q’s always struggled with plays and now it won’t be a viable thing for me, but idc anymore, I’m convinced I won’t play long enough to care about the (mainly bad)/ good changes their going to inevitably throw into this game
Since the release of the previous video and the release of this one, I've downloaded, installed, and played enough to win my first game of BALATRO. Thanks for the new addiction.
my view is 2 things 1 i love it because good players and team mates will use it constructively. but bad players and chasers will use it to justify shitty actions.
New wheels aetherius from rocket racing is now in rocket league and it looks fire it could combo well with esports decals
I'd love if you could toggle that to use the whole nameplate, like display it behind the name (like on your phone when you see the battery symbol with the percentage inside it)
If they make the circle green when you have a flip and white when you don’t…🤯
Now i cant lie to my teamates that i have 0 boost as i take every single one or miss a ball
Caught my teammate doing that yesterday lol, he got scored on with full boost and tried to say he needed boost 🤣🤣
Replay shut him up immediately lol
It's a fantastic change but my concern is players taking advantage of exploits to see opponent boost circles as well. Nice upload.
The boost notice is the single best thing epic has done in rl since acquiring it.
Con. - Can't hide behind "Need Boost!" When i miss a save.
I think some of the better players have a gripe with this update because it freely gives information that you normally would need to have good communication to obtain. Which would "lower" the ceiling. I honestly dont care
Wow! I may just have to return to my SARPBC roots and play some RL after a year or so away, this is a fantastic update!