It doesn't typically bother me. But you can turn all chat off except team quick chat. Definitely see how it could make toxic players less of an issue.
shertown04 said:
I'm getting pretty close to quitting this game for good. Nearly 50% of the games have someone that's afk or trolling or being a jerk or playing on the other team on purpose. I've said it before but I get so ticked at some point pretty much every time I play this game.
That's not garbage. That's smart play. ****, the pros go for demos all the time. It's part of the damn game.Lt. Joe Bookman said:
I got called garbage the other day because I went for the demolition of an in net goalie in OT. We got the win from it.
Love making players salty from demos.
Gregg Papivich said:
https://www.rocketleague.com/news/competitive-season-7-starts-in-february/
New season comes out next month. More wheels are the reward
All those shots where you re-directed the ball backwards into the goal.... pffft... I do that crap all the time!!!! Course, it goes into my own goal and everybody yells at me, but still, calculated!!!!!theNetSmith said:
Love the highlight video, fellas...
Halibut said:
I could maybe push myself to get the champ wheels, which are definitely the flashiest of the bunch. I'm diamond 3 in standard and doubles, but haven't been able to hit champ yet.
Oh, and here's my monthly highlight dump:
Halibut said:
Hell yeah, boys!
Special thanks to Booty and Lefty for staying up late and helping me get these. I owe you guys a beer or 6.
Halibut said:
Don't have an Xbox, but I have an opinion/thesis/manifesto
Consider which buttons you use the most.
On the ground: acelerate, brake/reverse, boost, jump/dodge, power slide.
In the air: boost, air roll, dodge.
Now, think about all the situations that are difficult with he default control scheme because you need to be able to use multiple buttons simultaneously. Air rolling while boosting. Driffting while boosting. Jumping/dodging while drifting.
What makes all of these things difficult is that they're mapped to the 4 face buttons, which is designed to be used by a single finger. Whereas the 4 shoulder buttons are designed to be used by 4 separate fingers
So if you really want a control scheme that gives you mechanical flexibility, you need to map the most common functions to the shoulder buttons and only put one critical function on a face button.
Left trigger/L2 = brake/reverse
Left bumper/L1 = e-brake/drift and air roll
Right trigger/R2 = accelerate
Right bumper/R1 = boost
X (a on Xbox?) = jump/dodge
Theoretically you could switch these buttons/functions however you like. The only critical part of this mapping is that the 5 most-used functions can be used simultaneously by 5 different fingers. (Note: you could put air roll on any of the buttons accept the one you use for boost and dodge, but it may make sense to keep it attached to the drift button because your brain is probably trained to hit the same button for both of those things.)
Put the other functions on whatever button is most comfortable. You should have plenty of face buttons left. I leave ball cam toggle on the default binding.
One other thing to consider is binding air roll left or right to a face button to assist with half flips (and I guess tornado flicks info you ever want to learn those). I bind air roll right to circle (PS4) and very rarely mess up half flips.