

yeah the director’s cut seems to make the progression much smoother. I am just like maybe 1/3 into it, maxed out connections so far each for new stations I get to. (5 stars on my leg so far.)
I do understand the need for those forced encounters, now I got gears to handle I need to remember to turn off the slow mo when encounter them. XD
long time rocket league player and have about 20 hours from open beta + release combined. Have to say RL’s netcode and physics still remain unbeatable, while Rematch tries to hide their input lag during live match through animation length, it’s very obvious when you played long enough and have those wonky lag or desync/rubberbanding even on connection <60ms average.
The game have good fundamentals, but I doubt it will have good skill ceiling for longer term as the main ranked mode is 5v5 which relies on positional play. The dev didn’t mention quite a bit of things in terms of mechanics but players slowly converge to explain things off experience. Like, when you have the boost on, you have higher priority when trying to hit/pass the ball then player that does not activate it. At the moment, because of the lag/desync, person have good ball control/possession have advantage over people trying to defend if purely in a 1v1 situation. If you are goalie/sweeper since it has some modifier to make defending easier, but still most goals are scored 1v1 against goalie because of the options available to attacker and the boost committed shot/pass shot.
5v5 ranked also mean people who solo queue will have much tougher time to grind through ranks to get where people can pass reliably or position proper.
I wish them have more time focus on making the netcode good and reliable and then tweak the options for defender to force a more position/passing heavy game.