Super Striker League - V8.0 Update Notes (July 1, 2022)

Super Striker League’s V8.0 Update is here!

This update is less of a “major feature” update, and more of a collection of smaller improvements to the game!

Item Lending

The new Item Lending system will let you safely lend your gear to other players for a specific amount of time!

The trade screen will have a new “Lend Items” button. Clicking on this will let you change your offer to a temporary loan, and you’ll be able to set how long the loan will last. As soon as the loan expires, the game will automatically return the items to your inventory, even if you or the other player are offline. No more “trust trading” sketchy people and hoping that they give your stuff back…

The borrower cannot sell, trade, or modify your equipment in any way, nor can they earn XP on that equipment - your items will always be returned in their original state.

Only Shoes, Gloves, and Headgear items can be lent. Note that you cannot have more than 6 items lent out at any given time, and loans cannot be ended early. There will be a “View Lent Items” in the Item Management section of the Customize menu, which will let you see any items you’re currently lending out.

This new feature will finally give you peace of mind if you want to let your anyone borrow your items!


Input Buffer

Do you get annoyed when your input doesn’t go through because you pressed the button a fraction of a second too early? Well, the new input buffering system will fix that :slight_smile:

With the new input buffer, if you input an action while you are still unable to act (i.e. you are in the middle of a tackle/deke, or are knocked down), that action will be queued (for up to 0.25 seconds, or as long as you continue to hold the button down) and then executed immediately once you’re able to act again.

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This will make the game easier to control and will eliminate some of those frustrating moments!


Shot Buffering

Another common problem is that it’s impossible to shoot the ball the moment you catch it. You have to wait for your client to see that you’ve got the ball, then you have to press the shoot button with perfect timing, then you have to wait for your input to reach the server…

The new shot buffering system fixes this problem and allows you to queue a shot input just before you have the ball!

There are two elements to the shot buffering system:

  1. If you are holding the shoot button when you claim the ball client-side, you will immediately begin charging a shot.
  2. If you press and release the shoot button without possession of the ball, this shot input will be sent to the server (along with your shot target and curve direction at the time of releasing the button). Once the server receives this input, it will be buffered on the server for the following 0.3 seconds. If the server sees you claim the ball while a buffered shot input is stored, and you are able to act at that moment, the server will execute the shot instantly. This eliminates the latency you would normally be forced to wait through before taking a shot.
    • If you don’t want this behavior, you can disable shot input buffering in the Controls settings.

That’s the long, technical explanation - the simple version is that this will make your shot inputs more responsive when you’re going for the ball!

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Cancel Pass/Shot Binding

You can now cancel a pass/shot charge at any time with a dedicated keybind! (Default keybind is F on keyboard, LB on gamepad)

Plus, on mobile, there was no easy way to cancel a shot/pass without having a weird grip on your device. Now there are new settings to control what happens if you swipe your finger off of the pass/shoot buttons (while still keeping that finger on the screen). The default will be the current behavior (which is to pass/shoot the ball), but you can change it to cancel the charge or perform a deke when you swipe away!

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Balance Changes/Other Adjustments

Here are the win rates for each tackle and deke in the V7.0 Ranked update, among Level 100+ players.
The values in parenthesis indicate the win rate change (in points) between the V6.0 and V7.0 updates.

  • Tackles
    • Slide Tackle: 56.6% (-0.1%)
    • Knockout Hit: 56.4% (-0.1%)
    • Dropkick: 49.1% (+4.1%)
    • Long Dive: 46.9% (+5.5%)
  • Dekes
    • Basic Dodge: 57.1% (-0.3%)
    • Sidestep: 55.8% (+3.7%)
    • Spin Dash: 48.7% (+3.5%)
    • Power Surge: 47.2% (+3.4%)
    • Counterattack: 45.3% (+5.3%)

Most of the abilities which were less viable in V6.0 are much more effective after the V7.0 update, so there’s no need for too many more adjustments. That being said, Dropkick has remained in a controversial position. The decreased windup time made it more viable for general use, but due to its ability to jump high and catch almost any airborne ball, it can be frustratingly powerful in the hands of pro players.

The V8.0 Update will make the following balance changes:

  • The animation for Dropkick no longer jumps high into the air
  • Counterattack’s hitbox will remain active for a longer duration
  • The amount of stamina used by tackles has been adjusted to be more consistent

Other adjustments:

  • Passing immediately after receiving the ball will now more reliably award points

Thanks again, enjoy the update!
~ @CinderingRB

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