There are more than 80 types of cars in the Rocket League. However, only a few cars are actually used. Why is it so biased? Which car is the best to use?
In this article we will answer both questions. Let’s proceed to describe the perfomance differences in Rocket League.
Is there a performance difference?
First of all, I would like to conclude that there are performance differences in Rocket League.
That said, it’s insignificant and almost nonexistent compared to other games.
Those with performance differences
There is a little difference in performance when it comes to the body (also known as the car).
A car that looks like a box and a car that looks like a board are hitboxes (collision detection) that match their appearance.
The appearance of the car and the hitbox, however, are not identical.
There are six different types of rectangular parallelepiped hitboxes, and each car is given one of them.
In a nutshell, there are six performance differences.
Those with no performance difference
Except for the car, wheel boost, and other customizations, there is no difference in performance.
You may notice a difference in the sound and appearance of the engine sound and boost, however. In this article, such differences in experience and placebo effects are not considered performance disparities.
If such is the difference in performance, it will be unavoidable depending on the day’s conditions.
For the time being, I will not dismiss the distinction between experience and the placebo effect.
6 Types of hitbox
- Plank / Batmobile
All the other cars fall into one of these six types.
From an E-sports point of view this is an interesting change, knowing exactly which type of hitboxes options are there, means that both rivals have exactly the same tools to prepare the match.
Prior to July 2017, each car had its unique hitbox, but it has since been standardized to the six types shown above.
There was a little discrepancy between Plank and Batmobile in 2018, and it was eventually merged on the Batmobile side, therefore there are two names.
When the DeLorean Time Machine hitbox was standardized, it was announced as Dominus, but owing to a typo, it was actually Octane.
The hitbox was updated to Dominus in June 2019.
Merc has altered its hitbox and grown independent since becoming free in September.
The original Octane hitbox will be replaced by a new hitbox.
I would like to anticipate future development because it has only been a short time since the modification and it is unclear.
Detailed explanation of hitbox
The parts that differ for each hitbox are the following:
- Collision detection
- Turning performance
- Ball touch
- Position of the center of gravity
- Wheel position and size
Specific explanation is summarized in the Rocket Science Youtube playlist below.
I highly recommend to watch the entire list to understand why there are cars which are sightly better than others. However, there is a brief summary of it.
A brief summary
- All cars are classified into one of six hitboxes (six performance differences).
- There are differences in hit judgment, turning performance, ball touch, center of gravity, and wheels for each hitbox.
- If the hitbox is the same, there is only a difference in appearance.
- Only the car body has a performance difference. However, the spawn position is off by the error level for each car.
- The reason for the misunderstanding about hitbox is that the spawn position is very slightly different for each car. This shift is caused by the fact that the operation is aligned with the appearance of the car.
- However, if you use a mod to spawn in exactly the same position, you can get exactly the same result on any car with the same hitbox.
Regarding the question, “So, isn’t a car in a spawn position that is slightly closer to the ball advantageous for kick-off?“
In Rocket League, physics processing is performed 120 times per second. If you approach the kick-off at your maximum speed, you will move a unit of 2300 u per second. If you divide this by 120, you can see that there is a movement of 19.1666… between processes. The deviation of the spawn position is probably about 1 uU or 0.5 uU, which is too small to consider. In other words, the spawn position is very slightly different for each car, but it doesn’t really matter.
It also seems to claim that it’s not the difference between the hitbox and itself.
Q. After reading everything, which car should I use then?
A. Recommended around Octane, Fennec, Dominus
Q. Are these recommendations easy to use?
A. You should actually use it and decide for yourself. Different hitbox cars are used, and even with the same hitbox, the population is divided between Octane and Fennec, so it depends on the user’s feelings.
Q. Which hitbox is the strongest?
A. There is no clear answer. However, about 80 to 90% of the current competition scene is Octane hitbox.