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A treasure chest spawns in the middle of the map and once someone picks it up, their team needs to defend that player holding the treasure chest otherwise it can be stolen off the knocked out player.
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But Treasure Hunt was the most unique mode I got to participate in. Most of those game modes were pretty self-explanatory, especially with Rocketball basically being hero Rocket League. The four PVP modes consist of Knockout (the standard game where you knock out your opponents), Rocketball (where the goal of the game is to run and throw or blast a ball into your opponent’s goal), Treasure Hunt (where you hold a treasure chest that spawns in the middle of the map to collect coins), and Megarocket (a capture the point objective). All of these modes consist of teams of 3. The 5 game modes available at launch consist of 4 PVP matches and 1 PVE. Blastbeard’s special ability actually resets his jumps which can definitely be used for if you’re outside the ring. On the other hand, Rocket Arena allows you to triple jump so there’s still a lot of mobility in the game. But the cooldown timer remains the same whether you nail your dodge or not. My one complaint about this system is that I thought if I were to time a dodge perfectly, my cooldown time would be significantly shorter as a reward. There’s a 6 second cooldown timer on your dodge, so you have to really think it through if you’re in a particularly sticky situation. However, there’s a dodge mechanic that all heroes have that allows them to break their opponents’ combos if timed correctly.
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Rocket Arena encourages players to really get creative with movement.ĭuring fights, you can hit your opponents consistently and build up your combos.When you hit consecutive shots and build a combo, a melody plays that sounds like the Fortnite harvesting notes when you hit all the right spots. Not only can you save yourself from getting knocked out, but you can also use this to your advantage to climb walls and get above everyone else during fights. For example, if I get stuck dropping outside the platform, I can shoot against the wall to boost myself up and climb back into the arena. There is no splash damage in the game from your own weapons so you can rocket jump all you want as long as you have the ammo for it. Rocket Arena implements a skill called “rocket jumping” that allows you to jump using your rockets or special abilities. Unless your blast meter exceeds its threshold, you can actually fight your way back onto the platform. Additionally, you can hit them until their blast meter reaches its limits and they’ll get flown outside the ring automatically, no matter where they are. You can push your opponents out of the ring by hitting them until they drop off the edge and can’t fight their way to the map. The higher their meter was, the closer they were to getting eliminated. It was a really weird concept to understand that when I’d see an enemy’s blast meter above their heads and see it was low, it didn’t mean they were low health. Think Super Smash Brothers but in a 3rd person fps form. So rather than straight up rocketing your enemy to death, you have to use your weapons and items to blast your enemy out of the ring. Instead of using health bars and killing other players, Rocket Arena uses something called Blast Meters. My first thoughts on Rocket Arena were “Not another hero shooter” but there are quite a few gameplay mechanics that really grabbed me.