abstract
| - Competitive (対抗意識 Taikō ishiki lit. Rivalry in the Japanese version) is a skill introduced in Fire Emblem Fates. It is the personal skill of Takumi.
- Competitive is one of the two core Online Gameplay modes. The Competitive mode is based purely on skill tiers which will loosely determine the skill of a player. There are four Competitive playlists: 1.
* Solo Duel 2.
* Doubles 3.
* Solo Standard 4.
* Standard Each player has a separate progression for each playlist (i.e. it is possible to be a Challenger in Doubles and a Rising Star in Standard). Solo Duel is arguably the most balanced in terms of raw skill. Because it is simply a one-on-one game, Solo Duel is not based at all on cooperating in a team, but on strategy and skill in the arena. Doubles is the most popular Competitive playlist. Doubles is very popular because Standard tends to balance the game less proportionally when there are more players to play with or against. In doubles, you need to cooperate with only one teammate. Solo Standard is perhaps the least popular Competitive playlist. The matchmaking will place you randomly with 2 players of your skill tier against 3 random other players also of your skill tier. This playlist forces you to cooperate with the largest number of teammates available in ranked along with the team variation. Standard is a relatively popular Competitive playlist. This playlist is similar to Solo Standard, except the matchmaking for this playlist is less strict, giving you leeway to choose your teammates. This way, the playlist is a lot more determinant on your and other players’ ability to choose teams or even to play against teams. Though Solo Standard creates a balanced environment, playing this playlist solo could be recommended, as playing Standard will usually choose 2 other players on your team based on the 3 opponent players, and not only the matchmaking average, leading to higher and lower skilled players being placed with you, giving you a chance to balance with them. Introduced in Season 2, Competitive Tiers replace the preceding Ranking system and Ranked Points with a brand new set of skill tiers, skill rating and a much more complicated progression system. In addition, all players are required to play 10 placement matches in a single playlist, otherwise they remain locked in the Unranked tier. If you are in the Unranked tier, the game will place you in a tier after 10 matches based on your performance. You can track the progression of your Competitive status on the tier display that shows up at the end of the game or from the main menu’s matchmaking window. As the 10 games progress, matchmaking will put you in games with people of or closer to your current tier. It takes an average of 4 last games for the game to know your tier, but there are 6 more for assurance. Once you are finally placed in your final tier for the first time, you will be put in Division II of your skill tier. Below is the current Competitive Tier list: 1.
* Unranked 2.
* Prospect I 3.
* Prospect II 4.
* Prospect III 5.
* Prospect Elite 6.
* Challenger I 7.
* Challenger II 8.
* Challenger III 9.
* Challenger Elite 10.
* Rising Star 11.
* Shooting Star 12.
* All-Star 13.
* Superstar 14.
* Champion 15.
* Super Champion 16.
* Grand Champion Each tier has five divisions, ranging from Division I (the lowest) to Division V (the highest). You can go up or down a division within a tier based on how many matches you’ve won. Note: The Champion tier group is reserved for a very small percentage of players. The game is constantly adjusting this percentage. You can track your own stats and current Competitive progression on rocketleaguerank.com. If you are playing via Steam, open the program and click your avatar on the bottom right corner of the window. Right click your profile background and click "Copy Page URL". This will put your profile URL on your clipboard. Paste it into the box. Make sure the selection bar is set to Steam. If you are on PlayStation 4 or Xbox One, simply enter your PSN username or Xbox Live gamertag, and set the selection bar to PlayStation or Xbox. The Competitive rewards are based on the highest tier the player has achieved on any given playlist within a season. The rewards are cumulative, and will be given to the player at the end of the season. The Grand Champion title, on the other hand, requires the player to remain in the Grand Champion tier at the end of the season. The first official Rocket League competitive season was known as Ranked. Ranked Season 1 began with patch v1.05 on September 8th, 2015, and ended with patch v1.11 on February 11th, 2016. Ranked Season 1 used a progression system based on Ranked Points. Players ranked up by accumulating 100 RP within a rank. Going below 0 RP within a rank resulted in demotion. Each player who participated in Ranked Pre-Season would also be seeded to a particular rank based on their respective Pre-Season performance. Below is the Ranked Season 1 rank list: 1.
* Unranked (reserved for players who did not participate in Ranked Pre-Season) 2.
* Bronze I 3.
* Bronze II 4.
* Bronze III 5.
* Silver I 6.
* Silver II 7.
* Silver III 8.
* Gold I 9.
* Gold II 10.
* Gold III 11.
* Platinum (reserved for the Top 100 players) The rewards for Ranked Season 1 were as follows: 1.
* Bronze I or higher: Season 1 – Bronze (Topper) 2.
* Silver I or higher: Season 1 – Silver (Topper) 3.
* Gold I or higher: Season 1 – Gold (Topper) 4.
* Platinum: Season 1 – Platinum (Topper) Season 2 saw Ranked renamed to Competitive as it is now called. Competitive Season 2 began with patch v1.11 on February 11th, 2016, and ended with patch v1.19 on June 20th, 2016. Competitive Season 2 introduced the new Competitive Tiers and replaced the Ranked Points with Skill Rating to make the progression system much more skill-based as opposed to Season 1’s points-based progression. When first introduced, there were 12 skill tiers (excluding Unranked), with the top four being Rising Star, All-Star, Superstar, and Champion. Unlike in the previous season, every player started Season 2 at Unranked, and was required to play 10 placement matches before they could be seeded to any skill tier. In case the player did participate in Ranked Season 1, however, their final Season 1 rank would also determine their initial Competitive Season 2 tier. Also introduced in Season 2 was Competitive Reconnect, which allows players to rejoin Competitive matches from which they were disconnected, provided that the match is still ongoing. This feature, however, is not available for Solo Duel, because the match ends immediately if either player is disconnected, giving the disconnected player no chance to rejoin. Patch v1.13 on February 24th, 2016, made several changes to the Competitive Tiers. The number of skill tiers was increased to 15, with the Champion tier split into a group of three separate tiers (Champion, Super Champion, Grand Champion). To accommodate the new Champion tier group, the Star tier group was reorganized as a four-tier group (Rising Star, Shooting Star, All-Star, Superstar). In addition to tier reorganization, each skill tier was also given five divisions, with each of them representing roughly 20% of the skill range within a particular tier. Each player would start at Division II of any given tier, whether they had completed 10 placement matches or been promoted or demoted. The rewards for Competitive Season 2 were as follows: 1.
* Prospect I or higher: Season 2 – Prospect (Rocket Trail) 2.
* Challenger I or higher: Season 2 – Challenger (Rocket Trail) 3.
* Rising Star or higher: Season 2 – Star (Rocket Trail) 4.
* Champion or higher: Season 2 – Champion (Rocket Trail) 5.
* Grand Champion: Season 2 Grand Champion (Title) Competitive Season 3 began with patch v1.19 on June 20th, 2016. With the exception of changes made, Competitive Season 3 was pretty much like Season 2. Every player started at Unranked, and thus had to play 10 placement matches first. However, their final Competitive Skill Rating had been reset for Season 3. Competitive Season 3 introduced a restriction on Party Matchmaking for Competitive play, based on the skill tier of each respective player in a single party. If the skill range of the party exceeded three tiers, that party would not be able to queue for any Competitive playlist. On August 3rd, 2016, Psyonix released an update for Competitive play party matchmaking in an attempt to fix the rank boosting issue. The update removed the previously introduced party restriction for Competitive play, and also adjusted the party skill rating so that the rating is now determined by which player in the party has the highest skill tier, rather than the mean rating of each player’s tiers. Patch v1.22 on September 8th, 2016, implemented the inactivity rules for Competitive play. Players who do not play a Competitive match for 30 days or longer are considered inactive. Inactive players are excluded from Competitive Leaderboards, and their skill tiers are reset to Unranked. However, the Competitive progression for each inactive player is retained. Inactive players must play a specified number of placement matches, based on the period of inactivity, to recalibrate their skill rating. On October 11th, 2016, Psyonix made some adjustments on the Competitive skill tiers. These included the reduction of thresholds for all skill tiers, allowing for larger numbers of Star and Champion tier players. All Competitive playlists were also given their own skill tier thresholds based on the number of active players in each playlist. The rewards for Competitive Season 3 are as follows: 1.
* Prospect I or higher: Season 3 – Prospect (Wheels) 2.
* Challenger I or higher: Season 3 – Challenger (Wheels) 3.
* Rising Star or higher: Season 3 – Star (Wheels) 4.
* Champion or higher: Season 3 – Champion (Wheels) 5.
* Grand Champion: Season 3 Grand Champion (Title) Season 4 will be starting by early April. Some of the changes coming with Season 4 are tied to a future game update, so its date is still flexible at this point. More in depth details will be released closer to the start of the season. File:Season 4 ranks.jpg
- Competitive (かちき) is an ability introduced in Generation VI. Eight Pokémon have this ability.
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