![]() ![]() The standard marksman, one player in the centre of the arena and four players spread, two on the edges and two in the middle, players should be able to somewhat consistently hit the target and also another tank. In order to farm xp from this mode, players will also need to hit at least one tank after the target, this is also why playing with wind on can significantly damage xp returns as players dying, being unable to hit targets or simply having their shots blow away after hitting the target will cost them any xp they would gain from their shots. Unlike other modes, it is reccomended to exclusively play on the stadium map as this will prevent players from getting dug into pits (as the main arena floor is quite low) and it makes for easy damage each turn, which in term provides xp. Turn bonus is not accounted for and the way it works in rebound is largely an unknown however this passive bonus can be as high as 30xp per turn for the first player that dies.Ī test of patience and skill, marksman can keep pace with rebound in terms of XP gains but is very limited in execution, additionally the XP gain is directly linked to the skill of ALL players in the lobby, each player that dies will reduce XP gains for everyone until the game ends, with that said, skill comes with a reward and this game mode can lead to impeccable xp gains. One of the most popular game modes going, it is woefully time inefficient however it is so inactive you could do something else inbetween shots, which makes it popular for padding out study/reading/watching or other low focus activities on a second monitor.Ĩ players, high wind, Single Shot, 20s turn timer, chose wep? Off, Nudge? Off, One Weapon? Yes.Ĥ.08x XP multiplier, 10xp per shot average (41xp after multipliers) READ: ShellShock Live: Good Ways to Farm XPĨ players, high wind, 20s turn timer, chose wep? Off, Nudge? Off, One Weapon? Yes.ģ.34x XP multiplier, average of 15xp per turn (50 after multipliers) ![]() ![]() Note: Calling your lobby “Xp” “XP” “xp”, “Farm” or “farm” will reduce xp gains from multi hit attacks. You WILL NOT get this xp if you leave the lobby before the game ends. There are also caps to this however, it is not fully understood how these work though, but the above is a general guide to what you should expect. On game modes where for some reason you are not on all shot, this means each “turn” will give this amount of xp per tank that is alive and takes a turn. #Shellshock live 2 aimbot full#Turn XP is calculated as 1 individual player turn = 1xp, for every full *1 xp (subject to normal rounding rules), this means you get… Shoccer: 1.21x XP +10xp per goal, shots do not give xp, hitting the ball gives 1xp per turn.Įach mode will be covered in its own section in order with rebound first and points last, shoccer is strange and is covered at the end. ![]() Juggernaut: 1.45x XP +10% xp for winning as juggernaut or 5xp for killing the juggernaut Marksman: 1.77x XP+ 1-3xp per target hit, +5xp per shot landedĪssassin: 1.63x XP + 5xp per target killed. There are 8 modes to choose from, 7 use the default XP calculations and one of them (shoccer) uses a strange one.īy Default with a regular 8 player lobby each mode will provide… ![]()
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