ShellShock Live

ShellShock Live

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Shellshock's XP System
By MrSprucetree and 3 collaborators
In this guide I will give a comprehensive description of Shellshock Live's XP system, or to be specific, how tank xp and weapon xp behave with different weapons. In addition, I will introduce a method of gaining xp which I have dubbed "limit-breaker xp farming" or "break-xp-limit farm", which utilizes and takes advantage of this knowledge.
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Part 1: Introduction
NOTE:
The few sections ahead will be going into details about XP calculation in Shellshock, and how it can be exploited in this farm design. If you want to skip all this science talk and go straight to the farm, head to Part 5: Quick recap of the entire process

XP in Shellshock Live is divided into two main categories: tank xp and weapon xp. Both of these are gained by dealing damage via any method.

Additionally, tank xp can be gained by doing various skillshots, which each give a fixed 5 XP bonus to each shot, subjected by the lobby multiplier.

Accounting for lobby multiplier and ignoring skillshots, gains for both of these for each shot can be formulated in the following way for most weapons:

Formula for Tank XP, where:
XP - Amount of XP received
D - Damage dealt by the player to enemy tanks
D_t - Damage dealt to self and/or teammates
M - Lobby XP multiplier

Formula for Weapon XP, where:
XP - Amount of XP received
D - Damage dealt by the player to enemy tanks
M - Lobby XP multiplier

Two things to note here:
  1. Tank XP is subjected to losses from team and self damage, while Weapon XP is not. This means that if your aim is to only gain Weapon XP, hitting yourself does not matter at all.

  2. More importantly, it is not necessarily damage which counts for XP gains, but something what I call xp damage. We will take a closer look into this concept in the next part.
Part 2: XP Damage
Most projectiles in Shellshock Live are limited to gaining 1 tank hit's worth of XP per each projectile.

In other words, XP damage by a single projectile is limited to single target damage. This means that the maximum XP any given weapon can gain is dictated by the total damage of their projectiles that can be inflicted on a single target.

For example, because a Mega Nuke consists of 1 singular projectile, the maximum Tank XP it can gain (without crit and buffs) by damage alone is:



While the Weapon XP:




where M is the lobby XP multiplier

This does not change no matter how many tanks you hit, be it 1 or 7 enemies.
Additionally, if you hit either yourself or your teammates in the process with the nuke, you will also lose all Tank XP for the shot (but not weapon xp).

Let's check out an actual in-game example of this:


In this scenario, I shot a Mega Nuke on 7 tanks in a Charge lobby with a lobby multiplier of 1.28×, causing 700 total damage (100 per tank), and avoided taking damage myself.







The in-game XP (which is determined by damage and skillshots), is 13, as expected from the formula previously discussed: (100/10) × 1.28 = 12.8, which gets rounded up to 13.


Similarly, Weapon XP gained (as seen by the difference of the xp counter from before and after) is 100 × 1.28 = 128.



Where things become interesting is when multiple projectiles are introduced.

As a great example of this, let's take Fireworks. This weapon consists of 36 projectiles that do 8 damage each. This means, without crits taken into account, the maximum XP that it can generate is (which happens when all projectiles hit):





What should be noted, is that the XP scales purely with how many of the total number of projectiles hit (and single target projectile damage), and not by total amount damage itself.

In the case of Fireworks and similar weapons, tanks standing on top of each other would gain a lower amount of XP compared to if the tanks were spread in such a way that more or all projectiles would hit.

These rules apply to the vast majority of the weapons in the game.

However, there are some which don't follow these rules.

I like to call these weapons limit breakers.
Part 2.1 Limit breakers
To put it simply, limit breakers are weapons that don't follow the previous rules of XP damage, but instead gain more XP linearly based on the number of tanks hit.

In other words, you could say that their XP damage is the total damage they deal (outside of 2 exceptions. shown below), regardless of how many tanks were hit and how they were hit.

The following is, to my knowledge, a comprehensive list of current limit breaker weapons:

Weapon Name                             
Unlock Requirements
Earthquake
Reach level 4
Zipper
Reach level 7
Ringer
Reach level 17
Shank
Reach level 21
Shockwave
Reach level 39
Sawblade
Reach level 47
Partition
Reach level 75
Radar*
Reach level 88
Laser Beam
Reach level 89
Taser
Reach level 93
Relocator
Reach level 99
Cropduster
Bought in the Shop for 350 Gears
Kiss
Bought in the Shop for 2000 Gears
Confuser*
Reach 1'500'000 total XP
NOTE:
  1. Weapons marked with an asterisk are what I call "type 2 limit breakers", more info on those later.
  2. All upgrades of these weapons are also limit breakers.

The formula for XP gained for limit breaker weapons goes as follows (does not apply type 2 limit breakers):





Where T is the total amount of damage dealt,
T_t is the total amount of team damage dealt (includes self-damage),
and M is the lobby XP multiplier.

As we can see, the XP gains with regular limit breakers purely scale based on damage dealt, regardless of how many tanks were involved, and how they were involved.

Additionally, most (but not all) limit breakers don't inflict self or team damage, but in the few cases they do, it is still possible to gain Tank XP by hitting 2 or more enemies in addition to hitting yourself.

As an example, let's take the Shank and hit 7 tanks in the FFA gamemodel. In this case the XP gained will be (without crits):

Tank xp:

Weapon xp:


As you can see these weapons can greatly benefit from stacking tanks, unlike the regular, "non-limit breaking" weapons.

So what about type 2 limit breakers?

These are weapons that are not technically limit breakers, but due to them activating individually on each tank, their amount of projectiles scales linearly based on number of tanks hit, leading to nominal, limit-breaker style, linearly increasing gains of XP.

There are 2 major consequences to this, that make these weapons differ greatly from the others:
  1. When stacking tanks, the damage scales quadratically instead of linearly, while their XP keeps scaling linearly (like other limit breakers). This can lead to very large damage numbers (in the order of multiple thousands) for high number of stacked tanks, but the XP gain will still stay low in comparison.

  2. Because the number of hits grows based on number of tanks, standing on a top of a stack while using these will completely negate any Tank XP gains from all tanks stacked on the user.

For type 2 limit breakers, the formulae for XP gains are as follows:





Where I is the individual hit damage,
H is the amount of tanks hit,
H_t is the amount of hits inflicted on self/team,
and M is the lobby XP multiplier.

As we can see, in terms of XP gained, it does not matter if the tanks are stacked or not. So while stacking the tanks with type 2 limit breakers does increase the damage, it does not increase the amount of XP gained.

Let's do an example with the Radar and 7 enemy tanks in 3 scenarios:
  1. All tanks stacked, including shooter
  2. All tanks stacked, excluding shooter
  3. All tanks separated
In these scenarios the XP gained (without crits) will be as follows:

Full stack:
Tank XP: (50 × 7 - 50 × 7) / 10 × M = 0
Weapon XP: 50 × 7 × M = 350 × M

Shooter separated:
Tank XP: (50 × 7 - 0) / 10 × M = 35 × M
Weapon XP: 50 × 7 × M = 350 × M

All tanks separated:
Tank XP: (50 × 7 - 0) / 10 × M = 35 × M
Weapon XP: 50 × 7 × M = 350 × M

As we can see, all the scenarios are the same in terms of Weapon XP. However, standing on the stack will negate all Tank XP.

Additionally, the damage in the first and second scenario would be 7×7×50 = 2450 and 7×50 = 350 respectively, but as mentioned previously, damage has no effect on XP gain in the case of type 2 limit breakers.

So, now that we have covered the whole system, we will move on to the most interesting part, namely putting all this knowledge to good use.
Part 3: Using Limit Breakers to farm XP
So as you might see, due to how XP works for most weapons, the notorious "xp farm go mid" farms are very inefficient.

If you want do those kinds of farms, it would be better for the tanks to "carpet", e.g. separate out into an area instead of stacking together, so that weapons like Fireworks get more projectile hits, and thus more XP.

However, improving these farms themselves is not my main idea, but rather introducing a totally new type of farm, that mainly focuses on Tank XP by fully utilizing previously mentioned limit breakers to their full extent.

I like to call these "limit breaker xp farms" or "break-xp-limit farms". This method is based on the common Charge Weapon XP farming method. What's mainly changed is how and what weapons are focused to be used.

The setup is as follows:

Lobby settings:
Parameter
Value
XP Modifier
Map
Stadium*
1.0×
Mode
Charge
1.1×
Type
Free For All
0.9×
Players
8
1.1×
Battery Capacity
200 KWh
1.0x
Wind
High
1.15×
Shot Type
All
0.9×
Ranked
No
1.0x
Starting Weapons
30
1.0x
Items
On
1.0x
Choose Weapon Level
No
1.0x
Mod
None
1.0x
Obstacles
Medium
1.0x
Total XP multiplier:
1.28×
* - Stadium is unlocked by winning a 16 player tournament

Next is going to be the action plan — players should perform the following steps as fast as possible to maximize xp/time gains. It's highly recommended to turn off "Scene Change Animation" in the options menu to significantly reduce downtime.

The flow of the match is as follows:
  1. All players ready up, the match begins.
  2. Everyone instantly overcharges, receiving a 1.25× damage modifier for the next round, thus increasing the amount of XP gained.
  3. Everyone stacks in the center.
    • Everyone should optimally have their tracks maxed, as a maxed fuel tank will take the furthest players directly to the center, while an unmaxed tank will be just shy of it.
  4. All players fire their strongest limit breaker weapon they have.
  5. Round ends, XP is received, rinse and repeat.

In case someone does not have any limit breakers, shooting time-consuming weapons such as God Rays or Bumper Bombs should be avoided as these tend to slow the rotations too much to be worth it.

Additionally, there are some weapons that can work as a good substitute to limit breakers, giving a low, but much better XP gain than other weapons generally. The next section will cover some of those.

If anything else, avoiding breaking the terrain should remain a priority to let shanks, lasers, and tasers hit effectively.

Additionally, only a single player can use the Relocator effectively at a time, and this should be done with a considerable delay (e.g. by shooting it upwards with power in the 80-100 range)

Type 2 limit breakers (Radar and Confuser) additionally require separating from the stack by the radius of their projectile explosions to avoid self damage and Tank XP losses that come with it. It is thus recommended that you avoid using these if you have other (strong) limit breakers, as this helps in keeping the stacks clean.

In an ideal scenario, each full rotation from start to finish will last under 40 seconds. From testing, Tank XP gains for each round usually vary between 40-120 XP with overcharging, and can rarely reach as high as 160 XP. This means, that theoretically this method can go over 200 XP per minute in one round bursts if everyone plays optimally, but in general maintaining 60 XP per minute seems feasible.

The next 2 sections are optional and will cover more details on ideal weapons to use and specific things to note in regards to them, and also weapons which generally should be avoided when doing this type of farming.
Part 3.1.1 Notable weapons for limit breaker farming
Listed here are some key weapons for limit breaker farms and some notes regarding them, along with some expected XP gains. All XP gain values assume maxed crit upgrades and overcharging.

NOTE:
This section has to be split into two parts, because of the 8000 character limit

1. Shank
One of the strongest limit breaker weapons. With 80 base damage, this weapon can rack up 100 damage when overcharged for each hit, leading to very high round gains between 90-120 XP, or sometimes even higher. The hitbox of these weapons starts from just about the very beginning of your tank barrel, so you have to stand a tiny bit back from the edgemost tank to hit everyone. If more than 2 people use this weapon, someone will have to sacrifice at least 1 hit because of this.
An image showcasing the ranges of all Shank
variations.
From top to bottom: Shank, Dagger, Sword
2. Laser Beam
Like shanks, but these have infinite range (and from tier 2 onwards, can also hit tanks a little behind you as well). With their base damage ranging from 60-80, these are an excellent choice for your shot, gaining between 70-140 XP based on tier and number of crits. Because this weapon activates instantly without delay, it is also not susceptible to terrain deforms, which can happen often in casual lobbies due to the lower amount of co-operation. Additionally thanks to their larger backwards-facing hitbox with higher tiers, it is not necessary to go behind everyone to get all 7 hits, as seen in the illustration below.
An image showcasing the backwards
ranges of all Laser Beam variations.

From left to right:
Laser Beam, Great Beam,
Ultra Beam, Master Beam.
3. Taser (and Heavy Taser)
Very high base damage, but due to self-damage can lose 1-2 hits worth of xp depending on if it crits on the user or not. Either way, getting over 100 XP with a good shot is not uncommon. Can be shot from inside the stack if shot upwards, but due to being susceptible to terrain deforms can miss in casual lobbies where people tend to shoot more carelessly. When shooting from the middle of a stack, you should try aiming directly above with about 40-50 power. Remember to adjust your angle depending on the wind. It is also possible to shoot this weapon from the side of a stack to avoid taking self-damage. To do this, when standing on the side, aim at around 30 power and 82 angle with regular Taser and 80 with Heavy Taser (larger hitbox), and move angle by 1 for each 15 wind (either angle up for left wind and angle down for right wind). Since stack size can vary, you might need to be ready to improvise on your aim if players are stacked differently. (note from spider: i recommend going to the firing range for that, just create a stack and fire away)
An image showcasing the
30/82 method.
4. Partition
The high damage and ease of use make this weapon an excellent choice. Due to high number of hits, the variation in xp gained is lower compared to other high damage limit breakers and is usually in the range of 80-100 Tank XP per round. Due to hitting whole column, this weapon is also very resistant to terrain movement in casual lobbies. Because these weapons have rather large hitboxes that are not dependent on positioning or direction, it is best to use them while standing close to the center of the stack and shoot them downwards to help more directional weapons such as shanks work better.
5. Radar
Despite enormous stack damages, the XP gained with this weapon, as previously discussed in section 2.1, is scaled linearly, by number of hits, and thus ends up not being as high as one might initially think. Despite this, it is a solid choice and can often gain over 50 XP per shot, as long as you separate from the stack.
6. Confuser
Like Radar, this weapon also has quadratic damage scaling, but only linear XP scaling. With its higher base damage however, it is another great choice for those who have it. With tier 2 and 3, separation from the stack needs to be bigger to avoid the bigger explosion size.
7. Relocator
This weapon should be shot at high power upwards (close or equal to 100) in order to avoid messing up the shots of other players. Additionally, only 1 player can use this effectively for full damage at a time, so prioritize other (strong) choices when available.
8. Shockwave
Despite the (relatively) low base damage, its ease of use and reliability make it a great choice for consistent XP gains, which can still be around 40-60 XP per round. Additionally it is resistant to terrain deforms, making it a good choice in casual lobbies in that regard as well.
9. Ringer
A little tricky to shoot, but due to high base damage (especially at tier 3), it's a great choice if you happen to have one. Olympic ringers of 80+ XP are not uncommon to see. To shoot these, you should go to the edge of the stack so your barrel is visible and shoot a little bit to the side for the ring to hit. Can be shot from inside the stack as well, but in this case you have to shoot at an upward angle a bit over 50 degrees to avoid directly hitting other tanks, which can prematurely trigger the ring and thus make you miss completely.
An example of firing an Olympic Ringer
safely from the inside of a stack.
10. Sawblade
This limit breaker can be shot from the middle of a stack by aiming at 85 power and 55 angle. This way the projectile will bounce off one of the back walls, sweeping back to hit the whole stack. As such, this is the recommended way of shooting it as it allows for better stacking.
11. Earthquake
Despite its low damage, it is still much better than non-limit breaker options in general assuming an overlapping stack, and can gain xp in between 10-20 and over 30 with the Mega Quake. As a rule of thumb, if you have non-limit breakers that can do single target damage higher than total quake damage WITHOUT hitting yourself in the process, those options can be better instead. Tier 1 quake is easier to overtake (expected damage value = 122.2, with all gun upgrades and overcharge), with its expected damage being so low, but can be harder with Mega Quake (which has its expected damage at 185 with full gun upgrades and overcharge).

In general, all the other limit breakers are great as well and almost always far surpass the non-breaker options, so if you get any, you should use them when farming for XP this way, giving at least a respectable 40+ XP if used correctly, compared to the 2 XP of most non-breakers (which is from the round xp passively gained over time rather than damage).

The next part of this subsection will cover some useful non-limit-breaker weapons.
Part 3.1.2 Notable non-limit-breaker weapons
You should be able to get at least 1 limit breaker most of the time, but invariably there will also be some rounds where you get none. In these cases there are a few good choices that can give some XP even with full stacking reliably.

Even though this is much less that what limit breakers give, it is still better than the standard 2 XP passive bonus you would only get otherwise. Generally speaking, anything you can avoid hitting yourself with can work. Below are a few examples:

Firearms (Glock, Uzi, M4, and their upgrades)
The simplest and most available of them all, the guns can give some damage easily without hurting yourself, which would negate XP like with other non-breakers on full stacks. You can expect gains between 5-15 XP with these.
Drone
Another easy option. Gives a solid 40-50 critless base damage, which is low but still better than nothing. Expected XP gains are around 4-9 XP.
Imploder
Unlocked at level 100, this weapon is somewhat restricted in availability. It also tends to be rarer than other weapons in the weapon pool, but nonetheless, with its 200 base damage (with 100 self damage resulting in 100 total XP damage), this weapon is a great choice for non-limit breaker weapons. XP can either be 16 or 32 or so depending on weather you crit or not.
Pinpoint
Due to its small hitbox and high damage, if anyone is separated from the stack you can attempt to use this on the separated tank(s) to get some un-negated damage. Takes a little bit of skill to use with wind but worth the shot if you have nothing else. Can gain around 13-22 XP if you don't hit yourself.
Needler, Synclets and their upgrades
Because these weapons don't do self damage when used inside a stack and have high single target base damage, and don't cause any terrain damage at all, they are superb choices for non-limit breaker weapons. Expected per round gains: 10-15xp.
Part 3.2 What NOT to use in limit breaker farms
Despite being seemingly powerful, there are many weapons that are actually very bad and not ideal in limit breaker farms. This section will go over some of those and explain why they're so bad.

1. Nuke
While the high damage may seem tempting, once you know how non-limit breaker xp gains work you may see why this is such a bad weapon for this. To put it shortly, when stacking you are almost certainly going to hit yourself with this, leaving only the Weapon XP, which is decent if you want to upgrade the weapon, but is otherwise completely useless (and there are better places for farming this anyways). Even if you were not to hit yourself with this, the non-crit tank xp gain would be only (100/10)×1.28 = 13 XP, or 16 XP with the Mega Nuke, which can be beaten even by a meagre Mega Quake. Additionally the terrain breaking tends to mess up Shanks and other similar weapons if you shoot it quickly, so in general you should not even bother with this one.
2. God Rays
Due to consisting of multiple projectiles, this weapon can work well in cases where the players are spread out, such as the previously mentioned "carpet", albeit a bit tighter. If not, however, it suffers from the same problem as the Nuke, leaving only low or straight up nonexistent Tank XP gains. In addition, this weapon tends to get bounced by the side bumpers into a very long and slow trajectory, slowing the lobby down to a snail's pace. It's usually better to use something faster and get onward to the next round than to risk this happening.
3. Bumper Bombs
Similar problem with being a non-limit-breaker, like the God Rays, and can similarly get stuck on a slow and low trajectory, if the terrain gets modified, which can especially happen in casual lobbies. Avoid this like you would God Rays (probably even moreso).
4. Firestorm
With a spread out stack, like with God Rays, this can work decently but is greatly dampened by its slowness, overall lowering the XP gains/time compared to using something else.
5. Breaker Madness/Mania & Sunflower/Helianthus
Another 2 weapons that are decent on carpets, but suffer from being slow like most of the previous examples. If you are not trying to maximize for the absolute best speeds, then these can be fairly ok to use. Either way, if the stack is perfect (everyone overlapping), there are better choices out there.
Part 4: Comparison of yields of different methods
Here is a list of some of the most commonly used methods for grinding XP and their measured average yields in XP/minute and XP/hour.

Mode
Yield (XP per minute)
Yield (XP per hour)
Limit Breaker farm
100+
6 000+
1v1 Rebound (3.64×)
74
4 440
1v1 Deathmatch (3.42×)
74
4 440
Allshot Rebound (3.34×)
41.6
2 496
Singleshot Rebound(4.08×)
25.5
1 530
"xp farm go mid"
15
900



Testing methodology
All tests were conducted using a simple "XP difference over playtime" method, where XP before and after tests were recorded, and was compared to duration to the test. This way, the XP/time can be calculated as:

Formula for XP/Time, where:
XP_e - XP at the end of a test
XP_s - XP at the start of a test
t - Test duration

In general, test duration was between 30-60 minutes (except for 4.08× due to its very long round lengths).

Additionally, 8 player methods were tested similarly, but every player participated in measurements and the end results listed are averages of all 8 players.
Part 5: Quick recap of the entire process
If you don't care about semantics and simply want to get onto the farming, here's a detailed overview of everything you should know about setting up and running a limit breaker farm:

Preparation

1. All players turn off menu transitions in the options menu;

2. All players have maxed out tracks and gun in the skill tree (might not be feasible for low lvl players, if that's the case then prioritise tracks);

3. Host starts a match with the following parameters:
  • Charge
  • FFA
  • 8 players
  • 200 KWh capacity
  • High wind
  • "All" shot type
  • 20s turn time
  • 30 starting weapons
  • Medium obstacles
For a total XP multiplier of ×1.28

Farming

1. Once the match starts, everyone instantly overcharges, in an optimal scenario the first round should take no less than two seconds;

2.
On the second turn, all players move towards the centre of the arena

3. After moving into position, all players scan their arsenals in search of limit breakers in the following order of priority:
Shank, Laser, Paritition, Taser, Radar, Confuser, Ringer, Sawblade, Shockwave, Zipper, Relocator, Kiss, Earthquake, Cropduster (includes any upgrades of the mentioned weapons)

4. If a limit breaker needs specific positioning (e.g. Shank, Laser, Radar), make sure to call it out. If not, fire away.

4a. If you happen to get no limit breakers, fire a weapon that doesn't deform terrain and doesn't take ages to finish (e.g. Ghost Bomb)

5. During the match, refrain from taking any buffs unless they're easy picks, otherwise they'll simply waste time

5a. Remember that cooperation can go a long way in this farm, a chaotic lobby will be much less efficient

6. After the match is over, repeat the process as many times as you wish

Showcase of how the farm should work:
Part 6: Conclusion
To summarize, typical "go mid" farms are very ineffective, but could be improved just by the simple action of separating the tanks due to how non-limit-breakers work.

Using limit breaker weapons on multiple tanks in any scenario can be a great boost to XP gains, and knowing this can help boost your XP every so often.

Additionally, if you manage to get a coordinated group to play with, limit breaker XP farms can potentially reach an order of magnitude higher XP rates compared to typical play.

It also should be noted that due most high-power limit breakers being locked to higher levels, this grinding method likely does not perform well at lower levels, but rather peaks out in effectiveness at levels over 93 (where you get taser, last of the strong limit breakers for a long time).



This is my first time writing a community guide, so any feedback, suggestions, corrections etc. are very welcome!

In addition, if you make new discoveries related to the topic (e.g. finding new limit breaker weapons or ways of improving limit breaker farms) that I could add to the guide, those are greatly appreciated as well.

That being said, I hope you, the reader, found this guide useful, and thanks for reading!
Community discord
We have and maintain a small discord server where we gather and organize effective limit breaker lobbies with people who are in the know. Feel free to hop in and say hello!
https://discord.gg/SF8jfGmk76
Special Thanks
I want to give credit to the Shellshock Live community members who encouraged and helped me in writing this guide, especially White I Rabbit, who helped with pre-publish reviewing and provided some parts and images of guide. In addition, I want to thank Spider for doing amazing work at post-publish formatting and editing to make the guide even cleaner and clearer.

I also want to thank everyone who has been passionate about the limit breaker farming concept and who have accompanied me on my journey to research and help me test it to a degree that I could not have done without you.

I want to especially thank 1MIKE, Awein, Horizon, J4ckiee, spider, White I Rabbit and XavierC315 for being very active and helpful in numerous of my test runs!

I want to thank Luggi for taking care and growing our lovely community discord. LB would not be the same without you!

Finally, I want to thank White I Rabbit, J4ckiee, DUAL HEAT SOLDERIN, Phil, Chaostatic, spider, Arctaroll and ZombieCat for participating on the grand test and helping me to measure the true power of limit breaker farming.
16 Comments
specter2941 9 Jun @ 3:39am 
Yo, thought this was going to be a joke, DEFINITELY NOT a joke. will read tho
Tee Wrecks 6 Jun @ 4:17pm 
Limit Breaker farming is so lucrative and nuts, you just need a good group that cooperates.
MrSprucetree  [author] 14 Jan, 2024 @ 12:12am 
@SHEEEEEESH That section, as mentioned in its beginning, goes over weapons that have some notable special properties or ways to shoot them, e.g. not necessarily every weapon. As such, zipper is left out as it is as simple to shoot as just shooting it below when fully stacked.
SHEEEEEESH 13 Jan, 2024 @ 5:45pm 
is it intentional that zipper is missing from 3.1.1?
PureFPSZac 9 Oct, 2023 @ 8:45pm 
My friend and I really want to do games of this but we can't get the 8 people. Anyone got a discord or steam group to do this?
🗿 Moyai 🗿 14 Aug, 2023 @ 6:22am 
Thx m8 ly <3 GGNM!
♥ Astrid ♥ 8 May, 2023 @ 7:40am 
Ah I didn't notice I'm a part-skipper :SaffronCry:
MrSprucetree  [author] 8 May, 2023 @ 7:31am 
@Astrid Glad to hear you learned new things! I am always glad to get comments like this :)
In case you did not notice yet, we did in fact test allshot 8 player rebound as well. From the 30 minute test we got an average of 41.6 xp/minute, which is in between 1v1 2.96 deathmatch and 8 player 4.08 rebound.
♥ Astrid ♥ 8 May, 2023 @ 5:44am 
Cool guide, wasn't even aware Zipper was a part of that limit breaker group.
Yep, that's the information I gained from that. Just not one who farms haha.
♥ Astrid ♥ 8 May, 2023 @ 5:42am 
Test the all shot 8 player rebound games too if you could, always wondered how efficient those are in comparison.