ShellShock Live

ShellShock Live

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Future Updates/Changes
By Blue Butterfly
This is mostly a message to Kyle mostly.
But also for the community to post new ideas that could improve the game or mark annoying things that may be happening in the game.

Feel free to Direct Message Ideas on my discord blue_buttefly or in the comments of the guide so i implement the idea the best way possible.
   
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Bug Fixes
As a bug free game we needed a section like that.

Weapons going through walls


Rewards not being given
https://medal.tv/games/shellshock-live/clips/10OkNFFMxFTFy2/d13373zq0H5P?invite=cr-MSxEV1YsNTA3ODU0OTks

Death boxes can be empty
After a player dies it has a chance to spawn a crate and potentially give up to 3 weapons.
Some times if the mode is 1 weapon and the game creates a weapon box without the player picking up weapons from crates it feels like a scam.

Mute doesnt work for flares
Thankfully very few players use them and if someone decides to spam them you have no other solution besides kicking him when the round end.
If it exceeds the normal limits you potentially block or add the name to a blacklist.

Inaccurate Tracers
Most players have experienced one example of it.
Most common case being the black hole teleporting projectiles across the map with superspeeds thus not knowing where is lands.
This seems to be an issue of visualisation since the game has already calculated the spots but doesnt render it to the client.
Additional Mechanics
Tank Gear Collecting
Tank gears bouncing off the perimeter/walls instead of rolling away into the void or going superspeed above the sky limit.

Presets/Loadouts
Save lobby settings as a preset for the future.

Daily Challenges
Instead of quiting the lobby you created to check if you completed the daily or if it applies to the gamemode you play pressing tab could reveal the dailies on the bottom right corner as it is in the menu.
Most people know in the higher ranks that it resets at 00.00pm GMT
At the same time a timer could count down above the claim buttom as a title to show when the dailies reset.

Armor Stack
If you're already full and get more from a crate have the value go higher as it did in ShellShock Live 2

Item Clearance
It doesnt have to be On or Off.
Add a 3rd option in the item setting to have it in a limited mode to the just the free ones.

Extra Ranked Info
Have the skill rating be invisible unless the ranked mode is on plus a few extra optional details that give the playstyle of a player.

This includes:
  • K/D ratio next to elo
  • Average XP per hour
  • Win % on the game mode

New Modifications
Did you ever want to experience 100% RNG weapon damage?
This could be a setting in the same category as Level Field
Well it could have a lower multiplier but it would allow only weapons like Spaz,Wanderer,Clover,Bouncy Balls etc.
A more exaggerated idea would be to select the possible available weapons based on the level cap with ultra low multiplier as a consequence.

Game Modes
Why have a separate category for bumpers,portals and not create one that in order to make the damage count to have to hit any obstacle.
The game would generate at least 2 types obstacles so the player uses more complex shots.
As for it multiplier it would be equal or in between the range of deathmatch and rebound/vortex mode with 300 max hp.
Crossplatform
Many players repeatedly advise developers to add something, change something, etc., these are all good attempts to make the game even better, but within the limits of what the game already represents in terms of global development and entering the TOP of popular games in the world.

Given the fact that this game is available on multiple platforms, this means that the number of players is enough to say that this game is quite "live".
The lack of cross-platform is a huge problem with this game, because it significantly reduces its potential and in itself does not allow it to open up.

I don't know why the developer didn't make this game cross-platform from the very beginning and why it doesn't do it now, since as shown below his next game will support this feature.



Maybe it's a lack of resources, lack of hands and time, unwillingness to do this, etc., but let's imagine what potential the game could be unlocked if the game were cross-platform.

Benefits
  • More Players
  • Less time to fill Lobbies
  • Bigger support for Events/Tournaments (More on that later)
  • Potentially establishing a main discord server for the game covering the needs of the game

Originally posted by Verbailler:
The game will become much more convenient and fun, the ability to play together across different platforms will attract even more new players, since I personally know many people who do not play this game due to the lack of cross-platform.

Crossplatform Solution
Under the management of third party software and 2 Developers from the community ,that used to work under the cheat, they managed to create something unique.
That tool is not meant to be trusted 100% till Kyle approves based upon the statements of one of the Devs so its considered official and not illegal distribution of software of the game.

This tool creates a new account that uses the steam client to log in the other server of the games.
In order to be able to work with the progress that any player that currently has a certain dev has to contacted in order to adjust it specifically to the player because if leaked it would ruin the experience on the other client side.

Kyle you ve notified multiple times by one of the devs(via Email) asking for clearance.

I am not promoting any material or info of how it works or what steps should anyone follow in order to apply it since its going against the terms and conditions of the game.
Item Levels
Lets summarize what the game brings onto the table for the level ups of items:
  • Overcharge
    Overcharge can boost the damage of your next shot by 25% with unlimited uses, but the effects will not be stacked.
    Overcharge is useful if you don't currently have a great shot, or want to deal more damage with a weapons next turn, especially if not maxed out.
  • Fortify
    As Overcharge describes in order to balance the bonus given by it in the defense form.
  • Teleport
    Moves your tank to a random location on the map.
  • EMP Blast
    Stops enemy tanks from moving for 1 turn and randomizes the direction their gun is facing on the targets turn.
    Radius changes according to the level of the item: 40/48/56/70
  • Supply Drop
    Drops a package with a small arsenal of 5 random weapons which you have already unlocked. Higher levels add bonus luck to the items provided and each level also increases the amount of weapons dropped with the formula.
  • Jet Pack
    Great for getting to spots you can't get to with traction being low or hill being too steep if maxed.
    Higher levels of this item can allow for slightly further travel: 65/70/75/80
  • Shield
    Protects you from taking any damage as weapons just bounce off of you for 1 turn(after usage there is a 5 turn cool down).
    Upgrades increase the size of the bubble slightly: 25/28/31/34/37
  • Tracer
    Great for checking to make sure your shot will land.
    Takes wind into account, but not portals or bumpers.
    It can trace only one specific shot per use (specific power and angle)
    Finally it can't be used for underground shots.
    Upgrades increase the duration it remains on the screen by roughly 0.5s.
Item Level Solutions
The solution to the previous issue is presented below:
  • Overcharge
    Being a free item to use i believe the levels should just raise the percentage of it instead of being 25% for all
    Values would be 20/25/30/35/40
  • Fortify
    Same as Overcharge
  • Teleport
    Level 1-2 would be as it fully random
    Level 3 Choose where you d like to tp. If failed make it random.
    Level 4 Choose where to you d like to be teleported and have a chance of successful tp there.
    If failed tp just a pixel so its like it was never used.
    Level 5 Make the player choose the location and thus tp him there.(No more luck after 1000 uses)
  • EMP Blast
    Keep it as it is.
  • Supply Drop
    With the way its given by default i cant see many things changing to it.
  • Jet Pack
    Its perfectly set as it.
  • Shield
    Level 1-2 keep it as we have it.
    Level 3-4 Similar as before but lower the countdown to 4 turns instead.
    Level 5 Make it last 2 turns and 4 turns reload between activation but at the same time let the players have higher chances on weapon that penetrate it to balance the possible abuse to it.
    Look for the relative part where i have the list of weapons that bypass the shield
  • Tracer
    Level 1 No wind calculation & same duration as it is
    Level 2 Wind calculated plus 0.5s to the time
    Level 3 Underground Shots plus 0.5s to the time
    Level 4 Bumper calculated plus 0.5s to the time
    Level 5 Blackhole/Portal calculated plus 0.5s to the time
Bypass Shield Updated List
Basic/Easy to Unlock Weapons Till Level 40
  • Earthquake,Mega EarthQuake
  • Sniper
  • Torpedoes,Tunneler Strike
  • Small Potion, Medium Potion,Large Potion, Huge Potion
  • Heath Aura, Health Aura+, Health Aura++
  • Zipper, Double Zipper, Zipper Quad
  • Banana, Banana Split, Banana Bunch (Not the peels)
  • Ringer, Heavy Ringer, Olympic Ringer
  • Shank, Dagger, Sword
  • Molehill, Moles
  • Dead Riser
  • Drone, Heavy Drone
  • Shockwave, Sonic Pulse
  • Glock, M9, Desert Eagle
  • Driller (Just The driller bits)
  • Needler, Dual Needler
  • Pinpoint, Needles. Pins and Needles

Level 40-80
  • M4,M16, AK-47
  • Battling Ram, Double Ram, Ram-Squad, Double Ram-Squad
  • Partition, Division
  • Shrapnel, Shredders
  • Penetrator, Penetrator v2

Level 80-100 + Shop
  • Taser, Heavy Taser
  • Laserbeam , Great Beam, Ultra Beam, Master Beam
  • Throwing Star, Multi Star, Ninja
  • CropDuster, Noxious Duster, Toxic Duster
  • Kiss, French Kiss, Smooch
  • Relocator, Displacement Bomb
Weapon upgrades
The game could use new weapons and even better upgrades for already existing ones.
The list below consists some of them.
More to be added in the near future.

  1. Earthquake, Mega-Quake, Aftershock
    Hits 2 times.
    One at the beginning of all shots and one once all shots are done.

  2. Molehill, Moles, Father-Mole
    Larger hill & Mole-Family Bigger hill + 3 small hills.

  3. Disco Ball, Groovy Ball, Prom
    A larger disco ball with more glitter.

  4. Boomerang, Big Boomerang, Frisbee disk
    Flies faster than Boomerang, lower hitbox but more damage.

  5. Arrow, Bow & Arrow, Flaming Arrow, Crossbow
    Higher damage(maybe weaken the levels before a bit).

  6. Pinata, Fiesta, Carnival
    A big Pinata with extra candy which do a little more damage.

  7. Rain, Hail, Thunderstorm
    Rain with lightning(similarly to 2012).

  8. Shadow, Darkshadow, Deathshadow, Thermal Shadow
    Does 50 damage + a bit of burn damage (Search for Thermal Shadow on google for the explanation).

  9. Jammer, Jiver, Rocker, Musician
    Big musical notes with more harm but less projectile.

  10. Asteroids, Comets, Asteroid Storm, Planets
    Planets from our solar system, flying like the Comets but with similar mechanics of moons.

  11. Snowball, Snowstorm, Avalanche
    Like sticky rain but with snow & frost damage(similarly to fire but white and possibly freeze like emp for 1 Turn Requirement would be 17.2k xp to unlock like imploder).

  12. StarFire, Shooting Star, Galaxy
    Several smaller shooting stars(Shellshock Live 2 Prestige 10 weapon).

  13. Nuke, MegaNuke, War
    3 Nukes from above making 50dmg each.

  14. Pentagram, Pentaslam, Satan's Call
    Pentaslam in red with fire particles appearing in the areas where the weapon explodes.

  15. Stone, Boulder, Fireball, Rockfall
    Like snowstorm but with stones.

  16. Ghost bomb, Ghostlets, Holy Grenade
    Another grenade weapon with the ability to "cleanse ghosts".
    When about to explode it bring 5 small ghosteltes that deal 10-20dmg while big explosion is worth 50-60 like in ssl2 along with the halelloiah sound

  17. Chopper, Apache, Military
    Apache with drones that shoot slower but do 10 damage each shot.

  18. SkullShot, Skeleton, Fossil
    You shoot a flare, like Tunnel Strike,which causes fossils to spawn from below randomly in a specific range dealing 20 damage when exploding with the same Area of Effect of a normal skull weapon.

  19. Fat Stacks, Dolla Bills, Make-It-Rain, Billionaire
    More Money.

  20. Drone, Heavy Drone,Drone Attack, No mercy
    2 drones at once.
    2 Heavy Drones at once.

  21. Permaroller, Heavy Permaroller, Dual-Permaroller
    Like Dualroller, but with Permaroller.

  22. Kiss, French Kiss, Smooch, Love in the air
    Does 5 more damage so it justifies the high price a little more.

  23. Satellite, UFO, Abduction
    Same as before with 10 extar dmg (60 total) but with the ability to randomly teleport the opponent like relocator.

  24. Driller, Slammer, Driller Bits
    Mini drillers that activate underground and attack the enemy once they are close to them.
    The same way they were in shellshock live 2
Weapon Rework
Static
Have a chance starting from 10% up to 40% to cause an emp effect for a turn.

Kiss
Draining more health if modifiers of critical hit activates.

Taser
Making it account the buffs xp into the player total.
Overcharge/Fortify Button Positions
As we have it at the current patch of game Overcharge and Fortify are quite know for doing more/less 25% regarding damage.
Some players have the tendency to use them as turn skips, especially in 1 weapon settings or even to gather more xp on weapons that need upgrades.

What is happening when the host sets items off?
You are forced to make other players wait while you simply do nothing as the timer counts down or simply waste the weapon acquired that turn.



Suggestion
Kyle in previous games of shellshock had the structure below:


I dont understand why he didnt follow the same way that Shellshock Live 2 had when it comes to all 6 items

Another alternative for this case is to separate those 2 from items and be put in a similar way presented above.
As a result:
  • Items: Overcharge & Fortify
  • Consumables: Shield, Teleport, Jetpack, Supplies
Lastly if people definitely don't want overcharge or fortify being available in the round, there must be a skip button so players dont wait for the turn to end of the timer in order to keep the weapon.
Tournament Settings
Most players are familiar on what the tournament mode is in the game.
In honor of the original discussion operators, i will let them do the intro to this section.

Originally posted by Taylor:
Tournaments have gone back to the forums when clans used to organize them themselves which eventually led to the concept being added to shellshock live steam version year 1 in 2015 over a few days. Unfortunately, the project was forgotten, and continued expansion was halted.

Originally posted by Gangoo:
The tournament mode was one of the most fun for me back then, but now it's hard to find people for it.


What we currently have:
  • Mode: Deathmatch
  • Number of Players: 4, 8 ,16
  • HP: 100 to 600 with a step of 100 for in between values
  • Wind: none low medium high
  • Shot Type: All Team Single
  • Items: On Off
Tournament Solutions
Tiebreakers
A very common method of guaranteeing a tie in a normal game is suicide on the opponent.
Why would that be different in a tournament?
Or maybe should I rephrase it like that
Why not force the game into a tie and let the game choose the winner of the round based on rng.
That can be very very annoying to players and there are a few ways to decide who goes on into the next round:
  • Most damage done
  • Most XP collected in this round in case both players have 0 dmg or negatives
  • Person that has used the least weapons to serve the kill in case of condition above being the same again.
Unfair methods could consist of who did the first shot or who died last.
But again we are open to here more suggestions on how this could be resolved in a fair way.


More Modes
The game offers so many other modes why not be able to use them on the tournament for a bigger variety.

Additionally i have a more complex idea that could potentially work.
Set up different game modes in different rounds of the tournament providing more fun.

More Option
Besides the game modes suggested previously it would be preferable for the community to use the normal game mode settings.

What that means:
  • Ability to choose the maps
  • Ability to wager gears
    The table below shows the amount of gears you may win depending on the number of players participating and the number of gears wagered
    Players
    Wager
    -
    1 Gear
    2 Gear
    3 Gear
    4
    3
    6
    9
    8
    7
    14
    21
    16
    15
    30
    45
    If not all the amount to the winner.
    Have a 75% got to the winner and the 25% to the loser of the final round.
  • Ability for streamers to raise the number of players entering a tournament up to 32 so they allow the audience to join along.
  • Ability to invite friends into one or even create a private one that has password protection given by the host to the participants.
  • Ability to adjust weapon levels and obstacle frequency rate.
  • Have the option to play with cage walls that go across all the way up and not just 3x the normal border.

Balance Loadouts/Apply a form of level field
If you've ever played a tournament on Shellshock Live, you've more than likely noticed that skill is not required to win a match. It's more based on uncontrollable factors noted below:
  • A forgiving weapon algorithm blessing you with weapons you can actually use.
    Its not an uncommon event to get a load out that supports only close range or that require flat ground in order to deal damage or weapons that cannot bypass the random spawn of a circle bumper around an opponent.
    Another great example of this is the use or rng weapons like scavengers that can sometimes deal over 300 damage or it can do lower than 50.
  • Weapons depending on your level or upgrades on specific weapons.
    Higher levels have a better chance to find a more efficient weapon when it comes to killing since not only they own more unlockables from the level they are but also they have a lot more xp in them than an average level 60-80 player. As a result of that, higher tier weapon usually means higher damage dealt.
  • Upgrades of your tank (critical hits, chassis/armor, luck)

In order to deal with that issue it would be suggested that some kind of level field applies.
Not the normal common field present in the normal modes, since it resets all upgrades and thus players have no movement at all, but a modified version of it.
What I mean is to use the level stats/upgrades and weapons of the player with the lowest level.
In case of a tie in the lowest level, the game should choose randomly one of the two set ups.

Spectate Games
Spectator Mode has long been desired by the community, especially for those who wish to make the content of this game (both YouTube and Twitch) with their communities. When the host dies or anyone else, is able to click on a bracket and view the match live would keep everyone in the tournament engaged instead of leaving right away if they lose. In terms of presentation, it would make content and streaming as mentioned quite desirable.
Besides streamer side in this argument as a common player that waits a game to finish so he can complete his round it would be a lot more enjoyable to watch how the next opponent of his acts and uses the weapons given.
Also it would be a very useful way to determine if quiting the tournament is a wise option judging by the way some players keep the game going for a very long time due to a bad map or skill issues presented.

XP Reward For Win
The majority of players would agree that getting 20xp for surviving all 4 rounds and winning the competition is a like completing a very hard task and being rewarded with a donut in real life.

What would be suggest is the winner would be getting 50% of the hp set at the beginning.
Thus forming the rewards from 50xp to 300xp.
Another great option would be based on the settings forming the multiplier with the highest reward being 500 and minimum to 200 so it doesn't make players feel they wasted their time for a very small amount of xp and potentially a map that they havent unlocked.

Increased Multipliers
I'm not entirely sure what multipliers are applied when currently making a tournament. However, if one uses what the default tournament settings would be when creating a regular match then we'd have a 1.39x multiplier (default eight players, 300 hp, single shot, no wind, and items on) per individual tournament match we play depending how many rounds we survive.

Possible ways to boost the multipliers in this setup alone would be to apply additional aspects we can take advantage of in a regular deathmatch outside of tournaments. This would include such bonuses as how many weapons we start out with (1, 10, 15, or 30), Obstacles (none, low, medium, and high), and the ability to choose weapon level (on or off).

More formats
Community may have asked for 2v2s or 3v3s tournaments.

In my opinion with the struggle we have filling up a 16 player tournament at the current state of the game, this demand will be a dream since it would be hard to find enough players to cover all 16 bracket positions(32/48 players).

Potentially this could include clans and occasional events where people signed up for Games between them with rewards such us cosmetic points or even gears.
Dog tags & Dailies Personal Note
As an individual, i stopped the major grind after hitting the 2nd star.
The only thing that kept me playing was the daily mission and the hunt for those lovely dog tags.
I completed all sets of mine after the release of the new update so i could save up cosmetic points for the tags i thought looked cool on my profile.

Thanks to a few players(friends or not) it was made easy due to cooperation.
As a result of their help my play time was limited to 10h/2 week and missions mentioned below were completed fast:
  • Get a kill with x weapon [where x is a low dmg weapon]
  • Deal XX damage with x weapon [where x is a low dmg weapon]
  • Kill 3+ players in Assassin/Juggernaut Mode
  • Win 2+ games in Assassin/Juggernaut Mode

Now lets talk about numbers:
  • Days After Update: 84
  • Cosmetic Points Collected: 1099
  • Cosmetics Coins Spent: 900
  • Dog tags Collected: 49
  • Daily Dog tags bought: 28 [21 commons/7 uncommons]

Also Cosmetic Points are just for decoration items and not contributing to the mechanics of the games.
So if you don't care enough about buying or collecting dogtags then you should just be able to enjoy the game as it is.
Dog Tags & Dailies Issues
Dog tags that cost Gears or Exist in the shop
The game has unique tags that are beautiful and only unlocked by playing the dailies.
We dont need to see the ones from the shop since we can just get there and afford them if we have enough.

Being a completionist i would say that this could be very helpful for veterans of the game that had been saving gears for years to accomplish this achievement faster. Unfortunately not all players have been this committed or even worse they dont have enough gears to buy weapons from the shop as they are newer to game.

That means not only the game is suggesting them to grind a bit so they could afford one like that to cover the need of the daily but also they would be wasting a decent amount of them to just a decorative item that very few people would even recognize.
If they think simpler on the other hand its just 5 free cosmetics for skipping, which is something i would suggest doing in case you encounter this feature.

Duplicates
During this period its been noted ,by the community as well, that the chances of hitting the same tag after a few days or weeks are pretty high.

What that means is that you either get a way too expensive one that you have to skip cause you dont have enough CPs or you are encouraged to use real money to buy it if you want to cover the difference just in case you like it.

There is a worse case though, as i mentioned you may roll tags that cost gears.
So for the people that want to find new ones or even affordable ones its just another day they had to skip.

Kill/Damage Missions
Those missions may seem easy to complete but there are some mechanics behind each of them.

Kill Missions
It was noticeable that the odds of that weapon appearing in your pool were much much higher than any other normally. The thing that made it obvious was the 3.42x or any other one weapon lobby. Players were literally spammed with that weapon on the first turn of the game. If set on 30 weapons it would almost be guaranteed if it belonged on the lower levels that have naturally higher odds.

That was a very very abusable tactic used by many players, including me, when given a high base damage weapon.
On the opposite side though, if the weapon was trash (counter 3, earthquake, oddball etc) it would be a hellish day and would play after the reset of dailies.

Deal Damage Missions
Unlike get a kill missions kyle seems to have coded the game to lower the odds of that weapon appearing in your pool.

Using 100hp 30 weapons all shot games was the most efficient way to deal with them but even if with those that it made spent 30-50 minutes.
There was a day for me that i spent 2.5h to find skeet to deal 50 dmg [Day 3 of update]
Additionally for a friend needing to deal 50 dmg with oddball we spent 1.5h till it was given.[Day 1 of update]


Randomized Values As Rewards
After completing any kind of missions the value of reward is randomized between 1 and 5.

Having mentioned the pain of some mission already it can be understandable that getting 1 CP for that annoying daily is frustrating since missions like play 4 rounds gives 5 CP.
I have thought of a solution regarding that matter but it will be presented later on the equivalent section.

Max CP gain
Assuming you are lucky you will be able to get 15CPs for your dailies plus another 5 if you skip, adding up to 20 CPs.

Having already presented the total CPs collected in the first 84 days we end up with 13.08 per day as average gain assuming you skip over half of the days. Excluding the skip we end up with 8 per day just from the dailies.
Additionally we have to mark that the amount of all the CPs collected barely add up to the cheapest legendary tag that came in the 2nd smaller update of game and is 1100CPs.
Kyle either tells us that you have to pay real life money to acquire such nice tags or play around 50h of pure ingame time to gather the amount.

Skip Or Buy
What if a player encounters a dogtag that he wants and isnt able to afford it?
He is forced to skip and hope it appears again or spent real money.

For me that not an appropriate thing to happen but i can understand that kyle is looking for ways to gain profit from players that have a decent amount of ours.
Solution may be presented in the relevant section.
Dog Tags & Dailies Suggested Solutions
Reveal the reward of the Daily
I am sure Kyle can find a small position to mark the reward either on bottom left or next to the daily with a number so we know if it will be worth our time to grind get a kill missions with low damage weapons

Efficiency of Rewards
There are 2 ways that this could be done:
  • Either keep the randomness and higher the max amount given per mission
    The concept is simple raise the maximum potential reward to 10 CPs per mission and keep the randomness in.
    That would raise the daily gain potentially up to 30 CPs just from the dailies and its more likely to have 15-20CPs as an average gain without skipping the tag.
  • Reward by the time/difficulty required to complete the mission
    We may keep the maximum reward up to 7 but grant the reward it fits the mission:
    (I am trying to find a way to balance it so those are just assumptions and definitely need improvement)
    • Kill missions: 4-6 CPs (based on the weapon)
    • Damage Missions: 5-7 CPs (based on the weapon)
    • Play Y rounds of X gamemode: 3-4 CPs
    • Get X kills: 1 per kill required
    • Get X crates: 2 per crate required

Skip Reward Value
Its unfair for all tags to have a skippable value of 5CPs so again we have options:
  • Rarity Based Reward
    • Commons: 1CP
    • Uncommon: 5 CP
    • Rares: 15 CP
    • Ultra Rares: 25CP
    • Legendary: 50CP
  • Percent Based Reward
    • Commons: 15% of value (Minimum value 1)
    • Uncommon: 10% of value
    • Rare: 7.5% of value
    • Ultra Rare: 5% of value
    • Legendary: 3% of value (Apply a Maximum value if the 2k one gives way too much)

Keep Tags to buy later
It is known that the tag is available for 24h only so instead of skipping i suggest if the player takes no action the tag is tranfered in the daily tag section to be bought later when he has the sufficient funds.
Skip action will be available there if he changes his opinion about it.
References & Special Thanks
The point for this guide is to keep updating especially when comments suggest a great idea and thus another name will be credited here.
Item Positioning: alex9648
Screenshot: enigma
Weapon Upgrades: dinomo, Firefly_The_Phnix,
Crossplay: Verbailler
Shield Bypass: Elwood
Gangoo Post
https://gtm.steamproxy.vip/app/326460/discussions/0/5264192561409709496/

Taylor Post
https://gtm.steamproxy.vip/app/326460/discussions/0/5264192561410225775/

https://shellshocklive.fandom.com/wiki/Items?so=search

Tee Wrecks Discusion
https://gtm.steamproxy.vip/app/326460/discussions/0/596274665528264184/
15 Comments
Hey, that's really thorough and well-thought!
We could also use some more mini-games (that were supposed to be "upcoming soon" since ssl2 browser ver...) and also include them in the lobby to pass time while you wait for more players to join.
Tee Wrecks 5 Oct @ 3:38pm 
i like the spectating games idea
Blue Butterfly  [author] 19 Jul @ 2:22am 
Its been 2 years already???
Saddly no news Solar besides a rebuild due to hacker attack.
Still Hoping
If you have any extra ideas DM me so i add it too
SolarFlea 19 Jul @ 12:24am 
I know I'm quite a bit late to the party here, but this is a really nice and well put together thread! Lots of really good ideas here.

It has also been over 2 years since the last update with no news from kChamp, so has further development of this game ended? I'd really hate if that was the case.
VERBAILER 29 Jul, 2023 @ 2:53pm 
This game needs to be cross-platform! Developer, please make this game cross-platform! Breathe life into the game! Few players online, unite all players on different platforms! The game will be in the TOP! Without cross-platform, there are few players, and this is the foundation of the whole game as a whole. Developer please! :steamthis:
GgWw1175 25 Jul, 2023 @ 6:34am 
Teleport levels could probably be simplified. You could let the player choose the target destination on all levels, and make them teleport within a radius from it. Start at half to a third of the map at level 1 and make it smaller with each next level.

I'm not particularly convinced by the values suggested for overcharge and fortify—I think they're mostly too low to consider using outside of saving/skipping a turn. Frankly, even the current 25% isn't too stellar, but we also can't set it too high. I'd consider either yeeting the levelling altogether (little point in keeping it when you can just click through it in a local match until you have both maxed out), or making them grant more damage/defence per level based on some other, dynamic factor. Missing health, proximity, there are ways to make it more interesting and some probably don't suck.
Blue Butterfly  [author] 24 Jul, 2023 @ 11:49am 
Check last suggested solution 19toews
19Toews 24 Jul, 2023 @ 9:55am 
Should there be an option to have the dog tag go to the shop permanently if you do not skip it. I believe so. Leave your thoughts.
Taylor 4 Jul, 2023 @ 12:26pm 
I think the biggest problem with this game is lack of actual balance of any kind . However that is why this game is a casual game and only treated competitively by the players itself. Despite that though, the dev doesn't care to change that so other fixes to make the game more enjoyable are needed progressively and more often than years past. The last few months have been a good step forward including a dev active to a degree within the community in terms of communicating his plans.
Sccoopyy 3 Jul, 2023 @ 4:14am 
an excellent collection of multiple improvements to quality of life for Shellshock players.