ShellShock Live

ShellShock Live

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The Big XP guide
By SandTag
An up to date guide for XP that also provides realistic estimates to xp gain.
   
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Intro
This guide is going to be quite straight to the point (broken up by a handful of screenshots here and there, but thats all).

I chose to make this as a guide rather than putting it on the wiki simply because this would probably be a bit too large for a page and it would be somewhat awkward to place, im not really sure where it would go!

Xp figures take a "glass half empty" approach and assume that RnG will not be very nice. Based on a level 80 player with good weapon XP growth.

For info this guide isnt covering, please check the wiki[shellshocklive.gamepedia.com] out, it was made (almost entirely) by me, tnt dragon and jed (who provided the images!), and a small assortment of others chipping in along the way.

There is no official discord server for this game, however you are free to join https://discord.gg/x3Cs39F if you want to talk more about the game :), i am level 97 at the time of writing and tnt is level 100 (please dont spam him for god rays XD)
Overview of game types.
There are 8 modes to choose from, 7 use the default XP calculations and one of them (shoccer) uses a strange one.

By Default with a regular 8 player lobby each mode will provide...

Rebound: 1.94x XP + 5xp per shot landed.
Marksman: 1.77x XP+ 1-3xp per target hit, +5xp per shot landed
Assassin: 1.63x XP + 5xp per target killed.
Deathmatch: 1.45x XP
Juggernaut: 1.45x XP +10% xp for winning as juggernaut or 5xp for killing the juggernaut
Charge: 1.21x XP
Points: 1.09x XP

Shoccer: 1.21x XP +10xp per goal, shots do not give xp, hitting the ball gives 1xp per turn.

Each 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.

Turn XP is calculated as 1 individual player turn = 1xp, for every full *1 xp (subject to normal rounding rules), this means you get...
> 0.49 or less: no passive xp
> 0.5-1.49*: 1 passive xp per turn
> 1.5-2.49*: 2 passive xp per turn
> 2.5-3.49*: 3 passive xp per turn
> 3.5-4.08*: 4 passive xp per turn

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.

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.

you WILL NOT get this xp if you leave the lobby before the game ends.

Note: Calling your lobby "Xp" "XP" "xp", "Farm" or "farm" will reduce xp gains from multi hit attacks.
Rebound and vortex

Rebound is the game of choice for many seeking xp and its not surprising, not only does it give the best XP multiplier but all shots give 5 bonus XP if they land.

Vortex is identical to rebound but with portals, for the purpose of this guide they are considered identical.

For all configurations of rebound, generated maps are more likely to give better results as certain "odd" maps like arcs or narrow peak cannot generate and ruin the flow.

Common Configurations:

=====
1v1 Rebound

The Classic XP grinding setup, two players fighting over bumpers, but is it really the best way to get xp? Probably.

2 players, high wind, 20s turn timer, chose wep? Off, Nudge? Off, One Weapon? Yes.
2.98x XP multiplier, average of 5xp per turn (15 after multipliers)

Expected Gain: 3,240xp per hour
[3600 / 20 = 180 turns per hour]
[180 * 15 * 1.2 = 3240xp]
=====
Mosh Pit FFA

Another classic, this time in an 8v8 format, best played with 150hp rather than 300 to avoid giving players big wait times (as they might leave! which makes the next match take longer to start)

8 players, high wind, 20s turn timer, chose wep? Off, Nudge? Off, One Weapon? Yes.
3.34x XP multiplier, average of 15xp per turn (50 after multipliers)

Expected Gain: 3150xp
[3600 / 20 / 2 / 1.5 (wait time penalty) = 60 turns per hour]
[60 * 50 * 1.05 = 3150xp]
=====
The 4.08 rebound

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.

8 players, high wind, Single Shot, 20s turn timer, chose wep? Off, Nudge? Off, One Weapon? Yes.

4.08x XP multiplier, 10xp per shot average (41xp after multipliers)

Expected Gain: 507xp+*
[3600s / 8 players / 20s / 2(turns dead, assuming 50%) = 11.25 turns per hour.]
[XP = 461.25 * 1.1 bonuses.]
*Results will vary drastically. 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 full turn for the first player that dies.
=====
Marksman

A 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.

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.

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.

Common Configurations:

=====
Perfect Fifths

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.

This mode is best thought of as a co-operative mode for farming xp and the main goal of this setup is for everyone to get lots of xp :) Grind away people!

5 players, no wind, 30s turn timer, chose wep? Off, Nudge? Off, One Weapon? Yes.
{Stadium Map}
2.61x XP multiplier, average of 10xp per turn (26 after multipliers)

Expected Gain: 824xp
[3600 / 25 / 5 = 28.8 turns per hour]
[28.8 * 26 * 1.1 = 824xp/h]
=====
Classic Marksman

The most common marksman setup, while obviously marksman is not a popular gamemode, this one is the classic two player shootout, no friends, sabotage when available and nail those targets.

2 players, High wind, 30s turn timer, chose wep? Off, Nudge? Off, One Weapon? Yes.
{Throwback/Generated}
2.47/2.96x XP multiplier, average of 5xp per turn (12/15 after multipliers)

Expected Gain: 1080<->1260xp
[3600 / 20 / 2 = 90 turns per hour]
[90 * 12 OR 15 = 1080xp OR 1350xp]
=====
Classic 8s

Identical to the above but with 8 players instead, average shot xp increases as you are far more often going to be able to hit a player after the target however overall xp per player decreases as players have to wait after dying.

8 players, High wind, 30s turn timer, chose wep? Off, Nudge? Off, One Weapon? Yes.
{Throwback/Generated}
2.76/3.32x XP multiplier, average of 10xp per turn (28/33 after multipliers)

Expected Gain: 630<->743xp
[3600 / 20 / 4 / 2 = 22.5 turns per hour]
[22.5 * 28/33 = 630/743xp]
=====
Assassin

Kill your target, try not to be the target though!
All kills give double xp and you cannot damage any other enemy tanks except your target.

Common Configurations:
=====
Trojan Whispers

A fun 8 configuration that avoids unpleasant maps and ends up playing out like cluedo except the murder weapon is a nuke and the people are tanks? perhaps not.

8 players, high wind, 20s turn timer, chose wep? Off, Nudge? Off, One Weapon? Yes. [100hp]
{Stadium Map}
2.52x XP multiplier, average of 6xp per turn (15 after multipliers)

Expected Gain: 1170*
[3600 / 20 / 2(waiting time) = 90 turns per hour]
[90 * 15 = 1350]
*Xp gains can be as high as 2340xp/h if you have players ready to play!
=====
Blade Farm

A 3 player getup that isnt really meant to grind xp but instead to help farm for hidden blade, but how much XP does it actually give?

3 players, high wind, 20s turn timer, chose wep? Off, Nudge? Off, One Weapon? Yes.
{Stadium Map}
2.3x XP multiplier, average of 9xp per turn (21 after multipliers)

Expected Gain: 2646xp
[3600 / 20 * 0.7 (Loading Screens and end screens!) = 126 turns per hour]
[126 * 21 = 2646]
=====
Deathmatch

The Default gamemode and probably one of the least effective in terms of xp returns due to deadtime.

I dont really need to explain this one do i? just use a ruler like sarah shoot at the enemy tanks until they explode.

Common Configurations:
=====
1v1 with wind

2 players, high wind, 40s turn timer, chose wep? Off, Nudge? On, One Weapon? No.
1.61x XP multiplier, average of 8xp per turn (13 after multipliers)

Expected Gains: 1872xp
[3600 / 30 = 120 turns per hour]
[120 * 13 * 1.2 multiplier = 1872xp]
=====
2v2 without wind

4 players, high wind, 40s turn timer, chose wep? Off, Nudge? On, One Weapon? No.
1.68x XP multiplier, average of 10xp per turn (17 after multipliers)

Expected Gains: 2244xp
[3600 / 30 = 120 turns per hour]
[120 * 17 * 1.1 multiplier = 2244xp]
=====
4v4 one weapon

8 players, high wind, 30s turn timer, chose wep? Off, Nudge? Off, One Weapon? Yes.
2.71x XP multiplier, average of 6xp per turn (16 after multipliers)

Expected Gains: 1056xp
[3600 / 30 / 2 = 60 turns per hour]
[60 * 16 * 1.1 multiplier = 1056xp]
=====
Juggernaut

A rather unpopular game mode that involves one thicc tank trying to destroy other small tanks, it is not particularly well balanced, at high levels the J-naut tends to die and at low levels its sheer health pool is too high.

Given its weird getup and lack of players, only the mode which can grant its achievement is considered.

=====
Beast Hunt

8 players, high wind, 30s turn timer, chose wep? Off, Nudge? Off, One Weapon? No.
1.81x XP multiplier, average of 5xp per turn (9 after multipliers)

Expected Gain: 378xp
[3600 / 30 / 3 = 40 turns per hour]
[40 * 9 * 1.05 = 378xp]
=====
Charge

A strange sub genre of points, to win you need to get ahead of the crowd and fully charge your battery.

Gain charge when dealing damage, lose charge when taking damage, first to reach the desired amount wins!

Common Configurations:

=====
Battery Bash

8 players, high wind, 20s turn timer, choose wep? Off, Nudge? Off, One Weapon? Yes.
2.3x XP multiplier, average of 13xp per turn (30 after multipliers)

Expected Gain: 2970xp
[3600 / 20 / 2(wait times) = 90
[90 * 30 * 1.1 = 2970xp]
=====
Charge Duel

2 players, high wind, 20s turn timer, chose wep? Off, Nudge? Off, One Weapon? Yes.
2.05x XP multiplier, average of 8xp per turn (16 after multipliers)

Expected Gain: 2592xp
[3600 / 20 = 180 turns per hour]
[180 * 12 * 1.2 = 2592]
=====
Points


A sadly mis-used mode where low level players seem to think making a big pile of tanks in the middle of the map will actually give them lots of xp, no, it wont.

Points lasts as long as the turn limit does and can with the right setup output an extortionate gain however this requires people to actually play the game and not stack in the middle.

Common Formats:

=====
xP fArM gO mId

8 players, no wind, 20s turn timer, choose wep? Off, Nudge? Off, One Weapon? no.
1.21x XP multiplier, average of 5xp per turn (6 after multipliers)

Expected Gain: 1134xp
[3600 / 20 = 180 turns per hour]
[180 * 6 * 1.05 = 1134xp]
=====
Team barrage

Requires all player to stand still rather than move to the middle, most weapons can still bag two tanks here and since they are adequately spaced apart you still get the xp for hitting multiple tanks.

8 players, high wind, 20s turn timer, choose wep? Off, Nudge? Off, One Weapon? Yes.
{Stadium Map}
1.74x XP multiplier, average of 15xp per turn (26 after multipliers)

Expected Gain: 2574xp
[3600 / 20 / 2(wait time) = 90 turns per hour]
[90 * 26 * 1.1 = 2574xp]
=====
Points Duel

2 players, high wind, 20s turn timer, choose wep? Off, Nudge? Off, One Weapon? Yes.
1.86x XP multiplier, average of 8xp per turn (15 after multipliers)

Expected Gain: 2970xp
[3600 / 20 = 180 turns per hour]
[180 * 15 * 1.1 = 2970xp]
=====
Effects of stacking
Certain weapons have an inbuilt feature called a hit cap, they provide reduced or no xp when hitting enemies over this limit and may even give no xp atall.

Caps for each weapon fall into six selective categories

> Projectile cap (max hits per projectile)
> Total cap (max number of players hit)
> Skill cap (max hits when doing a skill shot)
> Stack cap (max hits per projectile/weapon), this is only active on charge or points.
> Self Penalty Cap (reduction to cap when hitting self, this can reduce xp to 0 in points and charge)
> Overcap deductions (D), (A penalty when going over the cap)

Certain weapons are uncapped, some have only projectile caps, some have multiple types of cap or have differing behaviour on different game modes, for example meganuke has a total cap of 1D-1p except in rebound where it has a cap of 2. This means in points it gives no xp whatsover when hitting two or more people in points and its shooter, but it does not get a reduction in other game modes and can give xp for two players in rebound.

The four main gametypes to consider are

> Health based modes (Assasin/Deathmatch/Juggernaut)
> Points based modes (Charge/Points)
> Skill based modes (Marksman/Rebound)
> Alternative (Shoccer)
Note: for the purpose of this guide shoccer is irrelevant.
Shoccer and Endnotes

Shoccer is the last game mode and by far the least effective for getting xp, it was first seen as and still is a joke game mode.

With an optimal setup the expected gain is around 1,400xp/h, however it is not worthwhile as a farming method.

i have been made aware there are tricks and exploits that can raise this value, they do not belong in this guide however.

Overall 1v1 charge is the best game mode for leveling up and it does not rely on rng placements of obstacles like in rebound or vortex.

If you have any suggestions or know of a configuration that gives good xp please leave it below in the comments.

Hope this helps :)
- Sandtag.
16 Comments
Nivek Apr 16, 2023 @ 8:03am 
:steamthumbsup:
SandTag  [author] Jun 16, 2020 @ 5:15am 
Im just putting this out there since for some reason the quip in the shoccer section isnt loud and clear.

This is a guide for people wanting to actually play the game, not abuse questionable factors to earn excessive exp. I view the shoccer thing as an exploit in the same way as the old "go to mid xp farms", it achieves the same ludicrous gain while using unintended factors, so no, i wont be including it. I am aware of it, the gain is between 5-6k/h.
costco chicken bake Jun 16, 2020 @ 12:32am 
Saying now, Shoccer is actually a good way fo farm XP. You can create a setup like this: Shoccer, Map: Torpedo Trauma, SHot type single, wind high, one wep
SandTag  [author] Jun 1, 2020 @ 4:09am 
Yeah :D marksman has a pretty high ceiling the issue i had allways found was getting enough good players in a lobby to keep it going.

Shoccer is just one i had found issues measuring, i dont really understand the mode, i guess i could ask BP for some tips.
Taylor May 31, 2020 @ 8:47pm 
2) As for the other modes and their multipliers.
While it does mostly come down to preference, any mode can earn you quite a bit depending on the settings, your skill level, and the efficiency you carry out the grind/how long you do each session. I've seen people use things as simple as one weapon 1v1 deathmatch to gain 30-50k a day and marksman has the same capabilities if you can keep the game going and also hit for damages as the round progresses.

Nonetheless, a well-written guide that I appreciate you taking the time to write and research. I look forward to your future guides as they surely will help the community.
Taylor May 31, 2020 @ 8:47pm 
Pretty detailed guide all things considered although a few points I disagree with you on.

1) Shoccer being a joke of a game mode and not good for XP grinding.
Although it is pretty silly compared to the other game modes, it does require a fair amount of skill and knowledge of how every weapon hits the ball depending on the map you use. However, under the right circumstances and preset, shoccer can effectively grind you as much XP as rebound 1v1 and various other modes one may use in grinding.
Example: BluePlusMinus is an up and coming well-known name in the community due to the amount of XP he earns daily and how frequently he plays each day currently. He has developed a method that can consistently earn him 50k-70k a day using such a method. Over a month this has earned him routinely 1.5 million. He does this while doing other tasks such as studying and other things one may do while multitasking at the game.
SandTag  [author] May 29, 2020 @ 4:59pm 
Updated for 1.0 to reflect the changes to XP multipliers
SandTag  [author] May 25, 2020 @ 3:25am 
that must be a new change in 1.0, there were alot of bug fixes.
rupert.jonas May 24, 2020 @ 10:21pm 
But I got the same amount of XP as I did when I waited until the end when I left a 4.08x Rebound match after I died. I calculated everything.
SandTag  [author] May 17, 2020 @ 1:02pm 
if the words are in the lobby title atall, if i call the lobby "big xp grind" or "easy charge farm" it would trigger the effect, im not sure how sensitive it is (i.e farming might not count)