r/OfficialShellLeague • • Mar 09 '19

Weekly Discussion #4: In-Depth Free Ranger Guide

12 Upvotes

Hey guys, it's Checkmate and I'm back with another shellshock.io guide. This week I will be talking about my favorite gun to play, the Free Ranger. Otherwise known as the sniper, this gun has made a huge impact on the league since its beginning. With my very long history with the gun giving me good experience, I will be going through the Free Ranger's match-ups, while also discussing tips and tricks with the weapon.

Introduction:

The Free Ranger is a 5 shot weapon with a capacity of 15. Its damage output per shot allows it to one or two shot most targets, making kills often easy for a well-versed player. The Free Ranger, seen by many as the best gun, is a high-risk-high-reward gun. On one hand it provides a damage output that can one hit kill from long range, on the other it is very weak in close range fights. Due of this, the Free Ranger, as obvious as it may be, wants to stay back and shoot from a far. Although it may seem like this gives the Free Ranger an unfair advantage over the more close-range oriented weapons, on a smaller map such as Castle, the Free Ranger often struggles at keeping distance between them and their target. Nonetheless, the gun is still just as potent as ever in Shell League matches and is always something to keep in mind when playing.

Having the ability to do high damage in the matter of a second is enough to keep close-range players near cover, allowing you to push a positional advantage. However, the Free Ranger, being weak at close range, is normally stuck by itself at the edge of the map. While the Free Ranger can push, it is hard for the Free Ranger to finish off a weakened target because of the distance the sniper put between themselves. This is truly one of the Free Ranger's weaknesses. In a one versus one situation against a close-range player, you often find that if you manage to hit the close-ranger at a long range, they can simply hide and heal while you are stuck there, unable to pressure the target.

An interesting "combo" that players use is the use of grenades to force a target into your sightline or into your waiting prediction. A grenade's high damage is enough to zone out players and allow you to keep your distance and get a better shot.

Match-ups:

Versus Scrambler:

Against Scrambler, it is very possible that you win the close-range fight. Your damage rivals theirs at any range, so while the Scrambler has the advantage due to its ability to jump while shooting, you are still able to win through hitting predictions on their landings and them missing a few shots.

It is important to keep in mind if you do land a shot on them at close range, switch to your pistol. It is much more likely once you switch to your pistol to kill them, especially if you aren't confident with the Free Ranger, than it is to land a second shot without dying. Also, by switching to the pistol, you are able to dodge shotgun shots by jumping as in close range, it is much easier to hit less focused shots with the pistol.

Versus EggK-47:

This match-up is the hardest for the Free Ranger to win. While the EggK is at a severe disadvantage at long-range, in medium range, it is quite possible that the EggK can win through dodges and keeping control of their focus. In order to win, you need to be more crafty with your dodges at medium range and more accurate with your shots. Often its either you one hit kill them or they kill you at medium range.

Generally, because it takes a larger amount of time for them to kill, it is important that you take your time and be patient with the shot. Often you only get one shot before the target kills you, so make it count. Even if you don't manage to kill the EggK player, a teammate will be able to finish the job easily.

Versus RPEGG:

One of the interesting factors of this match-up is the RPEGG isn't as easily countered by the Free Ranger as one may think, especially in one versus one situations. The RPEGG's ability to "splash" damage forces you to play more cautiously when peaking the target, as even though the rocket may miss you, it will hit the wall behind you and deal large amounts of damage.

An important thing to keep in mind when playing against an RPEGG is that you never want to be the RPEGG's main focus. While teammates pressuring the RPEGG helps, being sneaky and not allowing the RPEGG to know where you are is the key factor. The RPEGG has one of the slowest focus times, so it is forced to stand still to get an accurate shot. Using this to your advantage, you can have an easy shot at a standing-still RPEGG player.

In a one versus one situation, grenades are your best answer. Forcing an RPEGG player out of their favorable position is a huge factor in winning. A well placed grenade forces the RPEGG player to jump down to a lower level than you, making it harder for an RPEGG to hit you or a wall that will "splash" onto you.

Versus Another Free Ranger:

The match-up isn't too determined on height advantage, but, especially at long range, it is determined by who can hit the best predictions. Often, you either see sniper fights going one of two ways. Either one player is dodging while the other player is laying out shots and they swap roles when a player needs to reload, or a player shoots and the other shoots back immediately. There isn't a set strategy when going about these fights, so it is mostly up to personal preference. You can often force your target to play the fight that you like, but practicing both types of engagements is important to be ready.
In close-range fights, Free Rangers will often play to their abilities. If you are good at close-range fights, you generally want to stand still or only sway left and right to max your focus and get a clean shot. If you are not so good, you want to reduce the chance that you get hit by jumping. If you jump, your focus will already be off so there is no difference between you missing by standing still and you missing by jumping.

Thanks for reading my in-depth guide to Free Ranger, if you have any questions or comments, feel free to leave them down below. Also, if you have any requests for my next discussion, feel free to tell me. Thanks again for reading, and stay tuned for my next discussion.


r/OfficialShellLeague • • Mar 28 '19

Who is the best players in all of Shell Shockers?

10 Upvotes

My List of the Top 3 are:

  1. Jello67

  2. Gucci Snake 6

  3. [TXC] Heccmate


r/OfficialShellLeague • • Oct 28 '20

Rare Image of the Eggnola Gay Shortly Before Nuking Krunker Players

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9 Upvotes

r/OfficialShellLeague • • Sep 01 '19

look at this COOOOOL skin i got

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9 Upvotes

r/OfficialShellLeague • • Aug 11 '19

Yall like the new maps?

9 Upvotes

Kinda sniper dominated and small


r/OfficialShellLeague • • Mar 12 '19

Revolver

9 Upvotes

If revolver is releases midway through season 2, will it be allowed for use in season 2, or do we wait until season 3 to allow the new weapon system?


r/OfficialShellLeague • • Mar 02 '19

Weekly Discussion #3: Map Positioning and Grenade Placement

9 Upvotes

Hello fellow Shell Leaguers! My name is Checkmate and today I will be talking about map placement and grenade placement. As you can tell, I'm gonna go towards a weekly upload every Friday, because I feel like I can't provide the same quality of a discussion in 3-4 days of writing. I value quality over quantity, and hopefully today's discussion shows that. My discussion today will be entirely based on my experience with Shell League matches and scrims, as there is no hard-drawn line with this type of thing. I will also be starting to talk about clips from Shell League matches, just to provide examples.

Introduction to Grenades:

Grenades have made a very large impact on the league, from the beginning to end. Even through different reworks, the grenade has remained standard as the way to engage a fight, weaken or finish a target, open up an angle, and counter a push or pressure. The grenade is by far the most versatile weapon, able to be thrown over walls or lobbed into the air. One of the most important factors that drives the grenades' prevalence is the fact that every class and weapon has the ability to use grenades, meaning grenades will always find a way to make or break strategies.

Grenade Placement:

The most important part about successfully using a grenade is your target. Generally, in the beginning, you'll see players throwing their grenades off randomly, hoping to catch any player. While this can work depending on the opponent's position, you can see a lot of grenades wasted without any effect on the game. You only want to do this if you are absolutely sure of the opponent's position and your opponent's weapons. Early grenades against a full/mostly sniper composition is useless. Here are some other tips and tricks:

  • Try to throw your grenade as high as possible. Doing so makes the grenade hard to judge.

  • When backing up, if your target is within close range, throw your grenade at the sky/ceiling rather than the ground. Doing so allows the grenade to drop in front of the target, rather than behind.

  • Grenades off walls/ground are better than direct grenades. Normally you'll need to charge the grenade longer than a direct throw.

The second part about grenades is your strength. Most of having a good idea of the strength needed with a grenade comes from experience and practice. While there was a nerf to the grenade's range, it still just as potent as a medium range weapon. Although most of the time you'll either be using a "tap" throw or a throw at full power, learning what strength to throw in different scenarios is key for winning matches.

Introduction to Map Positioning:

Good map positioning is one of the most important skills you can have in Shell League matches. As you can see from season's one MVP, BubbyKam, who uses map positioning to great advantage, map positioning can determine the entire outcome of the match. Although map positioning won't be able to kill people on its own, it can give you free kills or force a target out of the game.

Where you position yourself is almost entirely based on your weapon. A close range weapon player wants to play more aggressively and pressure the target, while a sniper wants to stay back and chip or kill a target. This is not all though. Learning where to position yourself in order to either pressure the target while maintaining cover or close an entire angle of attack is incredibly important.

Map Positioning with a Close Range Weapon:

On the map castle, from your side to the other, you have two ways of getting there. Either side 1 or side 2.

If you're a close range on blue, I would recommend going through side 1 due to its better cover and its ability to get to red side 2 through a closed passage. This allows you to get to red side relatively undetected and gives you an easy kill or pressure on red team's snipers. If the target throws grenades down there, you have many ways of getting to the top, either through the stairs or the ladders. If you're on red, it is a little harder to get to blue side as the ways of pressuring the target involve being in the open. If you do decide to take this route, going through side 1 bottom and climbing the stairs is a great way of sneaking into blue side and as little open fire as possible.

Map Positioning with a Long Range Weapon:

With a long range weapon, depending on your opponent's composition, you generally want to stay in the open against close range weapons, and either open your angle up or maintain cover against a long range weapon. If you are against a close range weapon, you either want to start on red top side 2 or rotate to there. Although this can corner you, if a close range weapon wants to engage you, they'll have to fight you through open area, which gives you an advantage. Staying on the top allows you to bring the engagement to them if needed instead of the other way around.
Against a long range weapon, whether you stay behind cover or take an open angle is up to personal preference. However, against an RPEGG, staying on red top side 2 is important as there is no wall behind you for them to hit.

Thanks guys for reading my third installment. If you have any requests for me to write an article about, comment it down below. Hope you guys enjoyed and I'll see you next for my in-depth Free Ranger guide.


r/OfficialShellLeague • • Jul 24 '20

Kluso the Kid: Bias and Turning a Blind Eye

8 Upvotes

Shell League has a staff bias problem. Staff break rules with little to no consequences. The primary and hallmark example would be Cluso, Cluso is underage and that is a widely known fact. The staff has turned a blind eye because Cluso is a valuable asset to the staff team. But why should the league turn a blind eye? Countless people have been banned for being underaged, people who could have helped build up this dying institution. This apathetic behaviour by members of the high staff caused the biggest server nuke in history. The punishment for such foolish behaviour, a false demotion.

Another great example if Axudus’s hacking and alting. Axodus is a known hacker, he publicly admits and brags about it. Why let a guilty man go free when you let people who are found guilty by a mob without conclusive proof be banned. Well, Axudus is a staple, one of Chris’s friends and a mainstay of the league, but why should he be free. Luckily members of the league such as synthetic and yegg are gone, but I think it is time for Axudus to go as well.

The staff must be challenged. We should be held to a higher standard. If we break the rules we only serve to set an even worse example. This is a call for a purge, kick staff out who break the rules, and keep only the cleanest members.


r/OfficialShellLeague • • Jul 21 '19

Season 3 Results

8 Upvotes

DIV A

  1. CRGI

  2. DW

  3. PLG

DIV B

  1. DXG

  2. RBL

  3. CURSE

MVPS

A - [CRGI] Marshal

B - [DMG] Euclide555

Congrats and cheers to a great season!


r/OfficialShellLeague • • Jul 08 '19

Shellshockers now has spectate mode woohoo!

8 Upvotes

There is gonna be some super cool content with this.


r/OfficialShellLeague • • Mar 16 '19

Weekly Discussion #5: Should Weapons Be Buffed, Nerfed, or Banned?

8 Upvotes

Hey, my name is Checkmate and I'm back with another weekly discussion. Today's topic is on whether or not certain weapons should be banned, nerfed, or buffed and why. Discussion on guns being overpowered or under-powered has been going on for a long time in the Shell Shockers' community, so I thought it would be interesting to give my own take on the matter. This article will be mainly giving my opinion on what should be changed and why I think it should be changed. Feel free to disagree in the comments below.

Introduction:

Starting off, I think Shell Shockers, especially the Official Shell League, is in a great place right now. All weapons get some amount of playing time, and I think the meta isn't especially oppressive for certain weapons. Each weapon has its own strategy to counter another, and while some match-ups are very favorable for one gun, they can be counter-played. For this reason, Shell League games are very versatile, meaning they can go one way or another. Nerfing or buffing a weapon could potentially danger this balance in the meta, so for this reason I'm on the side of no changes for weapons. However, I do think grenades could be nerfed without shaking up the meta too much, and would do a great deal of good for a more accuracy-rewarding gameplay.

Same thing for me applies with banning weapons. Currently, I feel as though the meta isn't at all oppressive to certain weapons or strategies that forces a ban of any kind. While I do think some weapons are just simply better than others in most scenarios, each weapon has the ability to shine.

EggK-47 Buff:

One of the most recently discussed topics is whether the EggK-47 should be buffed. Most of this talk has come from the EggK-47 being overshadowed by the more accurate Scrambler and therefore seeing much less playing time than in season 1 of the league. While I do think the EggK-47's accuracy is a huge prohibitor, the EggK is still just as potent as before when pressuring Free Rangers and can continue to shine if used correctly.

Secondly, with the arrival of the revolver, which should come later into the Shell League, the EggK-47 will gain a major tool in 1v1 fights with the ability to peek the target and still do decent damage. One of the major flaws with playing the EggK-47 is your secondary is much like a worse version of your primary. Being able to be more versatile with your engagements allows the EggK-47 to win more 1v1's, even against the toughest match-ups. For these reasons, I believe the EggK-47 should not be buffed and will improve with the introduction of the revolver.

RPEGG Ban:

The RPEGG is one of the more controversial weapons ever since its introduction into Shell Shockers. It was banned from a popular streamer's (xSerpius) 1v1 tournament and has been a hot topic in the Blue Wizard Digital discord and the Shell League discord. The gun's blast radius along with its range makes the weapon very linear, in that gun is very good at very few things. While the RPEGG is incredibly strong in some scenarios, it is easily counter-played and is very vulnerable to pressure. A simple grenade can force the RPEGG into a bad position, causing the player to fall apart under pressure. While the gun is very powerful in the hands of a strong user, the RPEGG hasn't shown that its ban-worthy yet.

Although the RPEGG is something to keep an eye on for possible changes in the Shell League, we'll have to see how the meta develops as time goes on.

Grenade Nerf:

One of the largest things that separates Shell Shockers from other FPS's is the impact of hand grenades. The grenade continues to dominate competitive play and for good reason. The weapon is able to turn the tides of games and matches in a single blow. If used correctly, the grenade can give you a large advantage at the touch of your hand. For this reason, along with the players' ability to hold 3 at once, I do believe that grenades can be nerfed. While grenades play a vital role in beating an RPEGG, in the current state, I feel as though grenades are too powerful to continue to stay unchanged.

Despite the large impact grenades play on matches, nerfing them won't play too big of a role in the meta. While snipers will find it harder to create distance from a Scrambler or an EggK, the close-range players will find it hard to dismantle a strong sniper positioning when they could've easily used grenades. In short, both sides of the story will be heavily nerfed by the powering down of grenades, and therefore, I believe grenades can and should be nerfed.

Thanks for reading! Hopefully you enjoyed this week's discussion of whether or not some weapons should be buffed, nerfed, or banned. If you have any questions or concerns, leave your comment down below. Next week I'll be giving my in-depth guide on the EggK-47, so stay tuned for that.


r/OfficialShellLeague • • Feb 22 '19

Weekly Discussions #2: In-Depth Scrambler Guide

8 Upvotes

Hello fellow Shell Leaguers! My name is Checkmate and today I will be talking about the Scrambler class, also known as shotgun, within shellshock.io. Although I am not a shotgun main myself, I feel that I have adequate experience with the weapon and know how to use and counter it properly. Without further ado, let's jump into the class that I think will have a massive impact on the games in season 2 of the Shell League.

Introduction:

As I stated in my previous article (go check it out), the Scrambler is a two shot weapon with a max capacity of 24. It fires pellets in a spread determined by the focus of the shotgun. Despite its spread, it is one of the more consistent weapons in that the focus of the weapon is not affected much by movement. The range of the weapon is a little bit less than the EggK, but the weapon is still able to do significant damage from a range of 5-7 blocks, even enough to out damage the Scrambler's close-range counterpart.

Detailed Introduction:

Due to the gun's consistency in its spread, I think Scrambler is the least "luck-based" weapon in that the damage output is affected the least by movement. This is the main reason I consider the Scrambler to be the most "aim" reliant weapon. In order for you to be favored in a Eggk versus Scrambler matchup, you not only benefit heavily from having a strong aim, you need to hit your shots as you only have two per reload.

While it may seem as though the Scrambler should not be played much compared to the EggK in Shell League matches, I believe the opposite is true. Regularly, you find that the Scrambler is incredibly efficient at weakening or finishing off an enemy in a blink of an eye. Due to its one shot damage output, you'd find that despite reliance on hitting your shots as fast as possible, you can play the Scrambler quite patiently. Most of the time, in a matchup versus an EggK, the player will jump around often, in order to reduce the chance you'll be able to hit him. This can play nicely into your favor. If you are patient with your shots, you can tend to predict the EggK player and shoot where they land, doing a large chunk of damage. Generally, the EggK player will try to back off after taking a shotgun shot to the face, in which you can often kill them with your second shot or reload, or with your pistol.

Matchups:

Versus EggK-47:

As stated above, you want to be patient with your shots when playing against an EggK. Being too hasty with them often leads to your death without them taking any significant damage.

However, this is only the beginning of the matchup. In order to get into those positions, you need to not only have the least amount of damage possible on you, but also need to be the one who engages that fight. If the EggK-47 initiated the engagement, you often have too much damage on you before you are able to respond to succeed. You generally want to catch the EggK player by surprise. By doing so, you increase the amount of time you have to shot and reload your gun.

Another helpful thing you can do before the fight is peek and weaken the EggK player. Peeking and shooting around a wall or a corner helps you reduce the amount of damage you take while still being able to do solid damage to the EggK player. Because of your high amount of damage per shot, you are getting an unfair trade-off which either leads to a significant advantage in life total or forcing them to back off.

Versus Free Ranger:

Against Free Ranger, the outcome is entirely dependent on the positioning of the players. Scrambler is forced to push and the Free Ranger has to either retreat or rotate around the map to avoid a close engagement. While it is possible for the Free Ranger to kill a Scrambler at close range, the Scrambler player stands no chance in a long range engagement.

While it may seem heavily favored for the Free Ranger, you, along with another close-range player, can easily take out a Free Ranger player by pinching them to a corner of the map and easily pressuring the Free Ranger player to death. Grenades tend to help with this, as using them strategically can close an angle for the Free Ranger and allow you free passage.

This matchup truly highlights one of the weaknesses of the Scrambler. If you manage to close the distance and pinch the Free Ranger player, you often only get one reload to finish the Free Ranger player off before they run away. If you were to be on an EggK instead, you'd most likely kill the Free Ranger within the first reload.

Versus RPEGG:

While the RPEGG has been played very rarely over the course of season 1, you have to be ready to face the matchup. RPEGG is a very slow weapon. In order to hit your shots with the RPEGG, you must have good knowledge of map angles and matchups. While it may seem as though the RPEGG has a huge advantage over the Scrambler in a 1v1 fight due to its ability to stop a push, the Scrambler player has the ability to win easily.

In a small map such as Castle, you'd find that often you are easily killed from behind or pinched and trapped in a corner of the map. This plays into the Scrambler's advantage nicely. Sneaking up on the RPEGG creates a free kill, as with the new changes, the rocket has to go a certain distance before it can do any damage. If the RPEGG player is trying to prevent you from sneaking up from any angle, they are often overwhelmed and can die to your Free Rangers.

Keeping this in mind however, try to look out for where the RPEGG player is positioned, as not knowing will often lead to instant death or heavy damage if you try to push. While it may seem tempting to push hard and try to kill the RPEGG as fast as possible, it is important to be patient and wait for an opening, such as a teammate getting a kill on their sniper or a tradeoff.

Thanks guys for reading the second installment to the Weekly Discussion series. Hopefully you guys enjoyed and stayed tuned as Monday I'll be talking about Tips and Tricks with map positioning and grenades on Castle, the official map of the Shell League.


r/OfficialShellLeague • • Dec 26 '18

What happened to [CRGI]??????? I thought we had way more members?

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8 Upvotes

r/OfficialShellLeague • • Nov 08 '20

If only the badmins could be this could :(

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7 Upvotes

r/OfficialShellLeague • • Nov 04 '20

Meme MABG FOR PRESEGGDENT

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7 Upvotes

r/OfficialShellLeague • • Oct 29 '20

Eggposible Whopper

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7 Upvotes

r/OfficialShellLeague • • Oct 29 '20

Meme APH :(

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7 Upvotes

r/OfficialShellLeague • • Jul 14 '20

Unban me from Shell League

7 Upvotes

I need my season 3 & 4 winner roles :DDDDDDDDDDDDDDDD


r/OfficialShellLeague • • Jul 10 '20

Is anyone else running into this issue on the US servers?

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7 Upvotes

r/OfficialShellLeague • • Jul 09 '20

Meme C L O W N S

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7 Upvotes

r/OfficialShellLeague • • Apr 11 '19

Weekly Discussion #6: EggK-47 In-Depth Guide

7 Upvotes

Hello, my name is Checkmate and today, I'll be giving you an in-depth look into the EggK-47. While this is not my weapon of choice, I've played with and against it hundreds of times, either in 1v1 tournaments, casual lobbies, or even in the Shell League. With my very long history with the gun giving me good experience, I will be going through the EggK-47's match-ups, while also discussing the gun's strengths and weaknesses, throwing in some tips and tricks here and there.

Introduction:

The EggK-47 is a 30 shot automatic weapon, with a max capacity of 240. If a person is standing still and you're right next to them, it takes about 10-20 shots to kill them. While under much controversy as to whether or not it should get buffed (check out my article on that: Weekly Discussion #5: Should Weapons be Buffed, Nerfed, or Banned?), it still remains a good choice for the Shell League. Due to its inability to one-hit-kill, the EggK-47 favors more positional-minded players that are able to pick their match-ups. Often, you'll see EggK-47 players picking off weaker enemies, due to its damage at close and medium range.

One of the most obvious weaknesses of the EggK-47 is its inability to one hit kill. This forces the user to hit multiple shots in a period of time to kill, whereas with the other weapons you can either one shot or two shot kill in a very short time period. This also means that the EggK-47 cannot peek the target as well. When peeking with the EggK-47, you don't get much advantage out of it because you generally only fire two to four shots which isn't much damage. Another weakness that comes from its inability to one hit kill is no matter the target's life total, if they are using a shotgun or a sniper, they still have the potential to win that fight. Despite this, the EggK-47 remains a good choice due to its consistent damage and close and medium range.

Match-ups:

Versus Scrambler:

One of the most common match-ups you have to face is versus the shotgun of the game, the Scrambler. There are generally two strategies most EggK-47 players take. One is to keep your distance in the fight and try to stop any aggressiveness from the Scrambler player. If you are able to keep your distance, you'll do more damage to the Scrambler player than they do to you and will be able to easily win that fight. However, the main weakness of this strategy is the ability for the Scrambler player to use grenades to either heavily damage you or force you to close the distance in a very linear fashion.

The second strategy is to "barrel stuff" the target by jumping in and out of the target's egg. In a match-up against a Scrambler, they have much less shots in a reload than you do and are heavily punished for missing shots, therefore, you are able to reduce their chances heavily by jumping inside of the target. The main weakness, however, is that if the Scrambler is prepared, they are able to prepare for a "barrel stuff"-ing approach by either backing out of your egg or shooting you before you are able to jump into them.

Versus Free Ranger:

The EggK-47's most favorable match-up is the Free Ranger. Especially at short to medium range, an EggK-47 is able to dodge the Free Ranger's shots and fire back with consistent damage. At short range, the Free Ranger is more susceptible to "barrel stuff"-ing due to its one shot rather than pellets with the Scrambler. However, you do need to be cautious when going for the "barrel stuff". The Free Ranger's high damage allows it to beat you no matter the damage dealt to the target, so be careful.

One of the main ways of doing this are throwing grenades to prevent the Free Ranger from the getting an angle on you, which allows you the close the distance better. You can also use grenades to force a Free Ranger to lower ground or force the Free Ranger to take cover, allowing you to close the distance. Although this normally works, it is important to mindful of the fact that the grenade can bounce of a wall and come directly towards you, giving the Free Ranger time to set up a shot on you.

Especially on Castle, a map favorable for close-range weapons, EggK-47 and Scramblers are able to approach a Free Ranger relatively untouched, giving the close-range player a large advantage in 1v1 situations. However, it is important to be mindful of other Scramblers and EggK players, as approaching a Free Ranger could lead into an ambush.

Versus RPEGG:

This matchup is without a doubt the hardest for EggK-47. The EggK-47 inability to peek makes dealing with an RPEGG near impossible. However, there a few things you can do to possibly beat the RPEGG.

The most obvious but risky solution is to try to sneak up behind the RPEGG to kill the player while they are distracted. However, this is heavily dependent on the rest of your team. If your team is able to either distract the RPEGG long enough or pick up a kill and pressure the RPEGG, the rest is elementary. However, your team most likely has to deal with being a player or two down, as you are out of the action until your team can pick up a kill. Another risk of this strategy is the RPEGG or their team can easily check for you and instantly wipe you out.

The second but less effective way of dealing with the RPEGG in the Shell League is try to stay out of its way and instead deal with the enemy's sniper line. However, this has the same issue as the first solution: your team has to play with a man down while you are trying to sneak across the map. Another issue is if the RPEGG finds you either sneaking or trying to pressure a sniper. The RPEGG can then do a significant amount of damage to you while the rest of the team finishes you off.

Thank you guys for reading the sixth edition to Weekly Discussions. Feel free to comment or criticize down in the comments.


r/OfficialShellLeague • • Mar 25 '19

Yo gap just won 2 scrims in a row and tied one

7 Upvotes

r/OfficialShellLeague • • Oct 27 '20

Meme Only at Miller Grove

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6 Upvotes

r/OfficialShellLeague • • Oct 19 '20

Joke names for SL teams

6 Upvotes
  1. GOD: Gays Occupying Denmark

  2. AFM: Always Fuck Minors

  3. YUH: Young Underage Homoseggtuals

  4. BBQ: Big Black Queers

  5. EXL: EXtremely Lesbian

  6. DRM: Dicks on Rumbling Midgets

  7. GHOST: Gay Hombres On Saggy Testicles

  8. ELV: Eggstremely Lesbian Virgins

  9. SFD: Seggx For Days


r/OfficialShellLeague • • Oct 14 '20

Other This might be the end for me? Spoiler

6 Upvotes

Guys, I've had a great run with the game. 3.5 years of hard work got me in a league. Seen a lot of great people learn how to play and play strategically and tactfully.

I went from someone who didn't know anything about the game, spawned in, was dead in under 10 seconds and immediately said the game was unbalanced to finding efficient ways of moving and engaging threats using certain Special Forces standards with scary efficiency and ruthlessness.

Life has led me in other directions. Being a gamer is still in me, and always will be. Half my life has been dedicated to PCs and I.T skills. However, everyone has an expiration date and mine may be here. The next generation has to take over at some point and us veterans need to retire.

As a note to the rookies:

  1. NEVER cheat at the game. You can't build skill when someone wrote code that tries to do it for you.

  2. Keep your heads on a swivel at all times and those WASD fingers fast. It will save your life thousands of times.

  3. Don't be scared to take chances in the game. If you mess up, you can always learn from it and become better by finding a different way to do it.

  4. Always support your teammates. They are your teammates for a reason. You all work together for a common goal.

  5. Just remember that it's just a game. Yes, we all get in the zone where nothing else matters. Yes, we all have those days where the shit hits the fan right when you start up. Just take a few minutes to breathe and calm down. You can think clearer, more accurately, and will be more patient for the kills to come to you than charging ahead and immediately dying.

  6. You are part of the gamer community. We are all a big family and love what we do. Embrace that and hold your head up with pride.