Metal Rear just cannot effectively deals damage compare to other big guns. Shooting speed too slow, damage not high, easy to get flinched etc. Use Slug Flyer if your major goal is anti-air, or Donald Morden/Augensterm is a better ground choice.
I would personally say no. If you look at my deck, it is heavily offensive and it has around I would say 75% chance of beating any deck in any map besides the sand dunes one cause screw that map. Meta is currently defensive yes, but it doesn't favor them automatically. With an offensive deck, I can "force" my opponents to do things that they probably don't want to. For example, my deck has the Winter Bazooka for a reason, it is one of the best early game unit to pick off Mortars and will usually win a fight against every early game that isn't Tar Man or Drill Slug. So when I pop my hoard of Winter Bazookas, the opponent, if he's smart, won't put down any mortars and react with a Tar Man. This switches the tempo to my side, as I was constantly upping my AP and the opponent had to deal with Winter Bazooka and wasn't able to set up his defense. If my winter bazooka line gets pushed back, my own Tar Man are more than enough to take care of the rest. This usually lets me upgrade my AP past 280 (3 more before maxed) and swap into my mid-game immediately, going to Girida-O ver.P.M, Di-Cokka Ver.P.M and Airborne Melty Honey mixed with Tar Man. The one nice thing about the Girida-O Ver.P.M is the fact he's also a great mortar sniper, as he ignores Airborne Melty Honey's ability to redirect shots and just shoots straight forward. Depending on what my opponent had, I was go onto late opening with Hi-Do or Karn and Shoe. If I see I can push forward and crush my opponent, I go with Karn and Shoe. If I see any air units, I go with Hi-Do, and let it strike the air units down. The reason why people has a tough time overcoming a defensive deck is the fact people are choosing the wrong unit in their decks. So many times have I seen people running Metal Rear, Hi-Do, Jupiter King and Donald Morden, and it won't work, it's too slow. In fact, I think a hyper offensive deck is actually key, force your opponents to do something they don't want and then use that opportunity to exploit the gap they had to create to react to your first threat. Also, when I mean hyper offensive, I don't mean a measly single Leona, I mean at the very least a horde of Winter Bazookas heading through your enemy and sniping everything every time with their infinite range special. Add in Leona with the Winter Bazookas, its incredibly tough for your opponent to answer you. And even if they fight you off, you probably have a huge AP upgrade advantage over them. TLR: Defensive decks are the meta, but forcing and starting fights are key to beating them. Cause once they lose all the static defense, they're nothing. Caterpillar is just bad now, takes too long and not enough hp for its cost. Mar Mecha better
I was just curious why there are so many people using metal rears. I'll probably pass on it. I noticed lv Armor was ranked high on tier list but I don't see how it's so good. I recently unlocked it and the production time rate seems so slow compared to tar Man. What's good about the lv armor? Would lv armor work well with tar man?
In all honesty metal rear is not too bad of a unit, I bought it on a whim and it's been doing me good. It's got pretty good HP, and it's production rate is just 1 second slower than Black Hound.It puts a lot of pressure on the map and can take a beating. That being said, it's got two glaring weaknesses: 1: Despite it's huge size, and being able to wall a lot of your units, it staggers a lot. 2: It's big, easy to hit, and usually takes the full force of your enemy's onslaught. If used incorrectly then it just feeds the opponent a lot of AP.
Edit: Please ignore this post @@ accidently double posted Edit 2: if you're thinking of buying caterpillar, don't. Such an underwhelming unit. (at least in my deck set up) Mars mechanical isn't doing much better either Edit 3: I may have been a bit premature in my review of caterpillar. It took a little getting used to, but I've been able to find uses for it in my deck. It's Spec. Atk can help bunch up the enemies' units making splash damage and MSAs a lot more potent, on top of being able to block MSAs. My favorite use for it so far has been using it's spec. atk to get it right up to the opponents' base, it pushes enemy units behind it and allows other units to hit base directly.
Well, you're not wrong in saying that a deck that creates early pressure can make a defensive deck's power spikes completely void, and certainly in a 1v1 situation a rush deck can be a nightmare for slow decks that rely on bigger units. The problem, however, is 2v2 scenarios. Often times I'll see one opponent rushing while the other just sorta hangs back which only gives the defenders one option: react. Suddenly, SF Riders, Leonas, and Ralfs stop being threats and start being free AP. I mean, as long as you and your partner are at lest halfway decent you'll be able to stop one person from rushing and launch a counter attack. Now two rush decks, that's a different story. But of course, relying on a partner is a complete crapshoot, and sometimes one person's early game pressure snowballs into a win. I certainly can't help my partner if he decides to rush, but I will send a tar man down so that an MSA doesn't completely screw us. Defensive decks just seem like a safer option in 2v2.
Benimaru Nikaido from KOF in MSD has anyone encountered Benimaru Nikaido in MSD? This is summoned by a player named XD Bryan Cruz with 30 wins
about 2v2 in my view ive been revived from the dead about 2v2 .. facts: 1v1 and 2v2 have different meta game, my opinion: defensive or stall tactics is the safest bet on 2v2 because its hard to rush 2 opponets at the same time(but some rush tactics will work,like hyun said..ill add extra explanation later), and besides, its way more easier to read/cooperate with a defensive partner than a rushing one.. some strategies: 2v2 usually stall /defensive types have many big units, they will overwhelm you late games..its easier to pull this of because of having a partner..(most common style on 2v2)(works almost all the time) advantages of offensive and rush decks(the effective rush and not just spam) 1.is you set the tempo, 2.you will earn more ap if youre effective at killing 3.you add cooldown to their production 4.an effective rush or offense early(either youre the only one doing it) is for territorial advantage, you clump enemy units together so the splash of your/with partner units will be at its most effective.. 5.more territory advantage means you/with partner could stack more,use more specials and back them opponents to a corner disadvantage of wrong offense and rush 1.if opponents are at sync in stalling, every wrong move is feeding ap to them.. 2. if you effectively initiate,Sometimes your partner becomes a scumbag and just AP up till his max and will not aid you..(he becomes complacent bec he thought you could be fine on youre own) 3.rushes and offense are difficult to pull off on long maps..although still possible edit: android user here add me bros if you like : [email protected] if you have a hangouts app it would be nice
Well... I see the hackers are getting worse. I played a 2vs2 wifi game over the weekend. No joke, as soon as the game started, less than 1 second after the "Mission Start" announcement was made, the freaking nurf on the other team released a Mars Mecha. What kind of chance did we stand against that type of nurf? I actually thought we were holding him off pretty well, then he just flooded it with his entire deck... we didn't stand a chance. Damn nurfs... I'm sick of them!
lets hope this weeks update has boss units for aliens and pto army. and hopefully covers bug the hackers exploited.
When are there usually updates? Are they every other week? I hope they definitely fix the hacking problem. They should have a patch to buff the weaker units too so more units are competitive.
It should been this thursday but guess SNK is trying to deal with the hacker problem by releasing the units a bit early. Nevertheless, 300 medals for each KOF character, geez. I'm loving Daimon though, excellent looking melee character. Although strangely, no new missions. Now give me Heidern and Keesi as an unit and I'm set
Yah update is available. Wow what a rip off... 300 medals for each of the units. Just looking at the stats and attack.. Not sure If they are worth it. Units that cost 300* medals better be real good. Seems like a cash grab...
New first three missions are funny Also you can buy pack in in-app purchases. I probably will do so, as in all the time I'm playing this game had never bought a in-app purchase, and it is necessary to support developers.