add me up? @hyun .. here is my gmail account [email protected] and anyone on android add me up if you like.. if you bros have a hangouts app it would be great, we have a mini group in there and we just post our opinion about the game,sharing infos and stuff, b!+ch about the hacker we faced yesterday, bragging some win on ranked players, and sometimes lurkers just see the conversations but its cool.. sharing is good..
Whoa, its been like a billion years since I've been on my actual gmail account, seems like I neglected a lot of email requesting help.. Whoops. I've used this free chat thing called Chatzy, its pretty awesome, it sends out invites to a chat room I could even put out the link here and you can join the chat if you please! I would encourage other non registered users to stop by once in a while. http://www.chatzy.com/79848393446183 The password to enter this room is just simply toucharcade
hey man, do you have a hangouts application by google? its pretty convinient(well for me actually)... some of the members in the forums are using it and we chat there.. chigga,ryo impakt, and jesuschrysler are some.. but for now ill study the link you gave me.. but reconsider about the hangouts app
As soon as I see it, I just press home because I know there's no chance of winning. I don't let the hacker who will win unfairly add unfair statistics to game center.
unorganized 2v2 tiering Note: I cant really comment on the units that I dont have, lll just speculate.and some of the ideas are borrowed from the members that contributed in this forum, Ratings: S (highest) to F (lowest) SIT (situational) STL!(has steel body, can block MSA) Additional take to differentiate same rated units (+) high ( ) (no plus and minus at the end) medium ( - ) low Infantry Division: (characteristics: supposed to be human,or human with some modification) ver. 1.17.00 commonly used units: W.mortar 1v1 (S)/ 2v2 (S)W.mortars advantage is its mobility Mortar(green) 1v1( A-)/ 2v2 (A-)Mortar(green) has large spread Guerrilla mortar 1v1(B)/ 2v2 (B) G. mortar movement. Speed;fastest Kind de-buffed lately but still OP,so ill give countersj-king early(risky) to prevent setup,just be careful defending j-king, morden950s special late game,Kyo's special,Goro's special but it takes 2hits,patrol bot in some extent,zombie fio and marcos vomit, any penetrative spread damage) Leona (SIT) 1v1(B+)/ 2v2 (SIT) usually used to take the field advantage early, which is critical in both meta. Good allies (sf rider,bear, mortars for early offense, fast units) Elite arab soldier(STL!) 1v1(B-)/ 2v2 (B) great MSA blocker, sets up other allied units. Essential unit in Rebel affiliation deck. Good allies( rebel affiliate, tarman, mortars, trevor(mummy) etc) Hyakutaro (SIT) 1v1(C+)/ 2v2 (E) has too many weakness, but if walled properly has high DPS(dmg per sec.). Protect it as if you would on a patrol bot. Usually used just for fun Good allies( augensterm ,Sarubia pm, Sarubia, Airborne melty, Large units) Trevor(mummy) SIT(STL!) 1v1(B+)/ 2v2 (B-) he needs some cover and distance to be functional, high special dmg and has stun. Can block MSA. Good allies (elite arab, sasquatch, bear, etc) SF rider 1v1(B+)/ 2v2(S,If used correctly) has devastating damage, almost a second MSA but can be destroyed. Tips: if Using MSA, make it follow immediately so they cant take it down. MSA first, then if its about to pass Sf rider, click Sf riders special to dash, you get the idea Good allies (Leona,Benimaru,Giant caterpillar after its charge, anything that can create space and has good defense) Cyborg Allen(STL!) 1v1(A)/ 2v2(A) Has a very useful special(Knock back+dmg,really pushes opponents hard) has good stand. dmg,high hp. Pretty good for a free unit. Good allies(rebel affiliate, walls, almost all) Allen oneil(STL!) 1v1(B-)/ 2v2(C+) A good starter unit,but replace it with the cyborg one if obtained. Commander(SIT) and Hover unit(SIT) both 1v1(E)/ 2v2(F) Basically a feeder, but if used on an unorthodox way it can be somewhat useful. only use it very early or very late where ap wouldnt be an issue.Basically use it as a shield late game,500x3=1500+hp every wave to your units, but then again thats a dead slot. Good allies(MH-6 regiment, caterpillar after charge, Mars mecha) Units I dont have, or dont use often Fat fio 1v1(C+)/ 2v2(C) Fat eri 1v1C)/ 2v2(C-) These 2 are the most useful fatties, one has missile(spread knock back) and the other has very long spread laser,just give them cover. Fat TarmaSIT) 1v1(E+)/ 2v2(F) If you could only land one or 2 of its special just to disrupt opponents wall setup hes worth it..but 95% of the time I doubt it Fat Marco 1v1(F)/ 2v2(F-) No comment Not tiered:haven't used them personally Kyo Benimaru Goro Snowman Winter soldier pack Monkeys(marco,fio,trevor,nadia) Sniper Guerilla G.shielder G. bazooka Nadia Trevor Ralf Clark Samurai infantry Rebel soldier pack ill add the tank division next update, but it will take time, fell free to share your thoughts
Hey bro, I visit this forum every now and then, and will try to give my two cents too when got free time to write
Hi guys.. Anyone have a counter measure to the aerial deck? I have thinking about it but with no clue By the way : Happy New Chineis Year
Easy, here's the list of units that will rip apart any air deck. Slug Flyer, absolutely punishes air only decks Hi-Do's special, say goodbye to all your MH-6s, Slug Fliers, R-Shobus, cause Hi-Do is coming to town. Ptolemaic slug, its normal and special attacks strikes down air units. In fact, all the cannon shots from the Metal slug units (SV-001 Type. R, SV-001 Experimental, SV-001, Ptolemaic Slug, Donkey Slug) strike air units. Shoe's special, while Karn can't do it with his special, Shoe can. Clone Fio/Zombie Marco's special Airborne Melty Honey's Special, that thing is a killer to any air units getting close to it. There are more, but there are the most reliable if you consider the fact the opponent has no ground units. If he does, I would say Karn, Black Hound and other options. Also, is it just me or are Hunter Walkers easier to kill now? The HP is the same, but it seems to die quicker than before. I've tried to test it by going on the mission with the Big Shiee and sure enough it gets absolutely blasted by the Big Shiee, it can barely drop one eyeball. Before, the Hunter Walker was able to walk away just fine, unloading at least 4 eyeballs. Is the hidden-armor value conspiracy back?
A very interesting question and a topic that deserves us to spend some time to research on. At the moment, I don't see from any other MSD communities that have been able to verify this hypothesis. Per my own observations, there are occasions that seem supporting this hypothesis. For example, I found that a Girdia-O unit with 3,500HP is actually easier to be destroyed by Tar Man with 3,000HP (especially the case when tested by confronting opponent's team Leona in opening). In the Chinese forum, there are also players that suggest that the defensive quality of a unit may be dependent on the sort of attack that are exposed to, as some players suggest that alien-type units are more vulnerable to fire-based attack such as those made by Ralf. Anyway, these are all speculations so far, and I think its safe to assume that no one (except SNK) knows that the truth behind at the moment, and to devise our strategy based on the assumption that there are no hidden defensive-armour value for each unit.
So I decided not be an useless keyboard conspiracy theorist and decided to confirm or bust the theory by myself. I took these units and pit them 1v1 against the Metal Rear in the Green Map Area 3 Stage 4 These are the results (+ marks knockbacked, * marks death) Also when I mean bullet, I mean a singular yellow bullet from the metal rear: 10 bullet from a singular full blast Tar Man (3k HP): 10 bullets before knockback another 8 before getting killed 18 bullets total LV Armor (3k HP): 8 bullets before knockback another 8 before getting killed. 16 bullets total Girida-O Ver.P.M (7k HP): 10 bullets + 10 bullets + 10 bullets + 10 bullets*. 40 bullets total. Ptolemaic Slug (7k HP): 5 bullets + 5 bullets + 5 bullets + 5 bullets + 5 bullets +5 bullets + 2 bullets. 32 bullets total. Di-Cokka Ver.P.M (7.5k HP): Went over 49 bullets before killing the Metal Rear (turn down Di-Cokka Ver.P.M!) Black Hound Ver.P.M (7.5k HP): 8 + 8 + 8 + 8 + 8 + 8 + 8*. 56 bullets total (Did not kill Metal Rear) The conclusion is kinda hard to tell, Tar Man vs LV armor is extremely close, only difference by 2 bullets. Girida-O Ver.P.M and Ptolemaic Slug had a huge difference, with Girida-O Ver.P.M tanking 8 more bullets, a significant amount. The one thats super strange is Di-Cokka Ver.P.M vs Black Hound. Its kinda inconclusive, as Di-Cokka Ver.P.M didn't die, in fact it killed the Metal Rear. Black Hound managed to tank a lot of shots but died to the Metal Rear. The fact is, I don't know if the Di-Cokka Ver.P.M could have taken another 7 bullets before dying or not. I really want to test this out with another player with them sending only one unit (E.G Metal Rear only). But seeing the results with the Girida-O Ver.P.M and Ptolemaic Slug, I think it's plausible no?
Another long-winded one, on a unit forgotten by some Introduction: Since Mortars and Patrol bot (P-bot) come into play, the MSD communities have been searching for the best walls to protect these two units from projectile attack. As a result, Airbone Melty Honey (Airborne) and Mars Mecha (MM) have become many players favourite. However, with the intro of KOF team, the metagame has gradually shifted a fair proportion of players to a strategy which focus on strong melee attack (idea is to rip apart the enemies frontier head-to-head using sheer normal/special attack power). It is now quite common to see teams with at least one of the following (Leona, Benimaru (Ben), Daimon, Bear, Drill Slug, Elite Arab), and sometimes they may couple with SF riders in a rush attack attempt. In response, sometimes MM and Airborne may not be strong enough to withstand these massive wave of melee attack. And now ladies and gentleman, after all the B/S above, may I recommend you to a unit that you may have forgotten about Sarubia Ver P.M. (SVPM) Key selling point: Both its normal and special attack (rolling cannon) has the effect of knockback most melee units (incl. but not limited to those mentioned above) and it is penetrative (albeit short range). In short, you will beat all those melee units 1-on-1 (or even 1-on-many), **assuming all units ready at the start and with special fully charged when confronting.** If you have not got it yet, you can try it with the Mordens version of Sarubia and try it first to get the idea. Comparison with Daimon: In effect, SVPM rolling cannon has the knockback effect just like Daimons penetrative shockwave and the dmg is similar. In terms of difference: (1) Daimon spk atk has longer range; (2) Daimon spk atk takes 1.5 seconds to complete its move (but can be interrupted), while SVPM takes 3.8 seconds (but cannot be interrupted due to steel body). (3) Daimon spk atk takes 4 seconds to charge while SVPM takes 10 seconds, BUT bear in mind SVPM normal attack can already give this rolling cannon ball attack! How does it fare as a Wall, in terms of standard ratio indicator performance? Now let's take a look (all HP figures below are at lvl 30): (1) HP/AP (a ratio more relevant to opening games when everyone is low on AP): Sandbag 80, Girdia-O 50, SVPM 50, Airborne 47.6, MM 41.7, Daimon 44.1, Elite Arab 41.7, Bear 40.6, Tar Man 40, Drill Slug 33.3, Allen Cyborg 31.3. In short, better than MM, and slightly better than Airbrone (2) HP/Production (a ratio more relevant to late games when AP is usually not a concern anymore), please note production rate is measured in terms of the number of seconds it took to generate a new unit: (MM 969, Elite Arab 872, Allen Cyborg 870, Airborne 870, SVPM 853, Tar Man 698, Daimon 636, Drill Slug 625, Girdia-0 402, Sandbag 320) In short, late game not as good as MM and slightly worse than Airbone. By the way, SVPM and MM have the same production time (12.9 second) What about other standard qualities for those three wall units: - Steel body: SVPM Yes, MM Yes, Airborne Yes (when floating) - Anti-air: only Airborne Yes - Protection from projectile attack: only SVPM cannot - Positioning: Due to its short attack range, SVPM stands at the forefront among the three, which can be advantageous for protecting some other long-range fragile units at the back from direct head-to-head combat. Cautious note: - In a (very) short map facing Leona, you probably would not have enough time to save up enough AP for SVPM, so please have other early units (e.g. Tag Man, Giridia-O, Mortar or Drill slug etc.) ready! Summary: Like many have said, theres no invincible deck and no best unit, it all depends on ones strat and how to build a deck that can respond to most opponents deck. SVPM is by no means perfect substitute for MM and Airbone, but is definitely a good Wall Unit alternative to consider and can complement MM/Airborne well. As for myself, I am now testing a deck with SVPM only to form an early-defense and gradual attack strats Good luck guys and Happy Chinese New Year!
Hey bro, thanks for testing it out. Re the result on G-O VPM and Pt Slug, just wondering if it would be affected by attack from units other than Metal Rear? BTW, I don't think there is Metal Rear on Green Map Area 1 Stage 4, do you mean Green Map Area 3 Stage 4 instead?
Sorry, don't know why I put down Area 1, I meant Area 3 Stage 4, where you get to fight a single metal rear.
SNK wtf is up with update dates now? Not that I'm complaining about a faster update, but now its super weird not seeing the updates on thursdays. Well, I'm going to give up on my quest for a Keesi ;-; I'm gonna hold at least 500 medals just in case, but I have doubts of it coming. Seems like SNK did a good job at hiding Vice and Mature, we haven't seen them used by hackers. Brain Robot is does not seem imbalanced like Keesi, its normal attack seems to tickle, even the shielded rebel is able to tango pretty well with the Brain Robot. Only problem is his close range attack, a.k.a lets throw a car at my enemies attack, if the Brain Robot comes out, I can see it being a good anti-air and anti-melee. Definitely not a Keesi though. One main weakness I noticed about the Keesi is that it cannot do jack without supporting units, its impossible for the Keesi to touch your base if it doesn't have a ground army. And the HP amount seems to be quite not as large as we thought, it died to a several Crab Tank special and Mars People attacks. Could be levels though.