Universal Metal Slug Defense (by SNK Playmore)

Discussion in 'iPhone and iPad Games' started by PeteOzzy, May 1, 2014.

  1. Emuchu

    Emuchu Well-Known Member

    Apr 23, 2012
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    I think my main concern is his flinch rate. Other units around his AP range aren't even allowed to attack if they have any kind of pre-attack animation (i.e. Samurai Tanks), and Trevor v. Trevor match ups take too long to end, which ruins the possibility of winning a rush against a Giant Ramp Deck.

    Trevor on his own shouldn't be able to stall for as long as he does, even against multiple opponents, although I'm okay with his destructive capability since it's kind of the point of the character. I'd say either lower his stun to let other characters hit him, and to allow Trevor mirrors to remove each other, or keep the ridiculous flinch hax and lower his HP to one or two hits since he's so impossible to hit with anything besides manual Special activations. He'd be perfectly manageable if he'd actually die when you manage to peg him with a Laser or Racket Lounger or whatever.
     
  2. Emuchu

    Emuchu Well-Known Member

    Apr 23, 2012
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    #242 Emuchu, Jun 25, 2014
    Last edited: Jun 25, 2014
    Metal Slug Defense (by SNK Playmore)

    Is that right? I bought Karn, as well, but I'm using Shoe because I figured his higher range might offer an advantage... But looking at the Specials (thanks, animation viewer!), maybe I'll try switching them. I'll let you know.

    And you're right on the money that I use Iron Nokana and Mars Mecha as damage sponges. To be frank, I don't like Iron Nokana. I find that it gets too close and dies too easily because of the range it wants to use its flamethrower at, and the Mars Mecha is way more efficient at walling for the AP cost. But endgame in Trevor / Jupiter King deck mirror matches, efficiency flies out the window and it becomes a game of throwing out as many super-fat high-HP units as possible to mitigate the amount of damage an opponent's Jupiter King is capable of. If my opponent isn't running a Trevor / Jupiter King deck, I don't bother with those units at all.

    As a sub-note, I added Shoe and Iron Nokana to my deck at the last second after getting trashed online by a tankier Trevor / J-King deck. Before, I had Clark Still and Zombie Marco in those slots, but I switched them for fatties because it's impossible to win the current metagame with mid-range units. So those slots are still a work in progress... I really want the Elephant Slug.
     
  3. AlexNXYZ

    AlexNXYZ Well-Known Member

    Jun 15, 2014
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    The Elephant is awesome. Especially his special attack. It pushes all the enemys units back and deals quite good damage.
    And I use both, Zombie Marco and Clark and I only loose rarely. I sometimes have problems, if the enemy uses his Jupiter King but often i can defeat him as well as his other units.
     
  4. burnlove

    burnlove Member

    Jun 24, 2014
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    I agree with this, Iron Nokana has the same function with better damage. Just annoys me lag causes often the builder to go all the way to the frontlines and lose the ap. My current dmg sponge is the snail. I have to have something like that when the first MSA comes otherwise all the tanks die. It is cheap so that's good, but he's slow and that's bad.

    Has anyone have a good dmg tanking unit to recommend?
     
  5. burnlove

    burnlove Member

    Jun 24, 2014
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    Yes to all.

    What has worked for me is summon the di Nokka, fat zombie and Tar man.
    They will all meet trevor almost at the same time in front of my base, tank first and he will get pushed back. As soon as he is pushed back activate his ability and let the zombies absorb his next wave, Hit 1. When he is coming back from pushback from tank. Activate Tar man, hit 2. and then if you're lucky he dies before killing any of the 3.
    Then, cry because even if you managed to kill him quick it worked better than sandbags and made you stay in place. They either made 2 ap upgrades or sent out another Trevor.
     
  6. Master KChief

    Master KChief Active Member

    Jun 21, 2014
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    Mars Mecha and Giant Caterpillar both have massive HP's for a cheaper cost compared to the Iron Nokana. They're also both budget friendly being only 100 and 120 medals respectively, in comparison to Iron Nokana's 270, almost triple the cost. Mars and Caterpillar also have better range normal and special attacks than Iron Nokana. I don't think Iron Nokana is cost efficient at all in terms of both AP or medals.
     
  7. christianM

    christianM Well-Known Member

    Jun 20, 2014
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    very good observation bro :)
     
  8. burnlove

    burnlove Member

    Jun 24, 2014
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    #248 burnlove, Jun 25, 2014
    Last edited: Jun 25, 2014
    Welp I meant Iron Iso attacks like Mars Mecha but is fragile. Paper Tiger [​IMG] I haven't bought anything so expensive as the Iron Noka, Iso costs just 30 medals. Which is what I'm going for. A deck with only Units below 300 ap. Fast P. I wonder if it is doable
     
  9. christianM

    christianM Well-Known Member

    Jun 20, 2014
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    go with the caterpillar. its actually good. everytime i encounter player using caterpilar i always lose coz it actually pushes all my units back to my base .
     
  10. Emuchu

    Emuchu Well-Known Member

    Apr 23, 2012
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    I like the Iron ISO conceptually, but in practice, the front lines shift quickly and I want mobile units, so I had to bench it.

    In Versus news, I recently went 3-2 against a rusher who gave me a run for my money! He had a rush lineup of:
    Big Snail
    Trevor Spacey
    Clark Still
    Ring Laser Mecha
    SV-001 Experimental

    To my surprise, he could often break through my Samurai Tank - Trevor - Ring Laser Mecha - Giant Caterpillar, and my early J.King got stuck at home base and died to flinching! I had to abandon my "stall until J.King" strategy, slow my AP ramping, and use my mid-range units to avoid being overwhelmed. Props to that guy!

    The interesting unit was using the SV-001 Experimental as an early rush unit, with the odd trait of it sitting BEHIND his Trevor and firing at my Trevor from a safe distance. His only problem was using too many units that die to a Metal Slug Attack, and also I feel like his Big Snail should be a Giant Caterpillar, since if you're gonna spend 100AP for 1,800HP, you might as well go for something bigger, like a Drill Slug.

    In his honor... I ditch my Samurai Tanks for a curious new anti-Trevor lineup of:
    Trevor Spacey
    Ring Laser Mecha
    SV-001 Experimental
    Giant Caterpillar
    Karn (or Shoe, can't make up my mind)
    Allen O'Niel
    Mars Mecha
    Iron Nokana
    Jupiter King
    Donald Morden

    This deck functions on an early false rush with Trevor and SV-001 to encourage my opponent to make units instead of upgrading AP. It then ramps very quickly behind the defensive juggernauts Giant Caterpillar and Karn, before advancing slowly with Jupiter King. Besides Trevor, none of the units are insta-killed by a Metal Slug Attack (sorry, Clark and Camel), so once it gets going, it's nearly impossible to stop.

    Battle Plan:
    1. Two AP, spawn Trevor.
    2. Three AP (total), spawn SV-001.
    3. Four AP, spawn second Trevor and Giant Caterpillar. Save Trevors' Special attack. When your MSA is almost filled up, activate Trevor's Special to have him hop behind SV-001 / Caterpillar. Do NOT activate your own retaliatory MSA until AFTER you confirm that your MSA won't crash into your opponent's, because you lose if the two MSA's crash in front of your Trevors and leave your opponent's Trevors safe. Of course, you earn massive swag points and instant victory for timing the MSA's to crash on your opponent's side if they're mashing it predictably.
    4. Six AP, spawn Karn because Caterpillar is dead. Spawn units as necessary, particularly Trevor, Ring Mecha, SV-001, and Caterpillar, but prioritize AP.
    5. Eight AP, save for Jupiter King. Make sure that Karn or Caterpillar is out before J.King arrives, NEVER spawn J.King alone, he'll just die to Trevor (not a joke). Alternate between spawning Mars Mecha and Iron Nokana to ensure that J.King is always blocked. Every unit smaller than an SV-001 dies instantly and becomes fuel for your engine! Don't bother upgrading AP past eight, just keep the momentum going with more units. Use excess AP for Donald Morden and Allen O'Niel, but ALWAYS prioritize J.King, Mars, and Nokana.

    Current Issues:
    1. In larger maps against skilled opponents, occasionally my mob of death isn't quick enough to reach their HQ before the timer runs out. I have a lot of close calls--my last game was won in the last 4 seconds.
    2. Since I prioritize J.King and stall tactics, my base frequently gets pinged early by Morden air strikes and Zombie Marco barf, so I often begin my push at an HP disadvantage, making issue #1 worse.
    3. Elephant Slug is amazing. The fireball thing knocks my entire army backwards, even the giants, delaying my advance and further exacerbating issue #1.
    4. I have to pay a lot of attention to the screen to make sure that Trevor evades Specials and Caterpillars take the front lines, because my strategy is actually really fragile in the early game.

    ... I want Elephant Slug so bad. How much AP does he cost? I have to think about who I'm going to replace with him...
     
  11. burnlove

    burnlove Member

    Jun 24, 2014
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    I'll write more about your deck and strategy later, sound good tho.

    Elephant costs 400 and has 8000 HP (x2 800 with 16000 together plus awesome Special)

    would get Morden Out

    Morden costs 950 AP and has 14000 HP
    (both lv20)

    Of all of the heavies it's the one I always manage to kill and gives the opponent almost 1000 AP instantly
     
  12. Master KChief

    Master KChief Active Member

    Jun 21, 2014
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    If that is Elephants max HP I don't see how it could possibly replace Mars Mecha or Giant Caterpillar unless it has extraordinaire range or build speed or something.
     
  13. Emuchu

    Emuchu Well-Known Member

    Apr 23, 2012
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    Metal Slug Defense (by SNK Playmore)

    I agree that Morden has a lot of problems. He's easy to stun and likes to sit on the front where he can die from perma-flinch. I only use him during my end-game for his Air Strike special, where I don't care that I'm feeding AP to my opponent and I'm more concerned with keeping a lot of damage on the screen, since at that point AP isn't important so much as keeping all my units in cooldown. He might be good to switch out, since I rarely use him as it is.
    There's more value in a unit than just their AP:HP ratio, though. Consider all the things that happen when it fires off its Special: units are knocked back and stunned, canceling attacks and activated Specials, and it pushes the entire line back, giving you more time to charge Specials and and taking that same time from your opponent. It might not tank on its own, but it enables tanking for everyone around. Of course, this is just theory-crafting from a guy who doesn't have one, yet.
     
  14. Master KChief

    Master KChief Active Member

    Jun 21, 2014
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    It's not that its a 'bad' unit per se, I just find that AP range already heavily contested by already better tanks. Special is also usually the last thing that goes into evaluation for me as it is one of the least occurring variables for any unit.
     
  15. christianM

    christianM Well-Known Member

    Jun 20, 2014
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    ernesto medina ramirez

    i just played with this guy and to my surprise the time i used msa nothing come out and it only went recharging. ofcourse he attacked me with his msa that time. then ryt after his msa attacked he was able to send another one. i mean whoa how could that be possible
     
  16. Master KChief

    Master KChief Active Member

    Jun 21, 2014
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    I've thought about the possibility that maybe there isn't cheating, but the wifi is just extremely glitchy.
     
  17. Emuchu

    Emuchu Well-Known Member

    Apr 23, 2012
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    Hmm... It could be. All my matches are just gravy, although from time to time the action will slow down, and then skip forward by a second or two. Exaggerate this problem a bit with poor connections (perhaps based on location?), and I can see how people can see things like double-spawning MSA attacks (from a roll-back) or disappearing MSA attacks (from a lag skip).
     
  18. Master KChief

    Master KChief Active Member

    Jun 21, 2014
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    The only thing I can't work out in regards to that theory is if it is a latency issue, how are some people still able to either spawn multiple boss units seemingly at once, or a boss unit far too early.
     
  19. Emuchu

    Emuchu Well-Known Member

    Apr 23, 2012
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    I can't really comment on that. In all my hundreds of matches, I haven't seen it happen, yet.

    ... In other news, I succumbed to weakness and forwarded the clock to July 4th for the Elephant Slug. In terms of AP and HP, he's a tidy sub for Karn. We'll see how he performs.
     
  20. Master KChief

    Master KChief Active Member

    Jun 21, 2014
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    Forwarding the clock will have no effect on the players that already have everything unlocked and no need for sortie points, right?

    Also what are the stats for Elephant. Level 1 preferably if you still have them.
     

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