Hello! Welcome to the board~ Unfortunately, there is no single early-game counter to Trevor. The most you can do without a Trevor of your own is to stall or stun him while saving AP until you have your MSA, and then quickly push out high-armor units together with long-ranged high-stun units to diminish Trevor's effect on the game. That being said, Trevor is still human and dies easily once you figure out how to hit him. A unit I see pretty often to counter Trevor is Abul Abbas, surprisingly. He has a good amount of health, but he'll die long before he can attack, let alone Special. He has two good traits, though: first, he'a a melee unit, and is always standing in front and tanking hits, which allows other long-ranged stun units like Hyakutaro, Samurai Tanks, or anything with a Machine Gun standard attack to fire at and hopefully kill Trevor... Or at least stall until MSA. His second good trait is that he has enough HP to stop a MSA, even if it kills him, and Abul tanking a MSA while your MSA kills all your opponent's Trevors is the fastest way to turn around an offensive. You can pull off a similar thing with Sasquatch, I believe, but he has less HP (and costs less AP), so he absolutely needs some backup. Units with single-target explosives stun Trevor pretty well, too, like Samurai Tanks' Tank Cannon, Clark's Iron Lizard, and NOP-03 Sarubia's rolling Cannon shots, but they all need a meat shield because Trevor has better range, and two of them have a long-winded attack animation that Trevor will just shoot them out of. Your best chance is probably to rush Trevor back until you kill two of them with your first MSA, pop out tanky units that don't have pre-attack animations (SV-001, Metal Claw, Drill Slug), and upgrade AP production to go for the long game.
yes indeed. he is like a moving sandbag since sasquatch's attack is short he is always infront of your units which makes ur opponent's msa only hit him with great distance away from others
oh I see.. thank you sir for the info and suggestion/tips . . . while im reading the thread a while ago.. some one suggested clark.. I may try him some other time if i have medals to dish out.. and the sasquach too.. . . my goal for now is to stop that trevor+samurai rush that kills me most of the time... . .. . .cheers
I see Clark dispatched pretty often to match Trevor. He can get close to even with Trevor using his Iron Lizard, but Trevor wins in a one-on-one and Clark costs 50AP more, so you'd have to commit more units to block Clark and try to build up a field advantage. Some people have success using a Sandbag and placing it where they predict their unit and Trevor will meet, if you're familiar enough with the characters to do that, but you have to watch out for Trevor jumping backwards and drawing your unit out. Life without Trevor is hard.
Yeah life without that trevor dude is harsh... Its almost an automatic disadvantage in a competitive match without him... . . I have nothing against people who uses him.. What really grinds my gear is that my inability to stop them early in the game... haha.. . . The abul abbas+units strategy you suggested me is pretty good, but the problem starts if my opponent has solid mid game units like shoe and karn, I got overwhelmed mid/late in the game due to my damaged base and my opponent has alot of AP/units .. if he had none of those I can make a come back. . . Im gonna try next that sandbag tactic . . So my conclusion for now is if you cannot beat them join them (im gonna buy that trevor as a last resort )
Metal Slug Defense (by SNK Playmore) So I took Daboss' deck into Wifi versus for a few hours, and here are my findings. First, this rush is indeed extremely effective against the Trevor / Samurai Tanks / Jupiter King archetype, with one caveat: you absolutely MUST win the first MSA exchange, otherwise the deck flounders instantly. So if your opponent delays their MSA, or if your Sasquatch gets stunned as your foe's MSA whizzes by (which managed to happen for me around 20% of the time), the entire army gets overrun by the MSA and you lose the unit advantage. Second, I actually ran into a counter-pick to this deck: the Metal Slug deck. I don't know if perhaps this guy has seen this deck before, but he responded to the Trevor/Clark pairing with SV-001 Experimental followed by the other two SV-001 units, Slug Gunner, and Trevor. Luckily, he rematched me a few times so I could try out different AP numbers and deployment sequences, but I couldn't figure out a good counter-strategy.
ok so that's make u wait for 290 AP before u do any action no offense bro, but i think ur opponent can start damaging ur base when they release tank+trevor at 180AP if the range between the bases are very short. i think the ranges between the bases should be considered as well
Well, the deck is meant to be played in a reactionary way. The 250 AP Trevor/Clark opening is specifically for the Trevor/Tank opening in most maps, if you're banking AP in a smaller map, you can always do something else in reaction to an early assault. In my test runs with this deck, I had to shift to Trevor+Samurai in the smaller maps to avoid things like lone Trevors. I actually started tapping the AP button twice after a while, I timed it in my head and it isn't much slower than a single tap when waiting for 250.
yah anyway it depends on the situation. by the way, i just played someone using shoe and karn. and their specials contributes a lot of the damages. this makes me wanting to buy them lol. i find it funny how this game makes me spend money. previously when i saw those tanks(bradley,sv-001, melt honey) in action, then caterpillar and sasquatch and now ..shoe and karn. hayss i hope snk can increase the units in a deck. to maybe 15 or i dont know. coz its useless to buy so many units when u cant use them at the same time. and maybe its possible for them to add an option that players can change units on a deck between each matches. coz its no use to have a rematch when u know that ur deck is no match against ur opponent. yah ryt i hope they can read this haha
I personally think 10 units is more than enough. If they expanded it to even 12, I could have a catch-all deck that can rush in the early-mid range AND still fit J.King and the other fatties in there. Having 10 units forces me to choose between two of the three unit ranges (lights, tanks, and fatties, as I think of them. I really like the idea of having multiple decks, though. I wouldn't have to spend 10 minutes scrolling through all my units every time I want to switch between my rush and stall decks--they'd just be there!
off topic... what the hell, i dont really think other players are playing fair.. i just played with someone and was surprised that he can spawn jupiter king so fast. its like he spawn trevor+samurai tank at once. and then next is jupiter king what the heck. ok to try it myself coz seems like its possible coz anyway he waited for a few seconds.. i tried a rematch with him so i can try it. i spawn trevor+tank. he responded with the same units. my units was cleared by his msa and his units by my msa. i waited for my ap to become 900 so i can release jking. the battle field is clear coz he is waiting as well. i was able to release my jking and to my surprise he released jupiter+shoe or karn+trevor+elephant+caterpillar in return. whoa how he hell can he do that??
@ChristianM: Before I theorize on your opponent's spawn speed, did you finish all your leveling? HQ level, POWs, unit levels? Besides that, I know that each player receives an AP award for the units they kill--were you using more numerous or higher cost units? And lastly, maybe he hit the AP upgrade button once or twice more than you did? Otherwise, I have no clue, unless he's a hacker or something.
Hi emuchu, yes all stages completed. All home maxed out. We were using the same number if units at the start. Tank +trevor against tank+trevor. Both sides was cleared by msa attacks. If he hits the upgrade ap button that will only decrese the available ap which will definitely give lesser ap in order to spawn all those units at once. I tried that a few times in wifi versus and i couldnt even pull out jking and 1 other high ap unit. Unless some advance players can get special award once they reach like high end badges like general badge
Funnily enough, right before you posted this, I ran into my first obvious hack/cheat. We had a good set going, my rush against his giant deck, and we went 2:2. Every time, we sent "Good Jobs" to each other and a rematch. For the 5th round, he matched my Trevor + Samurai Tanks with Trevor and TWO Samurai Tanks spawned so close to each other that they were overlapping. Then he won, didn't leave a "Good Job," and left. So the obviously impossible move plus the trolling at the end leads me conclude that, if not hacking, there must at least be an exploitable glitch in the game. If anyone starts popping out double-Trevor, we're all screwed.
Hi all, just new to be here. I have a theory for the looked-like-cheating phenomenon. I guess the spawn time and MSA charge time is RESET when player is disconnected and AI is taking over. Possibly with a lot of AP given to AI too. So double spawning is possible when a player spawn something out and quit. You should see at the result, every time you experienced this situation, player either get (+0) or the win number did not match to the opening. Another change is that AI's unit level is weaker than lv20. One exception is for the poor internet connection by either/both side. In that case players are not actually disconnected. But the data transmission is so laggy that screens are flashing and rolling back and forth, like you are not controlling the game. Sometimes you get the "Player is disconnected" message. That's more like due to the network problem. Pressing the home button/ being interrupted by calls will simply let AI taken control, as SNK said for its previous update.
@christianM: I personally use JKing+Trevor+SV001Experimetal as one of by spawn tactics. Build the AP level through 280, and stack AP as waiting for the MSA crash. I can simply roll the combo out 4 seconds after the MSA, let alone the cheaper version using SamTank.
hey guys.. I have a few questions... 1.Is it possible to lower your ranking in pvp battles? because last time I checked mine I have a gold bar and then after some matches ( 3 wins 2 losses) it became a silver bar... Its just a minor issue of mine (2.A)Now..base on their pros and cons... who has alot more to give between shoe and karn.. shoe's pros long standard spread long special spread ..its special shoots 2cannonx2 and 2 missiles (im iffy on its special cause those 2 missiles are so slow it can miss targets) karn's pros normal standard spread long special spread ...special shoots 3cannonsx2 (has mid range but has very fast special,good for fast kill) Your pick? (2.B) Has anyone tried matching these 2 one on one in pvp and who wins... The (2.B) question is a little bit retarded, Im just curious Thank you in advance if anyone could help me
I don't use Karn or Shoe. I went for Allen O'Neill through the stage POW unlocks. Just wanted to say "hey" to everyone who plays this game. I registered for these forums so I could post in this thread. My current record is 172 wins and 11 losses. My deck is as follows - Trevor Samurai Tanks Di-Cokka Clark Sasquatch (I read about his use in this thread and decided to incorporate him into my deck. He's been working out really well for me!) Hyakutaro Zombie Marco Slug Gunner Allen O'Neil Jupiter King