I don't think it's useful. For what you pay for the thing, it doesn't net any quick kills, and to top it all off it's basically a consumable item. Unrelated @Spiel Chow: Hey, I know you don't like revealing your battle secrets, but now that Android is on 1.4, would you mind sharing your 1.3 deck? I'm just curious if you use any unusual units.
Hello.. can anybody tell me what units that effectively counter "native" unit in pvp.. is that big snail still effective since it's take 120 ap now.. If u can share your battle experience on encountering native in pvp, would be a great help..
I still use Snails and Samurai Tanks to kill Natives. I then transition into Slug Gunners and Iron ISO's. I found out how opponents use two MSA's. When someone leaves a game the computer gains a free MSA.
I use the Gunner Unit in my deck. I've always had an affinity for the mech type units. It appears to have a pretty strong melee attack. At max level it has 3200hp for 80ap. Now my deck is: Iron ISO Clark Gunner Unit Slug Gunner Elephant Slug Karn Iron Nokana MK II Metal Rear Jupiter King Donald Morden
yeah, at 1.4 i suck pretty big time. lost to hooked 100% on friendly matches ... never get to try at 1.3 though. at 1.3 ... i was spamming big snail as basic defence while lvling up to 0160-0200. i could say all i did was just making sure snail came out as soon cd is done, and trust me no quite rush can ever break it before if u time it right ... however this is the past already, big snail cd now suck big time even though the extra 20ap don't really hurt that much ... so while enemy were pushing all i need to do is to time he msa right i could eat all their units AP ... if enemy would do the same, it wou;d be even better because it will hit my snail with zero damage ... after the 1st MSA, i already have allen o'neil + j.king which will be strong enough to eat all of their 1st offensive batch ... neeedless to say i just need to bring out catterpillar + nokona mk2 + slug gunner + elephant ... the enemy will not even have enough time to defence in time ... and if the enemy doesn't have big snail, it would be even an easier game, especially with those who still proudly sticking to trevor + samtank ... all i need to send is one big snail + fio (rocket launcher) ... big snail so the tanking plus melee attack, while fio just need to fire one rocket from behind (i gotta say as long as u get the fio to fire one rocket it's already worth the 75ap) then u can say bye bye to trevor and samtank. second snail will follow from behind sometimes with iron iso too. just push out msa as soon as i get it, a weak enemy would just either get both hit each others at his base, or his msa hit my snail while my msa hit his rest of what he have. depending on the map opponent will normally be gone when the timer still clocking at 88-90. with this kind of strategy, i will only lose to player with super strong end game units, which means he have no early units but even fit in with shoe+karn ... in that case, after taking 1st view of this deck before match start, i need to be determine to rush from the start, it's a do or die mission. that is why i strongly against human units such as trevor, clark and leona. as long as i get to time MSA right ... those are all my free AP while trying to hard to kill my big snail. at 1.4 i still cannot figure out a way to definitely win, especially when i don't have medals to try all the new units. fast big snail and fast j.king which was my advantage is no longer there ... and if u realise, many players already start dropping j.king from their deck and incorporate with g.morden upfront with all firepower squad at the back ... too sad i don't have the luxury to drop j.king unless i start pumping real money into the game ... is it a good time to quit the game already?
hey i use native unit... the definitive counter for it is ralph(he has a use now )... because he eats them alive.. ralph doesnt get knock backed and has spread atacks.. so even though he is outnumbered.. he can kill 4 or 5 natives before he dies..
in 1.4 is like a free for all now.. its like rock paper scissors, one beats the other but someone can beat you too
I have a feeling the next few updates will add more Ptolemaic Army units. We still haven't seen their signature sniper, officer, cultist elite infantry as well as the spiky mech and Black Hound slug. Actually... I don't think metal slug defense will be complete until they throw in every unit and character ever made into the game.
Hmmm it's seems promising to use Ralf if so but have to wait till get enough medal.. meanwhile i still use big snail + sam tank combo to counter the native, wanna try that native unit too
Btw i figure out how to get free APLvMAX and Mobile Satellite without spending any medal (and definetely not hacking).. Just play for a couple times in any stages of France and Brazil area and if u lucky enough u will get APLvMAX for free.. play in any stages of Mexico and New York srea u will get Mobile Satellite (if lucky).. And this action can be repeat so u can get more than once.. i've proven it and i got 6 APLvMAX and 5 Mobile Satellite for free..
Metal Slug Defense (by SNK Playmore) Emuchu's v1.30 Outro Post This post is a bit of a curtain call to MSD v1.30. If you're on Android, all this stuff is outdated and probably won't help you, but if you're on iOS, let me share the two decks I've been using. Alternative units that were recently replaced are in parenthesis. Crab and Caterpillar Unpushable Rush-Rush Tackle Meatshield Deck: Samurai Tanks Clark Still (Trevor Spacey) Big Snail SV-001 Experimental (SV-001 Type-R) Ohumein Conga Green (Ohumein Conga Brown) Giant Caterpillar Elephant Slug Iron Nokana Mk.II Jupiter King Donald Morden A rush deck using the bullying trio of Ohumein Conga (Giant Crab), Giant Caterpillar, and Elephant Slug to gradually push your opponent's front line back to their base for punishment. Ohumein and Caterpillar are "unpushable" units, and can't be forced back by anything, while Elephant Slug has a massive, piercing Special that knocks your entire opponent's team back. I gave my long explanation of this deck in a previous post, already, so just some notes on the substitutions: - Trevor is a great early power unit, but after his 1.3 nerf, he lost his stun capability, and his attack rate was lowered. He's still an early killer, but during the territory-pushing phase or in late-game punch-ups, he doesn't contribute much. Clark still maintains a high stun rate on his Iron Lizard, and his special is always useful, so I subbed him in. - SV-001 Experimental has the longest range of the various Slug units, and likes to sit so far behind a Snail that it can't be hit by MSAs. So an easy rushing core is simply alternating between Giant Snail and SV-001, adding SamTanks and Clark, as needed, in response to specific threats from your opponent. - Ohumein Conga Green tends to sit farther back than Conga Brown. I enjoyed brown's tanking ability, but decided I cared more that it survive long enough to perform its special. This deck served me at about an 8:1 win rate throughout the life of v1.3, but it suffered a very serious problem--it simply wasn't big enough. Big Snail is such a great wall unit in 1.3 that my deck commonly lost to decks going for a long-game heavy strategy, so I decided to strip out all the unnecessary units and make... The Snail-Stalling Anti-MSA Titan Fisticuffs Will-Definitely-Cause-Disconnects Deck Giant Snail Iron ISO Slug Gunner Giant Caterpillar Elephant Slug Shoe Karn Iron Nokana Mk.II Jupiter King Donald Morden You need a lot of expensive units for this deck, but... it's dead simple. Just pump out Snails to stall for time to build AP. Use Iron ISO and Slug Gunner if your opponent is rushing with some variant of the Snail / Trevor (Clark) / SamTank / Slug rush strategy. At all times, mash out a Snail if a Snail is available, even in end-game, and make sure you're using their specials, too. 2 AP - Snail (Snail at 1 AP on super-tiny maps) 3 AP - Snail, Iron ISO 4 AP - Snail, Slug Gunner 5 AP - Snails and snails and snails. ISO and Gunner if your opponent is contesting your position. From here, two options: Your opponent is giving up field position because either you overwhelmed their rush or they're attempting to stack AP before you. 6 AP - Early J.King. If they're playing a SUPER heavy deck like this one, follow with a Donald Morden to get the first air strike in just in case this match stalemates, then tick off Giant Caterpillar, Elephant, Shoe, and Karn. Add Nokana if you can, and build AP to 8 or so. If they beat you to the punch and launch their own J.King while you're saving up for your's, instead spawn Caterpillar, Elephant, Shoe, and Karn to aggressively push and stun the J.King. Your snails are dying because your opponent is building up a rush 6. If my snails are dying to a rush, I might go bottom-up and tick off Caterpiller onward, otherwise it's still easy to respond to most small-time rushes with a J.King so long as you caught the rush attempt before you started to seriously lose field position. You'll get a J.King out in this situation before the opponent's Elephant / Shoe / Karn come to wreck your shit. Deck Advice: - Don't give up territory. If the front line is coming to you, you're going to lose, because you don't have enough time to charge your specials. Make sure to respond to units as they exit your opponent's base, and not after they've already killed your snails and are marching forward. - Manually trigger ISO builders. ISO unit builders tend to get too close to the front line, especially when there's an enemy J.King. Make sure you trigger them manually just before they enter combat range to avoid wasting 140 AP and losing, because that's a lot of AP to lose for such a simple oversight. Anyway, this deck has two major advantages over most of the game: 1: This deck doesn't care about MSA. You don't have to play around MSA because there are no humans in this deck. As a nice perk, it means you can take your time with your own MSA and make sure you kill Clark and Trevor, because there's no pressure to match your opponent's MSA timings. 2: It has more heavies than most decks because people still haven't figured out that you don't need SamTanks, Clark, or Trevor in order to survive to late-game--even Trevor and Clark with Snail, SamTanks, and Girida-O can't break through a wall of Snails fortified with a few ISOs and a Gunner before getting murdered by the first MSA, so an early rush is always stopped cold, even in tiny maps. The deck wins by simple virtue of having more fatties the deck than the opponent. I've been running this finalized version for a few days, and it's currently at 30:0. Give it a try, anyone who's on iOS. Use this deck to crush the online and stack up medals! I can't wait for v1.4!
I like this deck better(the snail stall).. but its expensive... i think the first five units is enough in some cases for all to acquire and the other 5 can be substituted.. I remembered when 1.3 came along(trevor nerfing).. the snail got buffed up, I got on a 65 game winning streak before finally losing(with a snail deck too before everyone discovered it)... thats how powerful the snail opening was, finally bought nokama mk2 back then.. the most important part of this strategy is keeping your snail alive as long as possible, and most of the game will be decided on what support your snail has, and timing too
Version 1.3 I can agree with this. By far the most important part of this deck is the opening; most of my games with this deck actually end before I stack enough AP for the J.King. More or less, you can stick in whatever you have in the remaining slots, such as Allen O'Niel, but you'll need to adjust the strategy to a mid-rush since you'll probably have to avoid end-game titan battles. It's important to keep your Snails alive, but it's equally important to maintain your territory! They go hand-in-hand, really, since having more territory means you're denying your opponent of special activations. This means anticipating where the battlefront will be after they kill your first snail, so that you stack your ISOs in the right spot.
Using the same deck from 1.3, I have no trouble maintaining my win ratio in 1.4(Hovers around 10:1 to 12:1). Just had to change up my strategy a bit. Tried the new units and I like none of them, although, the Hover planes do have some potential. I mostly "lose" to "good" players from a stalemate, because they get the first base hit in the early game. If they give me a rematch, I usually just rush them to win because they're to reliant on heavy endgames. Rematches are too few and far between. 1. Big Snail 2. Samurai Tank 3. Iron ISO 4. Metal Claw 5. Slug Gunner 6. Giant Caterpillar 7. Shoe 8. Iron Nokana MKII 9. Jupiter King 10. Donald Morden
yeah i got your point(or kind of got the essence i think ) territory definitely is important(skill deployment is half the battle).. the thing i mean for snail to keep alive as long as possible is kinda like the same as yours, snail protects your own territory and keeps the advancement of your opponent at bay but at the same time it lets you push forward too.. like a sword and a shield combined...(i guess i kind of been repetitive, sorry ) then again less territory too has its advantages(pressumably early game when skills are not that devastating but crucial) by an experienced player(iron iso traps, MSA counter etc) ... sometimes they let you advance and will pick your units apart..and then rush so it kinda go both ways i suppose..
I use the big snail + Clark to counter them, depending on the lenght of the map I get 1 or 2 AP up before releasing my snail so Clark can kill the natives safely.