about the gunner vs snail.. I prefer snail over gunner because i already have a snail(biased ) but gunner unit has its merits too.. Snail pros: -durable -special is valuable (defensively) -has a short spread attack cons: -120 ap in 1.4 -i think has longer cd in 1.4(not sure) gunner pros: -has same hp as snail(3600hp?) -only 80ap (wtf) -has a offensive defensive special(hits arial units and tall units) -although his attacks is very short spread, it packs a punch(approximate 1400damage because it one hit my native with 1400hp) -attacks quite fast too cons: -can be taken down from a distance -although its kind of a tanking unit, he needs support if you intend to take advantage of its monstrous attack damage -very short attacks
I just realise around 6pm to 10pm US time ... which is morning in Asia countries is the easiest matchup throughout a day ... been playing 70 games without losing a single one even against some players who won more matches than I do ... manage to bring back my ratio back to around 7:1 ... probably because most of the strong japanese players are still sleeping back to 1.3 ... in order to stop big snail, you need to have big snail too ... full stop ... whichever side will win depending on who use it better and i just realise in 1.4, big snail not only higher ap to get, and longer cd for the next, even the damage also nerfed .. and i am not sure but i feel even the special kind of like delay by a little bit ... really considering dropping it out from the deck, but i have nothing else to use anymore. currently I am incorporating it together with Gunner Unit and seems to work quite well, that is how manage to get 70-0 in my morning time (of course i gotta said i didn't meet any super strong players) i found a rushing style with my deck already, and with some luck i could catch them by surprise if i figure out i will lose to my opponent in long run ... and btw, i had played against many players who use the native unit quite well yesterday, and due to some losses ... i already figure out how to counter it ... no more big deal to me now ... it's more like you gotta willing to change your game play if you know he might rush at you, and also be more conservative on what AP level you gonna hold on to when you know what kind of deck he have ... and again it's still most important to take a first glimpse of what deck your opponent have before start and try remember all the 10 units he have ... anyway, joseph got my statement completely wrong, what i said was that j.king is not important anymore and to switch to another deck without it i will need lotsa medals to buy whole new different units ... hope the game can combine IOS and Android to meet up in the random "rank match" one day ... we all can meet up in game
Losing the v1.3 Big Snail is probably for the best. For its cost, it could easily kill units much more expensive then it was--including Leona, Trevor, and Clark. I loved the snail, but it was definitely the new Trevor in terms of centralizing the game. Agree. I wish I could play the Android people, and releasing a competitive game at different times on different platforms is just confusing. I dunno how easy it is to cross-platform between Android and iOS, though, especially online, since MSD uses Gamecenter.
is it about the rock paper scissors thing i mentioned, sorry about that man.. i red and focused on all your insights on 1.3 and 1.4 (i got absorbed on it) but kind of ignored your last statement.. my thoughts about 1.4 incorporates a whole new meta game with its new units, buffed and nerfed ones.. its just that the stall setting(the most dominant setup for me) isnt as dominant as before.. rush decks is kind of pushed to us because of the new units (native, hover unit, flying tara lowered cd etc.) (but needs a little medal farming to acquire) it created new possibilities, setups, openings,mid late strategy,adjustments during gameplay and so on so i kind of got to the conclusion its a free for all now... about the jking thing.. its still a useful unit, but needs a lot of tweeking, and some sets can beat it up without having one yourself either.. (i experienced encountering morden+caterpillar with a back up of shoe and karn...my jking cant reach his karn/shoe and he incorporated hover units too)(but this is quite an expensive counter too) ... so dont give up playing man.. we just need to experiment alot more..
on 1.4 alot of weird things happen today... i encountered my first real hacker opponent, he released all his heavies in a span of 5 seconds... and then this one rush deck that caught my attention... he has native,gunner unit, samurai trooper and hopper mecha combo, with no real heavies on his deck(with alot of arial units like flying tara etc).. he intends to end it as soon as possible which is fun because one wrong move and its all over... (sadly i lost to it twice )
im pretty lucky I guess.. in over 1600 matches, its just that its the most blatant one I encountered.. about the hp drain, its still tolerable to me as long as i have little hp left.. security in this game has many flaws... and youre right, hackers are turn offs.. Unit Gap (opponents having better units)are pretty much is hard as it is(especially for newer players)
I've come to the conclusion that aerial units, with the exception of the Hover Unit, and all close proximity units are not that useful in this game.
I think that the so called "hackers" could be a connection problem... One time, I was fighting a powerful foe and I won quite easily... my AP points raise a lot faster than usual... at least of his point of view... because he never throw everything he/she had, when I destroy his/her base... So I was a "hacker"??? No I don't think so... But they do exist!!! But they are a minority
With this new update is easier to win against giant ramp decks that before, that is good, a lot of strategies can be pulled out... and a lot of types of players can play against each others "equally" About those Asian players.... Yes they are difficult to beat but no imposible... Caterpillar are still dangerous... maybe the gunner along with the crab could been a good option to counter it... I am not afraid of J. King anymore , maybe i will drop my elephant slug... and get KARN.... Want a perfect deck? Keep it balanced!!! And the most important thing... That suit YOUR STYLE
I've noticed that lately a lot of people can spam high cost units like J. King/Iron nokanas and Shoe(karn) but I don't know how...I mean they spawn them when I only have a caterpillar and slug gunner in the field it may be the disconnection issue you talk about but I get zoned because of that. Maybe they are hackers maybe it's just a net issue but still sucks
So I came here to share my deck to you all for 1.4. I've won literally 400 games already and stalemated the rest, no real lost yet. 1. Iron Iso 2. Hover Unit 3. Mecha Gunner 4. Nadia 5. Ralph 6. Clone Fio 7. Slugnoid 8. Elephant Slug 9. Catapiller 10. Jupiter King I went with Clone Fio instead of Zombie Marco because she's really just there for the vomit laser. She has enough life to reach the center of the map to pull one off most of the time. If not, shouldn't spend the extra AP to send a Zombie Marco to death anyways. I open up with AP #1, Mecha Gunner, AP #2, Nadia, AP #3, and Mecha Gunner again. I have been running into people who dies within the first 30 seconds because they can't deal with the Mecha Gunner due to having a slow deck. Those that have a rush deck tends to lose the mid or late game due to dedicating too much small units. Those that have a balanced deck would either stalemate with me or don't have enough support units to keep their heavy ones alive. I just found it a very very very solid deck. Mecha Gunner is very overpowered in my opinion because even if you sandbag first thing, he'll rip it in 3 hits and start rolling down the lane again. He can shoot off aerial units which people are using too much of lately. Love people trying to open up with Trevor against one of these and get punched out. The Hover Unit keeps the frontline from marching by pushing them back consistently, making it another great asset along side with Jupiter King to keep the front moving.
It's almost a little scary how easy the game can be hacked. Was watching some youtube strategy videos and one of the uploaders put up a link to GameHacker, something that lets the player change the amount of medals and MSP in-game without needing to purchase from the store.
Metal Slug Defense (by SNK Playmore) I can usually pop out a J.King right after the first MSA, if I withhold my Gunner. Remember that Caterpiller + Gunner is 680 AP, so your opponent only needs a 220 AP lead to spawn J.King, which you can get from frugal AP management and taking out Clark or Trevor during the first MSA trade. If you want to try: 2 AP - Snail 3 AP - Snail, ISO 4 AP - Snail 5 AP - Snail, MSA, J.King iOS has had this particular hack since day 1. You just have to play knowing that some people have infinite medals and will have all units for each update. To my knowledge, iOS has 3 or 4 methods of doing this, so it's pretty widespread in MSD.
Hey, I am using the SV-001 at the moment and I saw, that the other tank units that cost around the same AP cost have better stats than it. So I wanted to ask, which one I should get. I was thinking about getting Metal Claw, SV-001 Type R and SV-001 Experimental. Then I thought that Type R wouldn´t be such a good choice. Now I can´t choose between Metal Claw and SV-001 Experimental. Can someone recommend me one of them? Also I wanted to know if the Slug Gunner is worth its 180 Medals. I think it should be pretty good although it has the same HP as Metal Claw. It should have more firepower or can anybody proof me wrong?
Metal Slug Defense (by SNK Playmore) A quirk of the SV-001 Exp that I enjoy is its range. Exp's range is Very Long compared to Metal Claw's Normal. In practice, it drastically changes their roles. The SV-Exp fires from so far away that Short-ranged units like the Snail protect it from MSA attacks, so it tends to outlast the Metal Claw, even considering Claw's 1,000 additional HP. If you're already using some other unit as your shield, SV-Exp is the obvious choice as a long-distance attack unit. However, if you intend to use the unit as a general damage sponge, you should take Metal Claw for its higher HP count and Normal range, which is far more useful to tanking. I believe the Slug Gunner is substantially more powerful than Metal Claw. I can't say this conclusively, since there is no in-game damage ratings, but I've used them both and I believe the Slug Gunner is stronger, as I can win games using it as my primary attacker in a rush.
i would say u need both of them if you need a super firing squad unit ... nokona, morden, shoe + karn will be at the back ... caterpillar do the tanking ... slug gunner + metal claw + snail and either of the sv-001 at the front line too bad i don't have the medals to get all of them
1.1k++ wins already ... so glad at Android 1.4.2 native units have been nerve and no longer extremely fast production and being abused. and luckily i didn't buy it just to counter how other players before the patch ... else I would have wasted another 30 precious medals ... now native units are merely free AP to eat ... hahahaha