Sorry to see you go! I hope you enjoyed your time playing. Aircraft has become so dominant that I wouldn't be surprised to see more anti aircraft units next patch like the slug flyer. I envision such a unit to have an air to ground attack like the slug chopper and and air to air missile attack when it detects an incoming airstrike.
I guess I"m lucky in that I've only encountered one hacker in my time playing the game. I think the 2v2 is a pure luck of the draw until the developers figure out a better match making method. I'm always happy to have more units for future updates. Can we get a couple more deck slots? or is 10 the perfect number?
Grinding medals in this game is so hard : / 50 medals after your 100th victory and thats all, you get nothing on the next 100. If you don't pay in this game and you buy the "wrong" unit you're f*cked
It's not so bad with the right deck! I haven't spent any money on MSD but I win the majority of my matches. Some great free units: Elephant Slug Hopper Mecha Sarubia Morden Allen O'Neil's solid, but his AP/HP ratio isn't mindblowing. Good cheap units: Iron iso (30 medals) Samurai tanks (30) Slugnoid (60) Gunnner unit (90) MG unit (100) Native's cheap too, but I don't like infantry. You should try to get Giant Caterpillar: it's expensive but it's one of the best units in the game. Also check out "Iron Emu," a deck that Emuchu came up with and that I contributed to. That's the deck I'm running with now, and for the most part I'll win most 2v2 games (if my partner has 2 brain cells to rub together).
incidentally noticed that the hopper mecha perfectly takes a metal slug attack. Sometimes, if he will go away from his team ahead, his only one kill.
hopper mecha is an armor unit despite its tiny size. Moreover, I think hopper is very effective against decks running aerial units, especially hover unit & r-shobu. It can waste opponent's AP to kill these fast spawn armor units by missiles, because mecha always walk in front of your army. I saw a lot of times where the tides of missile shoot out, killing one mecha with 1-2 shots, while the remain just explodes when out of range. It can be painful if the opponent blindly pumps out aircrafts
These days I fall back to 1on1 as the 2v2 connection is so poor. I dont want to waste half of the time waiting for 3 players. During 1on1, I found a good synergy between R-shobu & Ring Laser Mecha. Their multiple spread long ranged attack can easily wipe off an army and gain tremendous AP bonuses. I bet it can also work in 2v2. The "Spread" deck contains the following core: R-Shobu Hover Units Ring Laser Mecha Native Giant Caterpillar JKing Although the deck contains Native, it's definitely NOT a rush deck. The major theme of the Spread deck is to stack RLMs. If you can stack and protect 3 RLMs, you can easily take out any small to medium units and you are pretty much guaranteed a win. In my play, I always try to invest on AP level. Only response with Native and/or RLM if opponent takes an 80AP early rush. Use R-Shobu if opponent is slower than that (You can usually stack 300 before they came. If not, call Native!). If your opponent also stalls, bring out 1 or 2 Natives and force your opponent to respond, then use R-shobu to destroy the units. Most of the time I can get to max AP level seconds after the first MSA. Then the job left is to keep on spamming the field with RLM, R-shobu and Hover Units. Surprisingly with the normal to fast production time between these 3 units, advantage is gained easily as you always kill a group of units while opponent can only kill your RLM. 90% of the time I can finish the game without using the non-core units. That makes a lot of room for you to design variants of the Spread deck. And trust me, it's fun to bomb an army .
Thanks for that post. I always try to pay attention to my opponent's deck and the combo you mention can be tough to deal with. The Ring Laser Mecha should definitely not be overlooked as with its lowered AP cost, it's worth considering to use. The only thing I that I don't necessarily like about the RLM is that it lacks a melee attack.
What type of map do you guys prefer? I'm not a fan of long maps, as the deck I run with is semi rush. What is the best strategy to implement when playing on longer maps?
hmm.lets see.. i dont have a particular map that I prefer (so anywhere goes) but.. there are 2 maps that i hate the most(dessert hill and near ptolemaic army base entrance stages)..uneven terrain maps that is, I dont know why but it messes my overall game and i feel uneasy(playing on these gives a slight advantage over the other player if you spawned on the good side of the map)
I've been using this 1v1 and it's very strong. Hopper Mecha MG Unit Sam Tanks Ring Laser Iron Iso Giant Caterpillar Elephant slug J King Hover Units R Shobu Hopper mecha messes with their aircraft, splash damage makes quick work of natives. I think Morden is important for breaking the stalemates in 2v2, though. I may try this: Hopper Ring Laser Sam Tanks / MG Unit (leaning towards MG Unit) Iron Iso Giant Cat Elephant J King Morden Hover Units R Shobu
Of course it doesn't and shouldn't have melee or it will be way much stronger than the old Trevor But consider a comparison to IronISO, RLM has more HP, costs less, moves, shoots faster, has special to shoot more, and has an "normal" production speed (upgraded at 1.5). So I think RLM can make a very different strategy: spamming. I also worried for the opponent's melee strategy at first, so I included Claw Unit and Snail as shields. Soon I found it's not as effective as solely calling R-shobu and Hover Units as their damage and pushing effect are enough to buy RLM time to make multiple shots. Your RLMs would eventually die, but there is a higher price for your opponent to pay, usually an whole army.
If I see a deck running hopper, most of the time I send early Natives to their base (no need to spam, just send one each time I upgrade AP). Hopper can't kill a Native without calling its special, so a push is effective against hopper. Though the opponent gains ap bonus killing my Natives, the advantage is on my side. If they respond with troops, it's RLM + R-Shobu time! And with the 4 empty slots you can create your own method dealing with tough situations. In general I would not recommend putting in small units (esp human units) as the deck's theme is to minimize AP bonus to opponent and maximize to myself with spread attacks. I see a good strategy for decks using RLM + SamTank + MG Unit + Trevor + Clark etc, but it is volatile if opponent spawns a JKing after the first MSA. In my deck, I run only Ralf to act an solution (and to pretend I'm going to rush-ya-base). The other 3 are Morden, Nokana MKII and Hover Vehicle, which are all hard to kill.
Is it buggy for anyone else in 2on2 - I try to tap on my units when they are glowing to use their special ability but they don't do anything... it's almost as if the touch is jammed/obscured by my partners units.
One thing I try to do is to start tapping the units from the back of the cluster/group. I find that usually starts to allow me to get specials firing.
Ok well I hope that works. I'll try it. Thanks. One of the most frustrating things is trying to use Donald Mordens special ability and then you can't because it's jammed, then he gets killed... and considering that his special ability can be the difference between winning and losing, yes... very frustrating!