Universal Metal Slug Defense (by SNK Playmore)

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

  1. joseph1234

    joseph1234 Well-Known Member

    Jun 27, 2014
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    here is my take on the new units so far..but.havent tried all of them yet

    prof zombie..
    pros:
    very fast prod
    has decent hp for its ap
    a tank type spammable
    a good meat shield for aerials
    cons:
    does not attack until received a specific amount of damage(maybe a reflect type?)
    has unknown stats
    pretty useless on its own offensively..

    hamzat suit..
    pros:
    very fast prod
    decent damage(like a native but with a arc like attacks)
    decently fast movement
    cons:
    very fragile(atleast it can take a hit before it dies)
    prettt much useless mid to late game(unless you usually use its special and its heavy work)


    patrol robot
    pros:
    long spread attacks
    can blend well with its allied units
    pretty hard to hit
    has decent hp
    cons:
    240medals
    i thinks slow prod rate and slow movement

    special force(rider)
    very long spread attack and special
    its an extra MSA
    cons:
    unlike the real MSA.. this one can be shot down(because it has hp)(not quite sure though because i havent tried it personally)

    other units:
    prettt much the same but on steroids and spread attacks
     
  2. Skitarii

    Skitarii Well-Known Member

    May 7, 2014
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    @joseph

    I honestly think the zombie scientist is bugged. No special, random attack...

    At least it wasn't messed up like the Samurai Planes was in the old update.
     
  3. christianM

    christianM Well-Known Member

    Jun 20, 2014
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    hi bro its not impossible i already finished it =)
     
  4. oneasian

    oneasian Well-Known Member

    Jul 1, 2014
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    I've been taking losses to a number of decks using a beginning combination of: the native unit, tar man and ring laser mecha.

    I'm having to rethink how i start my matches! this is nuts.
     
  5. radecgar

    radecgar New Member

    Aug 30, 2014
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    Does anyone know how to play friend matches yet? and also, what's on with the online points system? It got messed up in the last update, I once beat a guy and in the outcome I got 2800 points and he got around 3000 I was flabbergasted and kinda mad.
     
  6. Skitarii

    Skitarii Well-Known Member

    May 7, 2014
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    Yeah I finally finished it too, luckily. My fingers hurt so much now
     
  7. AlexNXYZ

    AlexNXYZ Well-Known Member

    Jun 15, 2014
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    Yeah 1000th post in this thread! ;)

    Recently I see many players using Utan, Scientist and Native as an early game rush.
    This method is very effective as I loose almost every time in 2v2.
     
  8. Ace7X

    Ace7X Member

    Aug 28, 2014
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    #948 Ace7X, Aug 31, 2014
    Last edited: Aug 31, 2014
    which is better, the MG unit or LV armor?

    IMO, the lv armor special seems useful.
    anyone have lv 20 stats of MG unit and LV armor?
     
  9. Skitarii

    Skitarii Well-Known Member

    May 7, 2014
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    Any way you can try Hazmat spam?

    Those grenades fly so far and high they can even hurt aerial units.
     
  10. no_gaems

    no_gaems Member

    Aug 28, 2014
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    Regarding the characters from World 2 (Cynthia and Lilly), How do they work? Which units get the boost? I released Trevor from World 1 but I didn't notice any boost of health on him or any other unit.
     
  11. nonlamer

    nonlamer Member

    Aug 19, 2014
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    #951 nonlamer, Sep 1, 2014
    Last edited: Sep 1, 2014
    The bonus from released character is apply to all of your unit, example 50%unit hp apply to all of your unit if your unit1 has 100 base hp , he will get 50 hp sum up to 150hp(unit upgrade does not effect bonus from released char), the number cannot seen by customize screen, but your unit will have more hp. Same as unit attack.
     
  12. oneasian

    oneasian Well-Known Member

    Jul 1, 2014
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    Why is it that so many people I face now are using that machine gun monkey, and I'm losing a lot more! The early game is killing me now and I'm having a hard time adjusting. I've really noticed a change this past week.

    The machine gun monkey, the gunner claw unit, the ring laser mecha have certainly gained prominence.
     
  13. joseph1234

    joseph1234 Well-Known Member

    Jun 27, 2014
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    #953 joseph1234, Sep 2, 2014
    Last edited: Sep 2, 2014
    yeah.. i notice that too...
    so i change my deck to a (rush(i mean spamable) with air support deck and some heavies..
    utan can be countered easy with the right unit.(long ranged)
    ring LM is somewhat easier produced today(i think has the fastest cooldown rate of the normal class)not to mention its cheaper now..but has a slight delay while firing and goes in front..
    claw unit is a pain though, his jump attack is kind of a splash(i dont know if they uped him to splash in this 1.6 or its the same on 1.5)..it kills some units outright fast plus the push back if they survive.. having to face it early is hard because idont have a definite counter for 1 let alone 2 if its partner has one too
    .
    .
    .
    overall what i notice is spamable units are on a advantage(for me anyways).. (special mention to scientist zombie.. )
    spamables can be used to rush early,be a meatshield to aerials all the time(just dont let them clustered and blend some metal units here and there to stop msa),you can always summon them versus some heavyunits long cooldowns.

    i know this deck isnt perfect but on todays meta game its pros outweigh its cons..
    my deck:
    scientist zombie(for defense and tanking purposes)(spam)
    tarman/native/hopper mecha/ring LM(spam)(damage dealers)
    hazmat suit(spam)(long range attacker)(aerial hitter/killer, but its hard btw)
    sam tank(has mini stun)(metal unit.stops msa)
    commander(air support,i think its special lets him summon another airstrike on 1.6)
    hover unit(for heavies and crowd control)
    r-sbobu(for heavies and crowd control)
    elephant(anti aerial and crowd control)
    morden(tank and for its airstrike)
    jking(heavy backup)
     
  14. joseph1234

    joseph1234 Well-Known Member

    Jun 27, 2014
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    i dont know bro but i kinda like it.. a native vs a scientist zombie =native will hit zombie but he will fight back.. its like his own automatic special.. zombie usually wins vs a native but the damage on my observation varies..
     
  15. joseph1234

    joseph1234 Well-Known Member

    Jun 27, 2014
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    #955 joseph1234, Sep 3, 2014
    Last edited: Sep 3, 2014
    guys.. have you experienced releasing too much aerial units that it caused the game to stop/lock you on releasing more aerials?
    this is by no means a hack, just 2 commanders of mine(used it specials),a slot for a hover unit.
    also + 1 commander on my partner,he has r-shobu and a flying tara,
    it temporary locked my r-shobu and elephant(i guess elephants is aerial?)(dumbo perhaps?)
    ..
    as you can see on my deck.. r-shobu and elepbant has green background, meaning they are available to be deployed but they have no colour(grey)(edit on elephant: i dont know if its grey or not bec of its original color is also greyish)..i tried clicking them but nothing happened.
    or another theory is that me and my partner has too many units on the game?
    [​IMG]
     
  16. Ace7X

    Ace7X Member

    Aug 28, 2014
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    can confirm, happened to me too
     
  17. watashi101

    watashi101 Well-Known Member

    Jun 27, 2014
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    You can reproduce it in sortie by dropping multiple spawnpoints. There is a max number of units per side. I guess the number isn't doubled for 2v2
     
  18. KillSin

    KillSin Member

    Aug 27, 2014
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    #958 KillSin, Sep 6, 2014
    Last edited: Sep 6, 2014
    Game Impressions

    Besides the problems in 2v2 with teammates foolishly not first maxing out their upgrades in their home customization and units and even though you have all yours fully maxed out with upgrades but it will still be cut in half because of our teammate, along with many times not being able to activate our specials and the huge lag and hacker problem! Another huge problem is when punk teammates won't summon their units in the beginning and try to force you to summon first so that they will accumulate more ap to summon their stronger units and leave you stuck to defend our base in the beginning which many times you'll be overrun and overwhelmed with too many enemies to fight off and greatly increase the chances of losing! Way too risky and way to selfish, self centered and unsportsmanlike! Greedy punk teammates looking for self glory! This also many times causes you to have less points than your teammate for earning medals which makes it take longer to earn them even when you win!
     
  19. mikmsd

    mikmsd Well-Known Member

    Aug 28, 2014
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    As mentioned, it sucks when your team partner is a selfless idiot. I'm ALWAYS making +1500, +2000, even once +4500 points in a single match and my partner only 1000.

    I'm noticing often a problem releasing MSA. Once an adversary released 3 MSA in a 1vs1. Maybe it's the hackers who's responsible for the glitches.

    If you know what units to buy, you don't need hacks. One I used recently was changing my watch time to release bonuses. Recently I bought Jking to complete my deck.

    Today 1.6 version is out. Let's see how it goes with new units. Hope SNK didn't nerfed my units.
     
  20. altimore

    altimore Member

    Sep 7, 2014
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    #960 altimore, Sep 7, 2014
    Last edited: Sep 8, 2014
    Hey there! Been browsing this forum for a while but only registered now. Just wanted to share my experience with the scientist zombie because i think it is hands down one of THE best things in the new update. Also, the SF rider is awesome as well.

    Scientist Zombie:
    yes it has no normal attack, nor does it have a special. It's a walking meatshield that only counterattacks after it flinches. However with an ap ratio of 40hp/ap and a super fast recharge rate, it is THE unit to have for rush decks.

    Special Force (rider):
    Free MSA for only 100 units with a good recharge rate and a special that makes it cross the entire screen in just around 2 seconds and does HEAVY damage.

    I'm currently stomping 2k + win rate people with ease with only 5 units in use.

    Scientist Zombie
    Tar Man
    Ring Laser Mecha
    MG Unit
    SF (Rider)

    The rest of my deck (R Shobu, Giant Caterpillar, Iron Nokana 2 and JK) don't even see any action. Even on long maps, Scientist Zombie-Tar Man-Ring Laser mecha combo just pushes back the enemy no matter what they throw out. The Scientist Zombies are excellent too at soaking up aerial units. If I see any heavy units come out to tank, I just send out an SF Rider and the rest of my units make short work of it.

    Any other thoughts on the new units?

    Additional info on the Professor Zombie:

    It only attacks after flinching. Its flinching animation is somewhat longer than most units' and its attack animation begins while flinching so it only is vulnerable right when it attacks.

    Let me stress this point. Its flinch time is so long that it is

    INVINCIBLE for between 1 or 2 seconds while it charges its attack.

    This is why normally it almost always gets an attack in. This small detail makes it survive and attack a lot more often than you'd expect. It IS hard countered by heavy damage units that can stay outside of its range though because its spit is only mid range. Utan counters it perfectly because it can make it flinch from far enough that utan takes no damage at all.


    Also the damage is quite good for a pretty guaranteed attack.

    Comparison for Native Spear shot vs Prof Zombie counterattack:

    [​IMG]

    [​IMG]

    As an additional note, SF Rider special attack destroys Tetsuyuki level 1 in a single hit. WOAH.
     

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