No Im a firm believer that is hacking. When I was starting off i ran into a player who wouldn't send out a single unit. I beat him though, but nly becausr he depended on hacking
Lol. I don't think it will. Your optimal first-drop is almost always going to be Donkey->Utan->Claw->Utan->Donkey. Tar Man is a weak drop at 75AP and very low priority since you already have that Core. Patrol Robot is probably higher priority than Tar Man. Morden Robot scales much better into mid-game as an MSA-blocker. Guess it's moot tho' because you only have ver 1.7. =( Try it out when you get the update! It's a free unit anyway. Protogunner is much better than you say, by the way. The special is phenomenally better than the units you listed and it does more damage and has more health, to survive multiple MSAs and keep on dealing damage. I agree the Ralf is virtually worthless tho'. Thanks for your feedback on Caterpillar; I'd tend to agree. Iron Nokana (regular) is inferior for sure, but it's still very good. Lots of decks use Mk II and regular. I've gotta try Clone Fio when I get a chance. Sounds great! What's your "counter" for Patrol Bot?
I used to use a deck like that. The point is for u never to get close, and special forces is a reaL damage dealer if you cant gain any ground. Eventually youll just overrun your opponent and msa can barely do anything(cause they can all tank). Its a very good mid rush deck though it might lose to hyper rush on a small stage, though most hyper rush decks are like that So am I warm, or cold on the deck strat?
Thanks but I find that hard to believe when this thread has nearly a hundred pages of just strategy and efficiency on characters. Especially when everyone talking before and after me are referring to special decks for good setups and which cards are better than others. I suppose if you're really good, why bother share your secrets with someone who just started out eh?
Units get buffed or nerfed during version update, so it's kinda not a good way to suggest what is a must buy. News units are also jumping in which would change the whole deck strategies. Luckily with you on IOS, you can get to see players on Android for which unit is strong before you consider buying or saving (surprisingly the FREE units in 1.80 are very good). I didn't come here at a early time, nor did I went through all the pages. The majority knowledge I gained is from VS battle. You can see many strong or fun decks via battling. For a so-called "good" deck composition, in my opinion, you ought to compose with short, mid & long range units (3 or 4 each). This is needed for all rush/mid/tank build. Short&mid range units provide 2 layers of protection, while long range units provide supporting fires to push back enemies. You can see a "Donkey-Utan-Claw" standard spawning strategy mentioned above and it's a typical mid-long-short composition. Note: - air units are counted as long range (coz they don't protect) - it's not the necessary the attack range to classify units being short/mid/long. Donkey, for example, shoots at a long range. However, it is too "long" for its size that it can even protect Utan which shoots at a normal range - Production speed + HP matters too. You can actually count Claw unit as 1.5-2 short range as it has a normal production speed with decent HP. - In a simpler way to say, it is best to spawn a pack of short-mid-long range unit in sequence during vs. As long as you didn't get stucked in production freeze time, it's not a must to average out the 3 sets of range unit. Once you knew this, you can just build your own deck in-your-style. Units mentioned "strong" (or according to the tier lists from FAQ) can be added solely, without worrying synergies. You can also think of fun synergies like Shielded Guerrilla+Hazmet Soldier (fun but very hard to control). So in conclusion, strategy is seldom shared because it varies in time and for individuals, and often hard to be explained in plain texts...
Protogunner is long range, and it's special hits air units or long range units covered by shields. When it dies, Ralf came out and he's short range with a spread attack. You can never find another unit in MSD which carries that much attack attributes It takes 2 hits to kill a R-shobu, but with its long range it's quite easy to stack 2 or 3 at back. 6375+3150HP for 350 AP is decent enough also. I have tried many times killing R-shobu when it is not ready for the second missile wave, and much more times killing a pack of Utans while Claw and Donkey is holding at front. Not a must-include I would say, but it's a good choice to fight the recent meta environment.
Yes I have to agree on this one. Protogunner is way better than I described, however IMO I think the cost outweighs the effectiveness of this unit. But that's just me, depending your strategy Protogunner may or may not be good for your deck.
Have anyone noticed besides me how in 2v2 the production rate changes drastically depending on which side you are? If you're in the right you will almost surely get mauled, specially when it comes to the heavy war in which you will usually stay with every single unit in cooldown. It's usally easy to predict whether I will win or not just before the match starts.
im actually a grinder on 2v2(with 1300+)... my bet is that both you and your partner will combine your upgrade on pows(but on a negative side)... if he/she has a lower prod rate, you too will suffer from it(i think if both you and partner has max pow upgrades no hindrances will affect you both)... as of the moment thats what i think about irregular prod rates on 2v2
Just tested it out today and I've had to say Protogunner 's special is not worth the AP cost. And it if you consider adding the fact of it engaging in actual combat. Protogunner will NOT be able to withstand multiple MSAs.( it will die from just one) I have to say, this unit is not a smart choice to have. But each to their own.......
hmmm..quite hard to answer that... some folks has big hands, they fit the ipad category.. some are not ... but on my personal prefference a 5"to 5.5" inch something device fits my hands properly..(im on the medium screen category)
Sorry I missed your post. This is updated for 1.8.0: http://www.gamefaqs.com/iphone/792649-metal-slug-defense/faqs/70251 It's centered on multiplayer, but generally those units are also better in single-player. That is factually incorrect. Yours must have had previous damage...?
I've been having great success with this deck: Utan Claw Unit Mordern Robot SV-001 Experimental Donkey Slug Patrol Robot Clone Fio R-Shobu Slug Flyer Iron Nokana II I usually beat players that have at least 3000+ wins. I've been keeping track of my last 100 matches and I have a win ratio of about 90% with this deck. The most underrated and most critical unit in my deck is the Slug Flyer. This unit is surprisingly overpowered and holds its own against heavy units such as Jupiter King. The combination of Slug Flyer, R-Shobu and Clone Fio provides an overwhelming attack that's hard for the opponents to recover from once the onslaught occurs.