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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    #1241 joseph1234, Oct 17, 2014
    Last edited: Oct 17, 2014
    knock back units are like samurai tanks, per shot they kind of stuns a target.. if your definition of knock back is per high damage delt, monkey seems to be the best in that(high damage burst).. but that holds true to some units i guess(full on attack(attack animation from start to finish) by a patrol bot kind of has a push back

    and yes, some units cannot be pushed back..

    on iron iso part.. its debatable.. you could use it as a defensive tactic or on the offensive..
    on defense you could spam isos near your base slowly towards enemy base(just make sure theres a gap to ensure MSA hits only one)
    on offensive..it always near frontlines(good at dealing damage but will be destroyed often)

    its just my opinion though.. feel free to disagree because it not full proof either :)
     
  2. TheMaster42

    TheMaster42 Active Member

    Sep 20, 2014
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    I really think it's lame how MSD tries to hide when it swaps in an AI opponent. Many may not realize just how often people DC.

    - If either player quits or lags out during a match, the game "seamlessly" replaces your opponent with an AI.

    - If you sit a long time viewing their deck, or during "Synchronizing..." at the start of a match, you're probably fighting an AI.

    - If the enemy stats are funny after the match, they weren't connected by the end of it. (+0 points for victory/loss, +1 win to the wrong player, incorrect score, score/rank is that of old player, etc.)

    - If you hit rematch and he declines, it gives you an AI match.


    Signs you're playing vs. AI:

    - During the match, a slow-production unit spawns faster than it possibly could, or the enemy uses two MSAs too close together.

    - The enemy sends out a single unit early in the match.


    Someone was complaining about opponents not rematching when the score was 1-1. That's because the second game was vs. AI.

    Maybe some ~20-40% of my matches probably end up vs. AIs. It's quite lame.
     
  3. joseph1234

    joseph1234 Well-Known Member

    Jun 27, 2014
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    hey..lets just look on the bright side.. its better than complete quiting in the middle of a match(the rage quiters plague MSD in one point of time)
     
  4. GasMaskAlBooBuu

    GasMaskAlBooBuu Well-Known Member

    Oct 2, 2014
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    The Player being replaced by A.I. may simply be a solution to rage-quitters; there was a time in MSD history where your match will stop if you "lost transmission", and 90% of the time it was someone either raging or trying to "protect" their win/loss ratio.
    TMYK
     
  5. TheMaster42

    TheMaster42 Active Member

    Sep 20, 2014
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    Here's a good example of why Utan is a top-tier unit:

    Enemy deck:
    - Claw Unit, Morden Robot, Donkey Slug, Patrol Robot, Monoeyes, Metal Rear, Donald Morden, Jupiter King, R-Shobu, Iron Nokana Mk II.

    My deck:
    - Claw Unit, Morden Robot, Donkey Slug, Patrol Robot, Utan, Protogunner, Black Hound, Jupiter King, R-Shobu, Iron Nokana Mk II.

    We rematched 6 times, and my deck hard-countered his on every size of map.

    To be fair, his deck's early game was too weak generally. A proper response to an Utan early-game might be some combination of Hazmat, Ring Laser, and Tar Man, not extra boss units. His deck has a monstrous back-end, so you would expect it to do better on the large maps. However, Utan provides such a significant DPS boost to the front line, it negated whatever boss units he could summon.

    Small maps were auto-win, because I could go 1 AP boost then Claw + Utan or Donkey + Utan and nothing he could produce at start could possibly beat it. Even large maps were a loss though, because the advantage I gained from winning the initial fight meant he could never drop a heavy enough pile of his boss units to counter my existing wave.
     
  6. TheMaster42

    TheMaster42 Active Member

    Sep 20, 2014
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    #1246 TheMaster42, Oct 17, 2014
    Last edited: Oct 17, 2014
    I just lost twice to a very interesting deck:

    - Patrol Robot
    - Tar Man
    - Morden Robot
    - Giant Snail
    - Slug Gunner
    - SV001 Experimental
    - Iron Nokana Mk II
    - Slug Flyer
    - Donald Morden

    I can't remember the last slot. I don't think it was Claw or Donkey. It wasn't JKing, Slugensterm, or Caterpillar. It might have been another type of SV001, or another boss unit.

    We matched on a medium map and he won. I rematched his AI and the AI won on a medium map after holding for a while near his base (even though I won the early exchange).

    The key of this deck was that it protects the Patrol Robots incredibly well. Tar Man, Morden Robot, Giant Snail, Slug Gunner, SV-001, Iron Nokana, and even Donald Morden all march up in front of the Patrol Robots to tank and deal solid ranged damage. I could never MSA his Patrol Robot pile, and his ranged damage would consistently kill my Donkey Slug pile.

    I think a main problem is the deck auto-loses on the small maps. I think it's too expensive and not spammy enough to beat Claw + Utan + Donkey.

    I'm brainstorming decks that could survive against Claw + Utan in the early game on small maps, but still shield the Patrol Robots like this deck did. Pure theory but something like:

    - Patrol Robot
    - Claw Unit
    - Utan / (Ring Laser Mecha?)
    - Donkey Slug
    - Tar Man
    - Morden Robot
    - Slug Gunner/Black Hound
    - Protogunner
    - Iron Nokana Mk II
    - Iron Nokana/R-Shobu/Slug Flyer

    I would love to friendlies someone on Android that could wield something similar to my previous deck. At least Utan/Claw/Donkey/Morden/Patrol + good units.
     
  7. RichRuzz

    RichRuzz Well-Known Member

    Aug 19, 2012
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    Would this be overall a better playing experience on my iPhone or iPad?
     
  8. Bomb Bloke

    Bomb Bloke Well-Known Member

    I don't have problems facing Utan decks, and I still don't use him myself. Mind you, it's been a long time since I lost to anyone of my rank.

    That said, I'm presumably of a relatively low rank compared to you. Players with thousands of victories still tend to beat me - they tend to have a larger amount of medal units, and it's a safe bet they've removed all the level caps with further medals.

    Still, is it possible to arrange battles under Android? I'd really like to prod your defenses a bit, see if I steamroll them in the same way. :)
     
  9. GasMaskAlBooBuu

    GasMaskAlBooBuu Well-Known Member

    Oct 2, 2014
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    More accuracy on ipad :)
     
  10. chigga64

    chigga64 Well-Known Member

    Sep 27, 2014
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    Hello Everyone,
    This is chigga64 reporting in.
    Apologize first for intruding the iOS community, as an android user.
    On the other hand, greetings to fellow droiders (e.g. Joseph1234 – been fun playing alongside with/against you in ranked matches). You may have recognized my game center ID.

    http://forums.toucharcade.com/attachment.php?attachmentid=79570&stc=1&d=1413609229

    Been reading this thread for quite a while and glad to see more folks joining this thread (also a pity some seem to have left – HooKed, Emuchu, Spiel Chow still here?)

    As my 1st (out of 3) goals in MSD have been reached (reaching 3 star rank), I have decided to semi-retire from this game, and hoped that I can share more with you my insights re MSD.

    Anyway, this is my current deck – balanced formation [there is another combination for rush deck which is still under fine tuning.]

    http://forums.toucharcade.com/attachment.php?attachmentid=79571&stc=1&d=1413609470

    As I see many bros in this forum have already pointed out earlier in the thread, let me summarize some of their thoughts. In designing your ultimate deck (i.e. assuming you have already gained enough medals to attain whatever units you want; we can discuss about realistic situation where medals are lacking next time), one should at least consider whether your decks have units that have these features (following listed in random order):

    - High frequency damage (i.e. the time it takes to :1) initiate an attack; 2) restart the second round of attack)
    - Instant kill (i.e. (special) attack that would kill specific target(s) in one shot)
    - Godspeed attack (i.e. the time it takes from the initiation of attack to arrive at the specific enemy targets)
    - Anti-MSA (i.e. the body would not be rolled over by MSA; stronger units can even withstand MSA)
    - Steel body (i.e. the body would not be knocked back by attack; stronger units can even withstand stunning attack too)
    - Stunning (i.e. enemy units are frozen by 1-2 seconds upon being hit)
    - Large area of attack (mainly to create/maintain a safety buffer for own units, enemies with spread/penetration ability basically fall into this category)
    - Aerials (in response to enemy troops focused on land attack)
    - Anti-aerials (in response to enemy troops focused on aerials attack)
    - Projectile attack (i.e. ability to hit specific targets behind a group of other units at the front)
    - Breakthrough ability (i.e. mainly to break through enemy frontier and let own troops advance)
    - Tanker/Shield (normally those heavy weight units, or those with high HP/AP ratios, used to protect some fragile but important units at the back or within)
    - Spam ability (self-explanatory)
    - Unique movement (minority of units that exhibit movement other than straight advancement, which normally provides strategic support or increase one’s own survivability)

    I am sure you can think of the representative units which exhibit one or multiple features of the above. I am not saying that your deck must have all features above (obviously those that have all would be a decent deck). After all, you have to look at your strategy (rush or balanced or stall) to decide what features/units you need in order to build a strong team. In 2vs2 is even more so, with the current bug (slower CD starting on the RHS), you have to consider whether the existing strategy (e.g. rush deck) would still work in different sizes of map, let alone of the ability of your partner.

    For example, I tend to adopt a rush strategy in v 1.7.0 (with claw units and special force(riders)) with a purpose of achieving more wins and medals in a short period of time. However, with not many desirable units left to buy and given the current bug in 2v2, I am more concerned with having a more balanced deck which can respond to most team formation (in order to maintain my win/loss ratio in 2v2 :p, which btw the figure of such is now provided in v 1.9.0)

    Sorry for this long-winded debut post, as I don’t always have time to post. Hope this post can benefit some (newbies) 
     

    Attached Files:

  11. joseph1234

    joseph1234 Well-Known Member

    Jun 27, 2014
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    hey bro,welcome to the board(the greeting Emuchu used to me on my firstbpost :) )

    i may have recognise your game i.d. .. im also close hitting the 10mil exp line(3stars?).. (currently on 9.8mil grinding:) )
    if you want you could add me on gmail+

    [email protected]

    take care bro
     
  12. TheMaster42

    TheMaster42 Active Member

    Sep 20, 2014
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    Great to see someone with a lot of experience posting. I love the list of desirable abilities you listed. I agree with your thoughts wholeheartedly.

    For your ultimate deck, what makes you feel like this is the best choice of units you can make? Is it a 2v2 only deck, or is it also for 1v1?
     
  13. Bomb Bloke

    Bomb Bloke Well-Known Member

    #1253 Bomb Bloke, Oct 20, 2014
    Last edited: Oct 20, 2014
    Here's another thing I don't get - every now and then I'll see someone with way, way more experience points than I have (like +4x), and a rank badge to match.

    But they've only got something like 40-50 wins, and I'm now sitting on 130-something.

    Even assuming they've manually lowered their wins somehow, what's the point? I mean, yeah, I tend to beat these people, but surely no one'd keep playing long enough to get those sort of ranks by losing nearly every battle...

    Come to think of it, I suppose it makes more sense that they've artificially inflated their experience points, given that those're what hand out the medals... But then, why not just alter their medal count directly?
     
  14. Bomb Bloke

    Bomb Bloke Well-Known Member

    #1254 Bomb Bloke, Oct 20, 2014
    Last edited: Oct 20, 2014
    *snip*
     
  15. Foctobar

    Foctobar Member

    Jun 24, 2014
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    iOS version got updated to 1.9 and now ads are even more and more intruding - there are full screen ads that you can't turn off for x seconds. And to think I've given them money. Also, I've started experiencing the return of "new" badges on shop/free/mission buttons every time the app restarts.
     
  16. Adamemnon

    Adamemnon Member

    Oct 20, 2014
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    Hi, I'm hoping to get some advice on building the best deck out of what I have and suggestions for what I need to buy next.

    So I have all the unlockable units and here are the units I've purchased so far:

    Drill Slug
    Clark
    R-Shobu
    Black Hound
    SV 001 Type R
    Trevor
    Native
    Iron Nokana Mk2
    Giant Caterpillar

    I have 310 medals right now so I could afford one big unit like Jupiter King or a couple smaller ones, not sure what would most benefit me.
     
  17. dragon4ever

    dragon4ever Well-Known Member

    Apr 19, 2009
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    Out of the units you've listed the ones that I consider competitive in multiplayer are: R-Shobu, Black Hound, SV 001 and Iron Nokana MK2. I would invest my medals in something other than Jupiter King, as he is not necessary to be competitive in the game anymore. Units like Utan, Claw and the Patrol Robot are better options in my opinion.
     
  18. dragon4ever

    dragon4ever Well-Known Member

    Apr 19, 2009
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    If you need a heavy then I would go with Donald Morden since he's useful against stalemates.
     
  19. chigga64

    chigga64 Well-Known Member

    Sep 27, 2014
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    Hey Joseph1234 bro, just added you on G+. BTW, I have encountered problems with Friends Match – somehow my friend accepted my friendly match invite but it always crash when the game is about to start … :( Oh… and congratz for getting promoted to 3-stars !!!

    Hi Bomb bloke, take myself as example, I have 2K+ win for in 1v1, and 3K+ win for 2v2. The exp points will take into account of winning matches in both 1v1 and 2v2. However, when playing in either mode, say 1v1, the opponent would only be able to see your number of wins in 1v1 (but not able to know how many wins you have got in 2v2), hence giving an impression of artificial inflation. Hope this helps.

    Hi Master42, this deck is mainly designed for 2v2 in light of the current bug found in android v 1.9.0.

    But before answering your question in details, I would like to share my view (prepare for another long-winded post, lol sorry about that!) that the two units introduced in v 1.6.0, namely patrol bots and special force (riders) have effectively changed the whole metagame in MSD. While a team with the riders represents a rush strategy (normally accompany by Claw Units and Leona who is enhanced in v 1.9.0), those with patrol bot are capable of an effective stall strategy. And a deck with both?... surely very hard to lose (at least in the current 1v1 environment). BTW, I think that the designs of those two units are so thoughtful that somehow it gives me a feel that those two units alone are nemesis to each other (i.e. if the special is activated at a correct timing, special riders can be a crucial “extra mini MSA” which can precisely hit the specific targets of patrol bots when other enemy units at the front are being cleared with the normal MSA; on the other hand, patrol bots lasers can nullify the suicidal attack caused by the riders and safely protect the weaker units in the team such as utans)

    Now, due to the current bug in 2v2 for android v1.9.0 (doubling of the CD time of all units if starting from right hand side of the map), all deck which heavily relies on units with fast / v fast production rate (e.g. utan, tar man, zombie scientist and even special force riders!) are at an apparent advantage starting from the right. Effectively, you can assume an auto-lose of the match if any of the following happens when you start at the RHS:
    1) Very short map;
    2) One (or both) enemy is/are sensible/experienced players;
    3) One (or both) enemy adopt rush strategy with units like claw, Leona, and donkey slug, utan etc.
    I can tell you, in the android world, lots of star-class players gets pxssed off and felt like quitting because of this bug, or they switched to 1v1.

    Because my original rush strategy would not work in 2v2 RHS, I thought of a stall strategy that would not too affected by a slower unit prod CD time.

    The key to my deck falls on how to protect patrol bots. By successfully accumulating 3 or more patrol pots, the chance of winning increases significantly, by gradually advancing the frontier with the unstoppable laser barrage. Now, in my deck:
    - Donald Morden serves mainly as a super tanker (and normally don’t have the chance to show up as the other tankers are already doing a good job)
    - Iron Augensterm, again tanker with firepower and strong special (notice that tho “very slow” prod rate, its actual CD time is actually close to “slow”)
    - Iron MK II, main tanker, (tho “slow” CD, its high HP allows it to withstand until the next replacement unit is out)
    Those three above stands well in front of patrol pots, making it a effective shield against nearly everything, except blood cannon by clone fio or zombie marco or Donald Morden special air strike, but they would normally be destroyed by my laser first… Now as for other units:
    - Slug flyer: mainly for destroying aerial units such as R-shobu, MH-6 and mooneye, but also capable of providing strong supportive backfire for land units. Note that its stage time is long enough to wait till the second unit is out, ensuring constant aerial dominance support
    - Black hound: new unit in v 1.9.0 which ensure strong anti-aerial support, as well as a special technique with breakthrough ability (instant kill/sweep all weak enemy units e.g. utans, in a second), with weakness of attack being interrupted easily and has to had other unit support to cover it.
    - Morden Robot: another landmark unit, with not only Steel Body but also suicidal explosion, and normal prod CD (can’t lose… another must have), serve as super tanker for weak units and in early game throughout to mid-late game.
    - Tar Man: anti-MSA, can be used as a tanker too to certain extent, and with decent attack power, mainly used to answer rush strategy in early game but still a strong unit for firepower support throughout the game
    - Utan, high frequency attack / DPS, mainly used to answer rush strategy in early game but still a strong unit for firepower support throughout the game
    - R-shobu, will be used in emergency situation where enemy land force is overpowering your own around the first round of MSA attack, a solution to fend off early land force attack without giving free AP to enemy. With normal production rate, and ensure constant aerial firepower support to maintain frontier when playing large maps.

    LOL, apologies for another long-winded post, hope you are enlightened in some way though =]
     
  20. chigga64

    chigga64 Well-Known Member

    Sep 27, 2014
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    #1260 chigga64, Oct 20, 2014
    Last edited: Oct 20, 2014
    Mostly agree with Dragon4ever.
    Ones I consider competitive in your current deck: R-Shobu, Black Hound, MK II (and Caterpillar when not enough medals to purchase other better units)

    Competitive free units: Donald Morden, Morden Robot (and Allen, Cyborn Allen, Zombie Marco (borderline) when lacking medals to purchase better units)

    Suggested buys (must have): Patrol Bots, Utan, Claw

    Other suggested buys (can wait and observe): Tar Man, Special Force riders, Donkey Slug, Slug Flyer

    Other suggested buys (low priority, and when clear about the strategy you want): Leona,Scientist Zombie, Augensterm, Ring Laser Mecha, Monoeye, Clone Fio

    *Declaration - I currently do not own Leona (but plan to buy soon) and Clone Fio and advice is based on observation and personal battle exp against other players with such units*
     

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