There seems to be a weird feature or bug with the Airborne Melty Honey. Once damaged enough to make it begin floating down to become ground version, your units stop targeting it and will actually start walking on if there's nothing else to shoot at which means the ground Melty Honey ends off in play behind your units lol.
Just glad we handled this in a civilized manner In 2 months? Jeez, if u did medal grinding during weekend/weekday that would just 6 medals a day. I try to hit 15~30 medals on weekdays and 30~50 on weekends, so my grinding shouldnt take too long.
Not just that but also on parachute soldiers as well.. If a melee unit gets close to it without any anti aerial capability it stops underneath them, waiting for them to be close enough to be hit.. I experienced a parachute soldier /leona combo one time.. My early unit cannot advance and her leona quickly closed the gap.. Ending the game in seconds..
I'm a bit exaggerated though... Sorry.. But for me it still stands, I can gradually earn 200medals before the next update on casual play .. (usually that's 2 weeks).. But now it's a bit hard.. Due to work and personal stuff, Let's just say it's my take on some newer players view with limited units... Earning medals a bit hard for them now so I guess 1 or 2 months worth of metal grinding will be sufficient?
Oh yeah forgot about that one, I had that same scenario with Leona stuttering away under some paratroopers while she waits for them. I'd guess it's exaggerated in that instance because Leona runs so damn fast haha (non melee units just fire upwards from what I saw, bullet attacks did anyway). Edit: With the Hi-Do how many attacks does it do before leaving? I couldn't tell in the stage where you fight one whether it was the same unit or a new one that came back after its special. Also I just noticed the Airborne Melty Honey is actually 'Airbone' which of course I'm too mature to find funny... ahem
Patch notes for 1.11 ●T-2B MELTY HONEY ・HP:↑/STAND.ATK POWER:↑/SPEC.ATK POWER:↑ ●M-15A BRADLEY ・HP:↑/STAND.ATK POWER:↑/SPEC.ATK POWER:↑ ●BRADLEY ・HP:↑ ●METAL CROW ・HP:↑ ●DI-COKKA ・HP:↑/STAND.ATK POWER:↑/SPEC.ATK POWER:↑ ●GIRIDA-0 ・HP:↑/STAND.ATK POWER:↑/SPEC.ATK POWER:↑ ●PATROL ROBOT ・FIRING RANGE FOR REMOTE ATTACKS:↓/RECOVERY FRAMES FOR REMOTE ATTACKS:↑
If this is intended, it seems like the devs are forcing the players to activate specials to target these guys. Is it a viable strategy to throw off people's special timing or to force them to bring units that are weaker but have attacks that can arc up? They buffed the Bradleys...I wonder if they're trying to say something...
They're totally suggesting using more anti air capable shots I'd say yeah. I'm happy that they're buffing non viable older units but I can't help but be cynical and think all the changes are solely to sway purchases rather than balance. Like making Patrol Robot a must buy then now nerfing it back again I've been eyeing up Metal Claw lately so I am glad to see that get a buff (assuming Metal Crow was a typo).
I've been experiencing stability troubles since updating; currently my phone is missing the app icon altogether, so I can't launch it! But in my limited tests before that, I picked up a hunch that although ground units won't attack parachuter troops that're up in the air above them, it looks like they can still HIT them. In fact, I get the impression Leona's z-sword (for example) can take them out when they're still at the top of the map. Or maybe it's just Leona who can do that - I've got an inkling she can strike other aerial units with her special as well. Dunno, but it'd be worth experimenting in the new sortie stages to suss out exactly how vulnerable they are.
Just tried it out, Leona can hit Paratroopers that are visually out of her attack arc, but only to about double range, not at the top of the screen. She can hit Airbone Melty Honeys easily but she will run under them if you don't do her special, she doesn't hit MH-6s or R-Shobus though. Edit: Ooook, just tried a few more times and it appears sometimes she will kill the whole wave of Paratroopers in one special, no matter what range, and she did kill a pair of MH-6s on occasion too! But there's no consistency, most of the time it won't hit, these new units are messing shit up so far. Another thing worth noting was when she ran under a Melty Honey while it was descending, once it was on the ground she stopped moving and continuously attacked thin air until they got killed by other units.
The hi-do special is like a hover vehicle... I don't know how many shots it was but they have the same attack animation.. (a single line of invisible bullet barrage)
What about with other units? If you force eg a Morden Robot to fire his special, will those shots connect or fly underneath?
There doesn't seem to be one result, as if the game can't make up its mind about what's happening lol. Few other examples; Claw Unit will dash at Paratroopers who are at the top of the screen or not even visible yet and sometimes it will kill one, sometimes nothing happens. For Morden Robot he fires straight and his shot 'hits' at the point where the Paratrooper would be on axis and I assume again that it either does damage or nothing. Sometimes the whole bunch of them die together when there was no possible way they all got hit at once. Basically Paratroopers and Airborne Melty Honeys are buggy as right now xD
Hello everyone ive been following this forum for a while now And i just wanted to know what u guys think about the new Airborne melt honey , i see that it has more hp then r-subia,flying tara and slug flyer in lvl1 , and ive seen people be able to support pretty well with it , soo im wondering if its worth buying ( once i buy hi-do and buy its upper rank too) So plz feel free to leave your thoughts on it (I think some ios players dont yet have the update but maybe theres some android players on here?lol
Don't you hate it when your teammate in 2v2 doesn't do ANYTHING? Only sent out a MSA when he had it, but didn't summon shit. That's like the only time I disconnect on purpose, when a teammate does NOTHING Also hate how some users somehow gets a full hp base, AFTER my teammate and I unleashed a barrage from ALL boss units.
Omg i knowwwwwww , like i would rather have lost With me and my teamate giving it our all then me be smashing my speacials hopeing i can push them back. Like seriously at least try people
Just realized that Special Forces (Rider) will not kill a Donkey Slug (3562 HP), but WILL push a Morden Robot into his zombie state (4500 HP). Meaning the zombie state must be included in the 4500 HP of Morden Robot. This puts it behind Augensterm for best HP/time unit, but good luck not using Morden Robot in the current meta anyway.
The Morden Robot seems invulnerable while converting states, so odds are it still "fields" more damage than other units with a higher hit point total (at least, on average). For example, it's possible to get units to go past it while it's changing, though it's a fairly rare event. It's sorta like with the parachuters - you've got to force the issue with specials.
So here is my underrated unit review, kicking it off with Shoe and Karn! These are still my favorite boss units aesthetically and with the recent HP buff, breathed new life into these guys! These are my opinion with the two and since I played with these two boss ever since the beginning, I'm sure this review can be accurate! Here are the raw stats: Shoe (Lv.25) HP:10625 AP: 350 Move: Slow Prod: Very Slow: About 15 seconds Special Cooldown: 5 seconds Stand Attack: Long (1x Barrage Shot "3 Cannon Shot" + 1x Missile) Spec Attack: Long (2x Barrage Shot + 2x Missiles) Karn (Lv.25) HP: 11875 AP: 350 Move: Slow Prod: Very Slow: About 15 seconds Special Cooldown: 5 seconds Stand Attack: Normal (1x Barrage Shot "3 Cannon Shot" + 1x Missile) Spec Attack: Long (3x Barrage Shot) So let me begin with clearing up something that is mistaken in the game. Karn's standard attack range says Normal, however it shoots at the same range as Shoe. Also, Shoe's missiles actually has less range than Karn's. Doing a Karn vs Shoe test, I found out Karn's barrage shots AND missiles will strike Shoe, but Shoe will only connect the barrage shots. Karn and Shoe both however deal heavy damage and will wreck units if left unchecked. Their standard attack deals a pretty heavy damage, although it shoots slow. Their "secondary" attack of missiles allows Shoe/Karn to attack air units that come into range. These missiles actually have quite a bit of damage, being able to shoot down R-Shobu getting ready to drop their bombs (Which is useful as the bombs actually does a lot of damage). Now with the Hi-Do update, Im hoping they become more useful, as I've seen my Karn/Shoe shooting down Hi-Do pulling off his special pretty quickly with their missiles. With their special attack, which also reads long, is actually very long, allowing them to strike lesser ranged units to eat a bunch of barrage shots and missiles. Their specials does an incredible amount of damage, with Karn and Shoe both using their specials can knock out a Augenstern (Which is incredible) The main weakness of these heavy tanks are that they are meant mainly for long range supporting and not much a tanker. They also get knocked back pretty easily, although the recent buff increased their knockback rate. One of the most common mistake that people make is that people only put in one of the two. I've seen multiple players just add Karn or Shoe, but not both. This is bad, as solo wise Karn and Shoe are bad. They weren't called Cooperative Mission Tanks for fun you know! Based on my experience with the two, you have to treat Shoe and Karn as a 700 AP drop that takes up 2 unit slots. This might turn off some people, and thats ok. The advantage of having both of them in the deck allows you to drop them at 2x rate compared to only having Karn or Shoe and stacking Shoe and Karns are devastating, especially if you allow all the Karns and Shoes to unleash their specials at once. If you can get a solid wall (Augensterm or Nokana Mk.2) and allow your Karn/Shoe to support, it can go for a strong push. Now here are the units counters (These units are based on units that pops up a lot in the current meta). *Note this is when you use Karn/Shoe together* Weak Against: Patrol Bot (Knockback Master) Jupiter King with cover (Without the cover, it no contest) Mass Utans (All the heavy damage is wasted, although if they packed tight, they will die) Hover Units (Dropping missiles) Donald Morden (Him being knockback comes to a huge advantage for Morden and his standard attack being able to knockback Karn/Shoe really hurts them) Special Force Rider (Not enough time to shoot him out) Strong Against: Giant Caterpillar Augenstern Hi-Do in his special Hover Vehicles MH-6s Iron Nokana Mk.2