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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    Hey man.. Nice take on shoe and karn.. For a 350ap units.. They quite pack a punch.. Although that 2 slots are important, if you're going for a offense heavy cheap ap they are you're go two.. They have their weaknesses too but if you cancel their disadvantages it's pretty good
     
  2. metal slug defense guru

    Nov 8, 2014
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    Wait sooo if you have both of them in your deck the production rate increases for each one ?
     
  3. Hyun

    Hyun Well-Known Member

    Oct 18, 2014
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    No, read carefully. Having just one of the two, eg: Karn, you would only get to drop Karn every 15 seconds. If you had both on your deck, you would drop Karn and Shoe every 15 seconds. 1 every 15 seconds vs 2 every 15 seconds, double production.
     
  4. Adamemnon

    Adamemnon Member

    Oct 20, 2014
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    Can see how that was a bit misleading, I was wondering too after he mentioned it, that's placing two different units rather than double production. Shame there isn't a benefit for having both though that'd be cool.
     
  5. metal slug defense guru

    Nov 8, 2014
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    Ooooo ok thanks that clears up alot cuz i was about to sayyyyyyyy, that would have been to good to be true.thx anyways
     
  6. Hyun

    Hyun Well-Known Member

    Oct 18, 2014
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    Apologizes if you got confused. The benefits of having both units allows for double the firepower and double the amount Shoe/Karn. I treat them as a 700 ap drop that has around 22.5k HP (Which is one of the best HP/AP ratios). My final verdict is either put both Karn and Shoe in a deck, or don't put any in a deck. Just Shoe or Karn is really weak, they need to at least be paired with each other to make a good push.
     
  7. Skitarii

    Skitarii Well-Known Member

    May 7, 2014
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    When Shoe/Karn gets deployed I almost imagine the situation being like this...


    [​IMG]
     
  8. joseph1234

    joseph1234 Well-Known Member

    Jun 27, 2014
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    this recent update there are alot of flying units... so i recently added metal rear in my deck, i rarely use it because i got turned off about how easily it can be pushed back but i got over it now.. (because of careful deck construction:) )

    its a good anti air..thanks to its spraying shots(its special) and its normal shots too i think..
    partnered with slug flyer they clear the skies(its good too for my own aerial advantage, i can dish out additional damage and at the same time limiting my opponents aerial threats). so my r shobu and hi do has less units to worry about..
    and then i very much enjoyed the sight of flying bullets on my screen, seeing damage scattered all over.. it causes lag sometimes if connection is abit weak..

    stacking 2 metal rear(sometimes 3 if i controled the phase)..can be fun and yet also deadly:)
     
  9. watashi101

    watashi101 Well-Known Member

    Jun 27, 2014
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    totally agree :D
    In the past Metal Rear tends to die by infinite push back. Now with all the extra HP Rear can survive for at least one special. And much easier to stack too. Clearly outweighs JKing.
    Not difficult to see it teaming with Nokena2 to become an Iron shield and sword.
     
  10. altimore

    altimore Member

    Sep 7, 2014
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    Is Monoeye good? In the few decks I've seen it fares all right. Terrible hp for such a large and easily hit unit but I think it does huge damage(?) and fast production. How does it fare?
     
  11. Skitarii

    Skitarii Well-Known Member

    May 7, 2014
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    Since they're adding something as powerful as Hi-Do to the field I really see no excuse to not add in Big Shiee, Giant Hermit (without the instakill), and Dragon Nosuke to the shop.

    Heheh.
     
  12. Hyun

    Hyun Well-Known Member

    Oct 18, 2014
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    All I'm hoping for are some Metal 6 stuff and the future rebels. Can't wait to see the stats on their Girida-O lolol
     
  13. Bomb Bloke

    Bomb Bloke Well-Known Member

    Come to think of it, 6 was the first title which didn't run on the NeoGeo. I'm starting to think that there's a bit of extra conversion work involved in getting the units out of that one.
     
  14. Hyun

    Hyun Well-Known Member

    Oct 18, 2014
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    Protogunner and Donkey Slug is from Metal Slug 6 though
     
  15. Skitarii

    Skitarii Well-Known Member

    May 7, 2014
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    They may have the sprites ready somewhere that can be implemented in the game rather easily. They just can't release loads of units in a short amount of time lest they run out of ideas and start losing the audience.

    Hopefully there won't be template recolors like the Elite Arabian Soldier and 100000taro. Those were disappointing, though I was kind of glad that they're making "original" units.
     
  16. Hyun

    Hyun Well-Known Member

    Oct 18, 2014
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    Kinda wish Heidern made it the game with a new sprite, Heidern was my favorite King of Fighter character and seeing how he made his official debut in the Metal Slug universe in Metal Slug Defense hopefully he gets to be an unit, will buy him in a heartbeat.
     
  17. TheMaster42

    TheMaster42 Active Member

    Sep 20, 2014
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    When Hi-Do respawns at your base after using its special attack, does its HP refresh or stay the same? Does anyone have conclusive evidence?
     
  18. TheMaster42

    TheMaster42 Active Member

    Sep 20, 2014
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    #1478 TheMaster42, Nov 13, 2014
    Last edited: Nov 13, 2014
    I wanted to start compiling information about AP upgrades and AP production. I came up with this:

    Code:
    Upgrade:    AP/sec:
    0           17
    1 (40)      25.5
    2 (80)      34
    3 (120)     42.5
    4 (160)     51
    5 (200)     59.5
    6 (240)     68
    7 (280)     76.5
    8 (320)     85
    9 (360)     93.5
    10 (MAX)    102
    This tells us the following:
    Code:
    Upgrade:    Secs to be worthwhile:
    40          4.7 sec
    80          9.4
    120         14.1
    160         18.8
    200         23.5
    240         28.2
    280         32.9
    320         37.6
    360         42.3
    400         47.0
    Note these are real-time seconds. The timer during Wi-Fi battles does NOT match.

    I'm going to see if I can predict how long it takes to get a certain amount of AP, and how many levels are best to get that amount the quickest.


    Methodology: Loaded World 1 Stage 2-1 with full POW upgrades. Timed how long it took to produce 1000 energy at each upgrade level. Result: https://docs.google.com/spreadsheets/d/1Mj8saB8uBC4FkVEityYYdwuO2rbmNbgcjEfR9ayFsEE/edit?usp=sharing

    Noticed that perfectly linear upgrades were well within the margin of error on my time-keeping, and the most likely candidate (8.5) was just about double the production rate of level 0. So I'm pretty sure it's that.
     
  19. TheMaster42

    TheMaster42 Active Member

    Sep 20, 2014
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    Turns out it's highly accurate. Even though you can never push the upgrade at the perfect moment, the amount lost is so small it doesn't add up to much. I was less than a half second off on 35s+ timings.


    Here's a list of the best number of times to upgrade your AP to get a certain amount of AP the fastest:

    Code:
    Target AP:  Best number of upgrades:
    80          0
    140         1 (40)
    300         1 (40) (2 is only .2s slower TOTAL)
    500         2 (80) (3 only .5s slower)
    760         3 (120)
    860         3 (120) (4 only .4s slower)
    You can see the full times/rates on the sheet I posted before (2nd sheet): https://docs.google.com/spreadsheets/d/1Mj8saB8uBC4FkVEityYYdwuO2rbmNbgcjEfR9ayFsEE/edit?usp=sharing

    Basically what this reaffirms to me is that 2-3 upgrades is a really great place to be for aggression, and upgrading to 5, 6, 7, etc. is not worthwhile compared to dropping a solid starting pile.
     
  20. chigga64

    chigga64 Well-Known Member

    Sep 27, 2014
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    Wow, that's an interesting experiment! The finding makes senses.
    Though I also noticed more players would now start attacking on after the 4th AP upgrades, due to various reasons (observing opponent's tactic, or with a responsive deck, or with many fast/normal production units which requires a higher AP production rate in order to keep up with the CD time.)

    Nice one Master!
     

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