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
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.
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.
Ooooo ok thanks that clears up alot cuz i was about to sayyyyyyyy, that would have been to good to be true.thx anyways
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.
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
totally agree 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.
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?
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.
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
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.
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.
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.
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?
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.
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.
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!