There's an android app called Game Hacker (look on youtube, the BRs have it on their channels sometimes) that lets you alter any numerical value in MSD.
Thx to all, I will try to use game hacker, i dont want restart the game cause I need only rescue 15 POWs and finish 30-65 misssions. I try changing the date above July 2015 but the game do nothing. Other ask, in some games when it's 2vs2 i see a unit limits, the units are in color gray and they are disabled. It's normal? or I was playing against cheaters/hackers? Finnally, I won this games but I finished with 9999/9999 AP and i cant make more units :O
I will personally say, I'm kinda disappoint you're using a hack to try to fix something you created. You decided to use an exploit and you're paying the price for it. Call me mean, but I think you deserve that if you decided to use the time travel exploit to the point you can't even recover sortie point for more than a year.
I don't get how that justifies using a hack. I would have a bit more sympathy of you using a hack if the game just deleted its save file by itself, like some users report. However, you created this problem yourself by time traveling irresponsibly and I feel like you should deal with the consequences of going too far with an exploit.
Please, someone can call the police? It's just a game for fun. I dont want to play 5000 games online for get medals and play the missions... sorry, if you if you you feel proud of spending hundreds of hours of your life in a game to get some medals.
Sorry for liking and encouraging fair play, not cheating. Sucks that a good company like SNK has to deal with cheaters that wants to rob them of a pretty nice mobile game. Using your logic, would you rob a bank just because you don't want to work for 5 days in a week? Sorry your logic is still lost to me. Sounds like you're one of those self entitled people out there in the world. If this forum is gonna encourage cheating as a way of fixing a problem, I might as well leave.
a game? hey guys, i dont know if what stage you all grind for msp but 6-4 on the green world(bigshee stage) seems to be the most popular and the highest that reward msp.. i would like to make a game on whos gonna finish it the fastest time possible without the use of items,(max ap, jamming etc)... just post some image on your post...
Blittcer, this forum is a community of fair players., if u use a hack, just please leave., we don't welcome u here., Perhaps it's fun for u, and another hacker., but for us, who put efforts in this game, facing hackers is CERTAINLY NOT FUN! bear that in ur mind!
hey man, we dont mean to gank on you but the forumers are right...other than sharing infos on strategy and gameplay we offer close to nothing outside of that realm.. in the post you mention earlier you already spend some cash in the game, its much appreciated that you contributed in this game financially thou..
Fastest time today., managed to finish in 29 sec a few days before but i didn't take screenshot of it.,
If you were to put Big Shiee in the game, how much AP cost should it get? I feel like it's normal scattershot attack and it's big cannon attack should trade spots. Also, Happy New Year!
@Ronaltjeng @Dibz great time bros, mine is just under 38-40 secs @skitarii for me bigshee is a bit op(too big and too strong), but if it could be added in a usable unit i would preffer it to be a onetime use unit probably.. a 500ap unit with a whole screen attack but with a very slow to slow cooldown perhaps? like a shobu,btw happynewyear too
No bear, too slow., just leona, elite arabian, claw unit and blackhound., fast forward, 1 ap upgrade, and let ur finger dance., haha
From my friend, record for green map 6-4 is about 28secs....with some good luck Leona + Ralf + Claw seems the best combination.
Underrated Gems #2 Elite Arabian Soldier & Flying Tara Ver.P.M Well its been a while since I did an underrated/used unit review, so I'll do two! Deciding to this underrated/used review very Friday/Saturday called Underrated Gems. Shoe/Karn will be considered the first Underrated Gems, so here's issue #2. I'm also considering doing an unit review for popular units (Popularity Power? lol), let me know if you want me to do that! If people wants me to do an unit review, please tell me, I'll be more than happy to review these certain units. Doesn't matter if its popular or not! Elite Arabian Soldier (Lvl30) HP:3750 AP:90 Move: Normal Prod: Fast (4 seconds) Stand.Atk: Sword Stab, Spread, Very Short Spec.Atk: Sword Dash, Spread, Long (5 seconds cooldown) Ok, this unit has been not as underrated when I first wanted to review this unit, but oh well. This unit when it came out, I considered it as the free version of the Claw Unit, although not as bulky and damaging. Now with the downfall of the Claw Unit, the Arabian soldier has become a good substitute, if not better. This unit enjoys the 10% HP boost if the deck is all Rebel affiliated, a task that is easy, thanks to the numerous amount of Rebel based units. In matter of fact, I would say you MUST include this unit if you're building a rebel deck. 10% HP gives the Arabian soldier a maximum HP pool of 4125, a very beefy unit that is a force to be reckoned with. Another advantage the Arabian soldier has over other great melee units is the fact this unit's production rate is fast. That has an advantage over other melee units such as the Claw Unit and Bear, as more Arabian soldiers are able to go into combat compared to these units. Finally, to put the icing on the cake on this unit, its special. It's a simple sword dash, dealing pretty heavy damage. However, this is not the best thing about the special. In a match where MSAs can easily determine how the game goes, the Arabian's special has the potential to negate the MSA's advantage. Thanks to having a solid body, meaning he doesn't get run over by MSAs instantly, his dash can easily go forward to intercept the MSA and potentially have the MSA not do any damage to your advancing army. If you could pay 90 AP for a MSA protection, I'm sure you will clearly do it. If there was a weakness for this unit it would be the fact the special dash opens the Arabian to the whole blast of the enemy's army and the Arabian is not designed to tank stuff. The main counter to this unit would be the early game monster Tar Man and the Airborne Melty Honey. The Arabian will most likely not be able to take on the Tar Man's insane dps and the Arabian cannot touch the Airborne Melty Honey as it fires missiles into his face. Overall, this unit is VERY solid, and the affiliation boost and the very recent level 30 boost helped this unit out very well. Recommend Unit/Deck to run with this unit: Rebel Deck: The Arabian's 3750 HP will be increased to a mighty 4125, a very bulky HP pool for a 90 AP Unit. The Arabian also is a very good niche spot in the early game supported by Girida-O and Di-Cokkas. Any deck that wants a melee unit but can't afford the Claw Unit: Claw Unit is 180 medals, a pretty good sum of medals and not a lot people can afford that. The Arabian will fill in the melee spot pretty well and its free, so whats the worst it can do? Any Mortar teams: Mortar teams suffer in the early game if they're not properly covered by walls. Although Tar Mans are used to wall the mortar team, its my opinion the Arabian is much faster and allows the mortar teams to actually fire their maximum range. Not only that, the mortar team provides a very good covering fire for the Arabian soldier. Flying Tara Ver.P.M (Lvl25) HP:1125 AP:100 Mov: Very Fast Prod: Fast (3 seconds) Stand.Atk: Missiles ,Spread, Very Long Spec.Atk: None So far, all the Ptolemaic version units are superior to their Rebel counterpart and the Flying Tara Ver.P.M is no exception. Rarely seen outside of an air deck or a gimmick deck, this unit is pretty underrated. It is justified, its likes like the normal Flying Tara, it doesn't seem to do a lot for its cost. Seem. This Tara does a good amount of damage,and will absolutely crush any form of early game who's name isn't Tar Man. Not only is its damage decent, but the real sweet thing about this unit is the fact the missiles actually has a high knockback. This is pretty useful, as if it doesn't kill you, it will knock the enemy's units quickly. To add to the Tara's report card, its 99% guaranteed hit on the enemy. It shoots the missiles from a considerable distance and flies off screen so quickly, even the best anti-air is able to knock it down. Have an empty slot? Add in this 100 AP guarantee damage. Lastly, although the Tara flies low, that is actually a godsend to the Tara, giving the Tara a very temporary wall ability. How? The Tara, after firing its missiles, flies off in a diagonal fashion, so it is prone to take any form of damage. However, since the Tara is so fast, its able to soak some damage meant for another target to itself and fly off before getting destroyed. This is great for tanking mortar shots. Yes, its very minimal, but any damage redirected to another unit that is running off is a good trait in my opinion. This unit's main weakness is the terrain. Any hilly terrain (cough the sand hills) will render his attacks nearly useless. Other, once you go into the med/late game, don't expect this unit to be doing too much damage, its most useful spot is during the early game. Overall, although not as solid as the Arabian, certain decks can use the advantages the Flying Tara Ver.P.M. However, the biggest disadvantage of the Flying Tara Ver.P.M is the expensive medal count and this is the biggest turnoff of this unit. If it was 60 medals, I would say grab it for sure, however since its 180 medals, only grab if you can afford too. Recommend Unit/Deck to run with this unit: Air Deck: Air deck's main weakness is the fact it is unable to deal with early game rushes, and the Flying Tara Ver.P.M is able to knock out any early game rushes once supported by Tar Men or MH-6s. Special Forces Biker: The Biker's main weakness is the fact one unit is able to tank the whole massive damage of the Biker wheelie charge. However, if you send out a Flying Tara Ver.P.M along with the Biker, the Flying Tara will fly ahead of the Biker and knock back the most upfront unit, allowing the Biker to wheelie charge at least into two units.