Metal Slug Tactics

Metal Slug Tactics

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U.D.R Jun 11, 2024 @ 1:57am
too hard
Cool, but i havent the time for trying again and again, and from the start of the game
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Showing 1-15 of 70 comments
Bommer desu Jun 11, 2024 @ 1:51pm 
To be completely honest : I'm also asking myself the same thing.

First of all, I'm not used to tactical games. For example, I've never played any Fire Emblem game.
But I played almost every Metal Slug game lol, but anyway

So yeah, is it me or is that demo super rough ?
BlackjackGT Jun 11, 2024 @ 2:35pm 
I'm doing OK on the early few demo missions. Definitely the Odium-style, "only fire weapon in a straight" line takes getting used to, if you're using to being able to fire in all directions.

The "synchronized" firing taught in tutorial is useful though I feel like I'm klutzing up trying to trigger that past the tutorial.

It feels like mushing "Roguelite" into TB tactics and providing no in-battle gamesaving, quick saving or even just a "save and exit" option seems like a mistake imho. Even if the battles seem relatively "bite-sized" so far in demo.
Bommer desu Jun 11, 2024 @ 3:11pm 
So you're kinda supposed to lose missions ?
No5 Jun 11, 2024 @ 3:14pm 
The constantly spawning enemies are pure cancer
Rithrin Jun 11, 2024 @ 3:51pm 
It's a very frantic run and gun tactics game. It's not going to click if you're used to games like Fire Emblem or cover shooters, so a lot of people seem to be struggling. But once you get used to syncs and building your dodge points, the game actually becomes quite easy even on the second difficulty mode.
Kaisha Jun 11, 2024 @ 4:00pm 
I'm sure there's mechanics which make it manageable... but I have no idea what they are. As it stands your dropped in vastly outnumbered, extremely limited in tactical options, with infinitely spawning enemies, and no real explanation on how it all works.

The tutorial was useless, cover seems to do nothing at all, and I have no idea how ammo or adrenaline or dodge or whatever works.
Cruduxy Pegg Jun 11, 2024 @ 4:23pm 
You need to use dodges and syncs otherwise you'll be trampled. 3 or 4 dodge make your guys practically unkillable for most enemies, cover on top and you have an impossible to dodge unit until the cover is broken (or next turn comes unless you have skills to preserve dodge).

Syncs are the other extremely important mechanic. Erie feels mandatory just because she has the best ways to trigger them (both on her turn and other people turns).

If you try to play slowly DO NOT go to the missions with towers/escort or you'll be massacred.
Twobecrowned1 Jun 11, 2024 @ 7:27pm 
Originally posted by BlackjackGT:
I'm doing OK on the early few demo missions. Definitely the Odium-style, "only fire weapon in a straight" line takes getting used to, if you're using to being able to fire in all directions.

The "synchronized" firing taught in tutorial is useful though I feel like I'm klutzing up trying to trigger that past the tutorial.

It feels like mushing "Roguelite" into TB tactics and providing no in-battle gamesaving, quick saving or even just a "save and exit" option seems like a mistake imho. Even if the battles seem relatively "bite-sized" so far in demo.
actually while the game doesn't clue you into it, i found that if you exit mid map and select continue you start back where you ended off. found out by trying to restart after losing Marco on the first real map and thinking i'd be punished hard going forward. finished it and he got the same rewards as the rest and full health next map. So you can quit mid map and it will save but game doesn't let you know. should say "Save & Exit" when you do so you understand.
Twobecrowned1 Jun 11, 2024 @ 7:29pm 
Originally posted by Rithrin:
It's a very frantic run and gun tactics game. It's not going to click if you're used to games like Fire Emblem or cover shooters, so a lot of people seem to be struggling. But once you get used to syncs and building your dodge points, the game actually becomes quite easy even on the second difficulty mode.
TBH the game feels like early awakening on harder modes where it's player phase focused. but i guess the more modern games give more ways to juggernaut, and not everyone is keen on harder FE modes.
HAL-9000 Jun 11, 2024 @ 7:55pm 
Not to be rude but the base difficulty is very fair. The area boss goes down in 3-4 turns with focused fire, and I've barely touched 1ups at all (mostly on Tarma).
Glov Jun 11, 2024 @ 8:03pm 
I'm not sure if it's just "skill issue" but I'm also struggling really hard with the game. I'm used to tactical RPGs such as Fae Tactics, Fell Seal, Fire Emblem and final fantasy tactis, but this one is on a whole other level. It feels like a single "bad" turn will make you lose the bonus objective condition, and two or more bad choices will make you lose altogether.
Black Hammer Jun 11, 2024 @ 8:27pm 
It's mostly a question of aggression and paying attention to enemy ranges. Push and kill is the name of the game; you want the armor from moving far and a constant flow of sync attacks to maximize damage.
View The Phenom Jun 11, 2024 @ 8:38pm 
It's a "run and gun" game, but in a tactical form. You're supposed to constantly move, reposition and set-up synchronized attacks. You can't play it like a traditional XCOM type strategy game, taking hits and even losing units isn't something to be avoided at all costs.

Once you look at it like Metal Slug and not something else, things will click.
Bronaps Jun 11, 2024 @ 9:15pm 
As someone who is alright with tactics games this game isn't hard. I've beaten it on my second run after I sufficiently learned how the game works.

I try to skip maps that I think will be tough to finish secondary objectives.

And in a mission it's all about focusing on mission objectives and planning out your attack while on the deployment screen. If I need to exit the map with 2 units, I'll plan out for 2 units to exit and sacrifice the 3rd for aggro (if the secondary doesn't req all 3 alive). If I need to survive for 5 turns, I'll find the easiest spot with lots of cover and a decent choke point to funnel enemies. Kill target objective I'll think ahead which of my units is going for which target.

Taking cover or getting dodge points is important. And try to think of unit placements so they get synergy attacks. Looking at enemy attack range by hovering over them and either staying out of their attack range or making them attack only the one in cover. A lot of maps will send enemy reinforcements that throw a wrench into your plans but that's part of the fun imo.

And always save a map with the ammo replenish secondary objective so you can do that map right before the final countdown. If you have full special ammo replenished before the final mission you can kill the boss pretty real quick.
dAwq Jun 12, 2024 @ 10:38am 
First mission I played was like "here's a tower with 35 hp that deals damage to you and will follow you no matter where you move". Quickly uninstalled lmao, how am I supposed to beat that when you add 10 enemies with it ?
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