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Old 09-10-2008   #1 (permalink)

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Default KITTENS' "HEAD-TO-HEAD" METAL WARRIORS GUIDE

I am christening this subforum.

Metal Warriors

Undoubtebly one of the best 1v1 games ever made, the combat system is intricate, involving, and rawking.

BASICS

Items
Items either serve as secondary weapons, or provide buffs. Some buffs are applied automatically on picking items up, some may be reserved for manual use. You can only "Hold" one item at a time, you'll see it attached to your Mech.

Ports
Ports spawn random items at regular intervals. There are between one and three per map (one map has zero but its a horrible map)

Unmanned Mechs
Hitting select abandons your current Mech, and you will instead get control of a pilot, who can take control of an unmanned Mech. Your current mech becomes unmanned when you abandon it, and there may or may not be a few unmanned Mechs lying around the stage. Unmanned mechs can be destroyed and have very low hitpoints, regardless of how much health they would have while manned. You can be quite easily killed while controlling your pilot.


The Mechs



Havoc "Highspeed Armored Trooper"

A Button - Blade Chain
B Button - Jump Jets
X Button - Zip Roller
Y Button - Machine Rifle
R Button - Shield

Special Ability Zip Roller can only be used on the ground, anchors the Havoc to the ground and drastically increases his movement speed and momentum. Excellent ability for running, chasing, or for shoving opponents around. Machine Rifle can be used while zip roller is active, but not Blade Chain.

Notes about abilities:
Blade Chain is a fairly weak melee ability, Machine Rifle is also relatively weak. His shield is quite good.

How to play Havoc:
To compensate for his weak combat skills, Havoc has a good amount of armor and depending on the stage, good mobility and speed. With Zip Roller he's undoubtebly the fastest Mech in the game, and Jump Jets is the only thing holding his mobility back (depending on the stage, again).
Havoc's playstyle is very adaptive, he can run and harass with items, or he can chase relentlessly and try to pin his opponent down or finish them off, more in the matchups section.

Nitro "Advanced Mobility Armor"

A Button - Beam Sabre
B Button - Flight Pack
X Button - Shield Wall
Y Button - Fusion Rifle
R Button - Shield

Special Ability Shield Wall Creates a shield on top of Nitro, this shield damages enemies if touched, and can absorb projectiles, though it will be destroyed if it takes a certain amount of damage. If a second shield is deployed while the first is active, the first disappears.

Notes about abilities:
Fusion Rifle is a relatively strong ability, but Beam Sabre is monstrously strong. Engage in melee if at all possible, its much better than Fusion Rifle. His shield stops normal projectiles but not heavier ones.
Beam Sabre has three different slashes, a thrust, a slash, and an upward slash. Slash knocks back, Thrust does more damage, and upward slash is obvious

How to play Nitro:
Despite having full flight capabilities, Nitro is relatively slow and clumsy. His flight pack takes some time to get moving, and he's very easily shoved around in the air by projectiles and especially by melee weapons. His flight pack gives him a slight movement speed boost, so even if you don't want to move upwards, tap it on and off to speed up.
Nitro's main goal is to stab people with his Beam Sabre. Chase and engage in melee, fire Fusion Rifle if they're not in range yet. Don't try to attrition your opponents to death, since almost every one of them has more mobility than you and can hog ports a lot better than you can (exception: Prometheus). Shield Wall is not very useful offencively, since it's only good when engaged in ranged combat, and that isn't what you're trying to do. It's very good if you're trying to get away from people, but if you're trying to run away to a port for a health pack, you're in trouble as it is. Don't cling to a wounded Nitro, get a new Mech if you possibly can.


Drache "Full Flight Armor"

(A,B,X,Y Button) - Energy Cannon
R button - Power Dive

Notes about abilities: Energy Cannon is feeble, Power Dive is pretty much instant kill.

How to play Drache:
Drache is a wierd Mech. He as the description mentions, he has full flight cabilities, and he's fairly fast, so there's no doubt he's the most mobile Mech in the game by leaps and bounds. He trades this for paper-thin armor and only one decent offencive capability. There are two ways to kill someone with a Drache, Use items, or land a Power Dive. Power Dive (surprisingly) dives downward with the Drache, dealing ridiculous damage and usually killing anything it hits. The problem is it has a small hitbox, and if you miss by a small margin, you're looking at your opponent's melee weapon, which your armor can't really withstand. Smart opponents will be careful not to let themselves be caught without a low roof over their head, so Power Dive isn't always an option. Barring that, run away, get an item, harass them, take a Power Dive if you get the oppurtunity, and *dont* let yourself get pinned down. Drache's momentum is really feeble, he can't shove anyone out of his way at all. If you get caught in a corner, you will die; You're better off abandoning your Drache and trying to fly past their Mech with your pilot and hoping they don't manage to hit you.

Prometheus "Heavy Weapons Platform"

A Button - Flame Gun
B Button - Bridge Layer
X Button - Aerial Mines
Y Button - Mega Cannon
R Button - Shield

How to play Prometheus:
Prometheus is a giant fucking Tank. He doesn't even have a jump, if that gives you an idea. Prometheus' weapons are all very different, so I'll go over them one by one.

Flame Gun is your basic flamethrower, and its Prometheus' melee weapon. It does a lot of damage, doesn't knockback, absorbs projectiles, and if it hits opponents they continue to burn and take damage over the course of about 4 seconds. Flame Gun is not only Prometheus' melee weapon, its also his shield (since his R button shield is useless). Notably, Flame Gun actually absorbs the secondary weapon Grenade, but not Missiles. Flame Gun does a lot of damage.

Aerial Mines sends little mines floating upwards like bubbles. You can use it while moving or attacking, but they're not very useful. They do a lot of damage.

Mega Cannon. Holding Y launches a missile. Releasing Y causes the missle to explode outward in a spray of 8 regular shots. Only one missle can be in the air at any time, and it doesn't dissipate after travelling a certain distance like most shots do. The actual missile does a lot more damage than the spray does, so hit them with that if you can. Mega Cannon does a lot of damage (like everything else Prometheus does), Notably, if the Mega Cannon missile collides with other projectiles, it cancels them out and keeps going, *including* the secondary missiles and grenades. This thing is beastly.

Bridge Layer is Prometheus' excuse for a jump. He creates a destroyable block at his feet (if there's no normal ground there) that he and other Mechs can walk on. Holding B and walking towards a cliff edge lets Prometheus slowly travel, creating a bridge as he goes.

His R button shield is useless, never use it.

Prometheus is very much a Godsdamn tank, even from range he can do a lot of damage, he's hard to attrition since he hurts you a lot worse and has more armor, and even if he's at very low health he can still kill most Mechs if they're full. So how do you beat a Prometheus? Items. Hit him with all you have, maybe even an item you picked up, then run away and heal. Rinse and repeat until he dies. Fights with a Prometheus obviously last longer than most fights (although its nothing obscene). Secondary Missiles are Prometheus' bane, since he can't dodge them and flamethrower won't cancel them, harass him as hard as you can when you get these, but try to misalign their attack path with his Mega Cannon or they'll get cancelled out (standing on slightly lower/higher terrain than him works very well). If Prometheus pins someone down, he wins, although this should rarely if ever happen. Even if you're a Nitro, getting close to a Prometheus is only to be done if you have spare armor, Flame Gun really hurts. For max damage, Prometheus can alternate Flame Gun and Mega Cannon shots at close range, since Flame Gun applies a damage over time effect, but this is tricky to do. Prometheus doesn't really have matchup strategies, other Mechs have a "Prometheus" strategy.

Interestingly to note, Unmanned Prometheus' are only in two maps, compared to Nitros and Havocs which are in at least a dozen.
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Last edited by Kittens :3; 09-10-2008 at 08:09 AM.
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Old 09-10-2008   #2 (permalink)

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Ballistic "Mobile Gun Platform"

A Button - Power Roll
B Button - Jump
X Button - Plasma Cannon
Y Button - Machine Rifle
R Button - Shield

Special Ability Plasma Cannon Megaman-esque charge shot. Has two stages of charge, first fires a pulse of about 5 shots, second fires a single devastating projectile.

Special Ability Power Roll Charges for a few seconds, then surrounds Ballistic with a blue aura. The next directional button Ballistic presses causes him to jolt in that direction (including upwards or diagonals) Contacting an enemy damages them during the initial burst of speed.

Notes about abilities: Fully charged Plasma Cannon cancels *any* projectile in the game, including Mega Cannon. The damage isn't incredible but it has crazy knockback. Depending on their momentum, Plasma Cannon can knock them back *into* itself. It keeps going after it hits someone, The Nitro is extremely vulnerable to this, just because of its particular weight.

How to play Ballistic
I won't lie, I hate Ballistic, but that's just me. Ballistic has a wierd movement style where it is either folded up into a ball and mobile, or unpacked and stationary Power Roll can only be used while folded, and Plasma Cannon and Machine Rifle (although Machine Rifle is incredibly feeble compared to Plasma Cannon) can only be used while unpacked. Items can be used while in either.
Ballistic's playstyle is a little odd, it typically snipes and tries to attrition its opponent with Plasma Rifle, and when the enemy closes in, uses Power Roll not only to get away but also to batter its opponent, before finding a new spot to continue sniping with Plasma Rifle. Instead of relying on sheer speed to hog ports, Ballistic can simply either fire a Plasma Rifle at the port (forcing them to move) or bash into them with a Power Roll and knock them away. These same tactics apply to defending a Port, nobody wants to get close to a Ballistic sitting on a port with a Plasma Rifle fully charged, and you just get bashed away if you try to take it from him. That being said, Ballistic doesn't hog ports *very well* since he's round and can easily be rolled off of ledges or simply smashed with secondary missles or grenades since his mobility is so hard to control. I can't say much more on Ballistic, he's the one Mech I haven't mastered....

Spider "Multi Surface Mobility"

A Button - Drone Strike
B Button - Jump
X Button - Web
Y Button - Energy Shot
R Button - Cloak Shield

Special Ability Web
Holding X fires the web, releasing X causes it to deploy and remain until destroyed or it expires. Lasts about 7 seconds after deployment, no maximum range. Web absorbs projectiles and takes damage, and also prevents enemies from moving if they touch it.

Notes about abilities: Cloak Shield is useless since this game is fucking split screen. Doesn't prevent damage at all.

How to play Spider
Very important to note that Spider can cling to walls and ceilings, this makes him very mobile despite the lack of a better jump. Left and Right Controls adapt to the spider's POV (they invert when you're on a ceiling, for example).
Drone Strike has Massive knockback and lackluster damage, Energy shot is also lackluster, this means Spider likes items, since his attacks usually aren't taking anybody down very quickly. Good use of Spider revolves around using Web properly, and it is a very effective tool. I almost would say that Web is overpowered, but Spider is my personal favorite and I played him a lot, so it might just be that I'm very good with it. Either way, its a great move. Web has *Three* applications.
One: Running away. Tap web and run away, its almost impossible to chase a Spider when he's leaving webs in his wake. This is the easiest way to use it, and should be done whenever you run for any reason.
Two: Chasing. Web has an okay travel speed, so it can sometimes be used to snag an enemy as he's turning a corner.
Three: Comboing. Hardest and most potent application of Webs is to use them to combo Drone Strikes or Energy Shot. Since Web takes damage from projectiles and absorbs them, if its placed in between you and your webbed opponent (You WebxHim) instead of (You HimxWeb) Then it will basically disable his gun until it wears off or is destroyed, and let you fire at him unimpeded for several seconds. This works with Drone Strike too, since normally Drone Strike knocks them back so far out of range you can't land a second strike without moving forward, Web holds them in place and lets you land two or more (it should be noted that you will still push them a few pixels, and if you knock them out of the web they will be free.) Even items like Grenades or Missiles can be comboed with Webs, which is actually a brutal combination. This is obviously counterable, Webs have a certain amount of health, so they are easily Melee'd and destroyed instantly by a lot of Mechs. Prometheus' Mega Shot will go right through a Web and smack you in the face, and Flame Gun will burn it up in less than a second. Drache can also Power Dive through a Web, and a Ballistic will just continue to stand still and charge his Plasma Rifle. To this effect, don't Web a Prometheus at all, ever, and only Web a Drache if you can do it from the side or above, since he can't power dive out of those. If possible, web other Mechs *in the air* since they can't use their melee weapon unless they're standing on the ground, this will prevent escape. If you hit a Ballistic in the air with a web, he's literally helpless, since he can't unpack to shoot, and Power Roll won't work either. You can even Drone Strike a Ballistic to knock him up a few pixels while still in a web, again disabling his guns. That is, assuming its worth the risk of eating a Plasma Rifle.
An interesting note about the Spider is that since he grips the floor (or Ceiling/Wall) He is almost impossible to push back with anything, or to shove.

In short, Spider is ++good.
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Last edited by Kittens :3; 09-10-2008 at 08:14 AM.
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Old 09-10-2008   #3 (permalink)

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Reserved for Matchups section

(also tripel post)
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Old 09-10-2008   #4 (permalink)
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let me giver you new playre piece of advcice i ahave been playig meatel wraois for 12 year (more than you parenst birthdate)

thies game ahve OP powerup it called 'agamepad" if yout not useing these powerup yuo going to lose it add +++5000$ movement speeds.

fyi spidere is son og bitch
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Old 09-10-2008   #5 (permalink)

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Kittens you should try the PC CD version it is much better then the snes version.
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Old 09-10-2008   #6 (permalink)

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Kain, there has never been a time in the history of the world that the *anything* version has been better than the SNES version, okay?
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Old 09-10-2008   #7 (permalink)

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Trust me its better.
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Old 09-13-2008   #8 (permalink)

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Quote:
Originally Posted by Kain View Post
Trust me its better.
but i dont trust u...
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Old 09-13-2008   #9 (permalink)

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Then we are at an impasse
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Old 09-14-2008   #10 (permalink)

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Remember, heres a tip, smash buttons and wtf pwn pros
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