Choosing a loadout for each character in Metal Slug Tactics can drastically change how they perform in battle. While each individual weapon has unique perks that can make them shine, their basic capabilities are defined by what kind of weapon they are. A flamethrower is a very different beast from a handgun, after all.
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If you can’t decide between two characters, or as is more likely, two loadouts for the same character, their choice of weapons is usually the best way to break the tie. A well-equipped squad will be able to handle every enemy they face, no matter how big.
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Shotguns
Shotguns work about as you’d expect in a grid-based game; they have a short range, but can deal damage to multiple targets grouped together. The trouble is that their range is often so short that it limits their ability to trigger Sync Attacks, or can force a character to leave themselves exposed just to get into a good firing position.
These aren’t problems that a modification or two can’t fix, so a character equipped with a shotgun isn’t a dealbreaker. They just require a bit more fine-tuning to reach the same level of performance as some of the other weapons available.
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Melee Weapons
Melee weapons have many of the same limitations as shotguns, and then some. Most (but not all) can only hit a single target; the tradeoff is that they usually have a much higher damage rating than firearms. Characters with melee weapons usually have Special Actions that make it easier to get up close and personal, as well, which helps mitigate the disadvantages of bringing a knife to a gun fight.
It’s usually a good idea to have characters with melee weapons act later in the turn if they start with enemies next to them. That way, their squadmates can give them opportunities for Sync Attacks on their closest foes before they move out and take their normal actions.
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Flamethrowers
Flamethrowers usually have a similar attack pattern to shotguns and slightly lower damage, but they make up for it by inflicting status effects. In most cases, that status effect involves setting terrain on fire, dealing an extra three damage to surviving enemies when their turn comes up.
Specialty flamethrowers like Trevor’s Nanoburn can provide some exciting and unorthodox strategies. While Metal Slug Tactics is a game that rewards a good, simple, “shoot it until it blows up” strategy, thinking outside the box is a fun way to break up the grind if you’re going for all ninety-three Achievements/Trophies.
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Handguns
Right in the middle of the pack, these standard sidearms get the job done, albeit with little flash or fanfare. Most loadouts use handguns as their primary weapon, so you can expect to build your strategy around triggering Synchronization with them more often than not.
Mods and buffs can help handguns rise above their humble status as the default weapon, but in general, their low damage and middling range make them best for supporting attacks and for popping off a shot when your only other option is to do nothing.
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Grenades
Grenades reign supreme among the game’s primary weapons. They might not have the range of handguns or the damage of melee weapons, but their ability to hit multiple targets is an enormous asset. That goes double when they allow for easier positioning for Sync Attacks, often providing the extra couple points of damage that you need to finish an enemy that would otherwise cause problems at the end of the turn.
Grenades can also be modified to inflict debilitating status effects, but be warned – it’s very easy to inflict those ailments on your teammates when the bombs really start flying.
Grenades’ low base damage can also be used to your advantage – it doesn’t take a very high Dodge score to evade friendly fire if a teammate is caught in the blast. Enemy troops don’t get this advantage, so bombs away!
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Lasers
A high-tech weapon hidden among more conventional arms, lasers are only present in a few loadouts. Their primary advantage is that they hit every target along their line of fire; if you modify them with extra range, you can make that quite a long line indeed.
Of course, enemy soldiers don’t tend to line up nicely so you can zap them all in one go, but with Special Actions like Fio’s Nudge, you can set up a devastating shot that triggers the entire team’s Syncs with ease.
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Machine Guns
Machine guns don’t hit multiple targets like lasers do, but they fire multiple rounds that can add up to big damage on a single target, especially once mods and buffs come into the picture. They’re capable of finishing off above-average enemies in most cases, so if you really need a target neutralized, a machine gun can usually make it happen.
While they have pretty generous ammo capacity, it can be very tempting to overuse machine guns thanks to their high damage output. It’s much better to save them for when you need them, then dump the entire clip into a boss when the time comes. Being able to put 6-12 damage on one of Morden’s war machines with a single action, before taking Syncs into account, is nothing to sneeze at.
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Grenade Launchers
If there’s one thing the Metal Slug games have in common, it’s lots and lots of explosions. It’s no surprise, then, that grenade launchers are the pride of the armory in Metal Slug Tactics. With an impressive range, good damage, and typically a large area of effect, these big guns are the full package.
Grenade launchers aren’t without drawbacks – they do have a minimum range, and as with all AoE weapons you run the risk of friendly fire – but in a game where positioning is key and it can be difficult to line up a perfect shot, the ability to land a payload “close enough” to the target and let the explosion do the rest can’t be understated.
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