War Robots Approach manual

Stages of Challengebefore-fight
Using a nicely balanced hangar is vital. You need to have a minumum of one quick robot to get beacon running, a few powerful Knife Fighters and based on the number of hangar slots a mid range and/or long range support or sniper.
Beginning with a beacon knife or runner fighter is usually considered the best option; beginning with a long range support robot is frowned upon by many players.
In the event that you really like the support function, start with a different robot and then if it is appropriate make your favourite sniper or artillery unit.
Spawning
When your Robot first appears on the map you will find a countdown timer as the video game waits for all of the players to look (spawn). You can’t move until the countdown finishes, but you can pan the camera. Utilize this time until the game begins to pan around and get your bearings and observe exactly what robots and weapons your team mates have chosen and where the nearest beacons are. This gives you a good idea who is very likely to go for beacons and what sort of support you will have during battle.
It is important for your team to capture the two beacons nearest to your spawn point (the point on the map where your team start) as quickly as possible. If your team is made up with mainly light robots then that should be easy. However if they are mainly slower robots and you are in a diminished robot also – then you may need to capture the beacon you are nearest to.
It can be annoying to need to go to get a beacon a quicker or nearer team mate should have captured. But not capturing both of your unwanted beacons early is the quickest way to eliminate the game.
Get your unwanted Beacons

A Beacon is a location on a map which can be obtained by either team. If you win or lose depends on how many beacons your staff has recorded. (unless you can kill all the enemy robots until the countdown timer expires)
The number of beacons captured correlates to how quickly the team’s colour bar is drained. In case the Enemy contains three beacons, then the Allied color bar will decrease much quicker than before. Therefore, it is vital to capture as many beacons as you can slow down the corrosion of the team’s bar and hasten the corrosion of theirs.
Holding less beacons compared to the enemy is the primary reason for losing a game.
The Center Beacon
The contested beacon is that the center beacon. This beacon is usually in the middle of the map and equally far from every team’s spawn point.
At the start of the video game this beacon will mainly be attacked by Cossacks or alternative light robots. Your staff will have to get to this beacon initially and get into position to guard it. In maps like Dead City or Shenzhen the middle beacon has no cover, so the approach to win there is to destroy any enemies until they get to the beacon. However, in maps like Springfield or Yamantau, the beacons have lots of cover so if you can get into the beacon first you can get behind cover and try to remove any enemy robots which try to bring it from you. If your team mates do their job then at least one of these will advance to assist you. The duty of the very first robot to get to the beacon is to hold it long enough to get their team mates in slower, stronger bots to get into position to defend it.
The Enemy’s Beacons
If your team is still successfully holding the centre beacon, or if it is too strongly held by the red team, you may choose to attempt to capture the enemies home beacons. You may also need to attempt to re-capture any beacons you’ve lost. Quick light robots are best for this, but often you just need to use what you have. Should you find a quicker robot going to get a beacon and you are in a better equipped robot you can head off or distract any members of the Red team that might try to prevent them.
End Game
Nothing ever goes according to plan, and the tide of struggle can change many times with equally matched teams. Be prepared to change tactics where necessary – and keep an eye on the Beacon Bar and Beacon indicators – they will inform you if you can play defensively, or if you need to create a last ditch attack to capture beacons held by the red team.
Caveat
While beacons are critical, remember that a team can even win or drop by ruining or having all of their robots ruined. So be competitive, not reckless in your attempts to capture and hold beacons.

Early Game Robots and Weapons
Light Robots
The beginning robot, the Destrier, is a quick versatile robot with comparatively high hit points. Best outfitted with two identical weapons it can fill many different rolls in the first video game.
The Cossack, though fragile, is great at catching beacons because of its jump ability and high speed. Early in the video game you have a restricted choice of weapons. Best advice is to put to a GAU Punisher T (Twin) and jump into the action.
The Schültze is a often under appreciated robot. It is a quick and tough little robot that’s slightly limited with only a single heavy hardpoint. Equip it with an ECC Thunder and it is capable of enormous amounts of damage at close range. Just do not be afraid to get right in the enemy robots confront with the Thunder because the closer you get the more damage you may do. Additionally, it would be good to mention this little beast has the maximum health of any light robot (unless you count the Gareth and it’s shield), so you can survive a few encounters with other light robots and maybe medium robots.
The Gepard has been the very best light robot in the video game, before Stalker and Gareth introduction. Now it isn’t even the fastest bot, and you are better off buying Gareth for this sum of gold. Two good things about Gepard are: maximum speed initially degree (however, he’s NOT fastest robot there’s ), and also three weapon slots.
Gareth, like the Gepard it prices gold. This robot MUCH FASTER than any other robot, except for the Stalker (and, arguably, Cossack, should you consider jumping), has decent firepower and a defense which doubles its durability. The couple things it’s against it include splash damage and enormous sustained damage (The prior can ignore the shield( the latter breaks it fast ).

Medium Robots
Combat Plans
When utilizing a Light robot, relying on teamwork is key- unless you are heading to get a beacon allow the heavier robots to go ahead of you when confronting enemy robots. You can support your teammates by assisting them select weaker robots while catching Beacons. Let the heavies lay down fire to the heavier enemy robots. They may also act as a bullet shield for youpersonally, as heavies will be spearheading the attack.
For ruining a more powerful robot like a Boa, try to work jointly with another team mate. One participant can try to distract the enemy by hitting him and ducking behind cover, whereas the other flanks them. Concentrated fire is vital to taking down a more powerful competition.
Try to remain behind cover when reloading; hug the wall when you find the 3 missiles of the AT Spiral. Retreat when you Find a robot with two or more SURA-F Pinatas or a ECC Thunder. Become knowledgeable about the strength and variety of weapons and try to remain out of range of the more powerful ones.
Engaging the enemy
Stay away from head to head battle with a more effective opponent (The Gareth can succeed in encounters like this, unless said robot possesses splash harm or is a Galahad.) . Keep moving, and try to strafe (alternate dodging left & right) your opponent in order to cut the quantity of damage you take. Most weapons are somewhat less accurate with a moving target with only a proportion of projectiles hitting you.
Some bots setups are more suited to quick hit and run tactics. For these it is recommended to sneak behind the enemy and dispatch them until they can respond.
Before a robot duel you always need to check who your opponent is before engaging. To do this, just stand beside the conclusion of a wall and turn your camera to view round the wall. In the event the enemy is more powerful compared to you, war robots hack apk 2019 recommended!