Periods of ConflictPre-fight
Having a nicely balanced hangar is vital. You need to have a minumum of one fast robot for beacon running, a couple of powerful Knife Fighters and based on the amount of hangar slots a midrange or long array service or sniper.
Beginning using a beacon runner or knife fighter is usually considered the best option; starting with a long range service robot is frowned upon by many players.
If you really prefer the support function, start with another robot first, and then if it is appropriate bring in your favourite sniper or artillery unit.
as soon as your Robot first looks on the map you will find a countdown timer because the game waits for all of the players to look (spawn). Utilize this time before the game starts to pan around and get your bearings and observe what robots and weapons your team mates have chosen and where the closest beacons are. This will give you a fantastic idea who’s very likely to choose beacons and what sort of service you will have during conflict.
It’s important for your group to capture the two beacons closest to your own spawn point (the point on the map where your team begin ) as quickly as possible. If your group consists with mostly light robots then that ought to be easy. However if they’re mostly slower robots and you’re in a slower robot too – then you may have to capture the beacon you’re closest to.
It may be annoying to have to go for a beacon a faster or closer team partner should have captured. However, not grabbing the two of your unwanted beacons early is your quickest way to lose the game.
Get your unwanted Beacons
A Beacon is a place on a map which may be captured by either group. Whether you win or lose is dependent upon the number of beacons your staff has recorded. (unless you can kill all the enemy robots before the countdown timer expires)
The amount of beacons captured correlates to how quickly the group’s colour bar is drained. If the Enemy has three beacons, then the Allied color bar will reduce much faster than before. Therefore, it is vital to capture as many beacons as possible to slow the deterioration of the team’s bar and hasten the deterioration of theirs.
Holding less beacons compared to the enemy would be the primary reason for losing a game.
The Center Beacon
The most contested beacon is the center beacon. This beacon is usually in the center of the map and both far from each group’s spawn point.
At the beginning of the game this beacon will mostly be attacked with Cossacks or other light robots. Your staff will need to get to this beacon initially and get into position to guard it. In maps such as Dead City or Shenzhen the center beacon has no cover, so the approach to win there is to destroy any enemies before they get to the beacon. However, in maps such as Springfield or Yamantau, the beacons have a great deal of cover so in the event that you’re able to get to the beacon first you can get behind cover and try to remove any enemy robots which try to take it from you. If your group mates are doing their job then one of these will advance to assist you. The Job of the first robot to get to the beacon would be to maintain it long enough for their group partners in slower, more powerful robots to get into position to defend it.
If your group is successfully holding the center beacon, or if it is too strongly held by the red group, you may opt to attempt to capture the enemies dwelling beacons. You can also have to attempt to re-capture any beacons you’ve lost. Fast light robots would be perfect for this, but often you just have to use what you have. Should you find a faster robot going for a beacon and you’re in a better armed robot you can head off or distract any members of the Red group that might try to stop them.
Be prepared to change tactics where essential – and keep an eye on the Beacon Bar and Beacon indicators – they will let you know if you’re able to play defensively, or if you need to create a last ditch assault to capture beacons held from the red group.
While beacons are vital, remember that a team may also win or drop by destroying or having their robots ruined. So be aggressive, not reckless on your efforts to capture and maintain beacons.
Early Game Robots and Weapons
Best equipped with two equal weapons it could fill a variety of rolls in the first game.
The Cossack, although brittle, is great at catching beacons due to its jump capability and higher speed. Early in the game you get a limited selection of weapons.
The Schültze is a often under appreciated robot. It’s a fast and tough little robot that’s slightly limited with only a single hefty hardpoint. Equip it using an ECC Thunder and it is capable of massive amounts of damage at close range. Just do not be afraid to get right at the enemy robots face with the Thunder because the closer you get the more damage you will do. Also, it would be helpful to mention this little monster has the maximum health of any light robot (unless you count the Gareth plus it’s shield), and that means you’re able to endure a few encounters with other light robots and maybe moderate robots.
The Gepard was the best light robot at the game, prior to Stalker and Gareth introduction. Now it is not even the fastest bot, and you’re better off buying Gareth for this sum of gold. Two great things about Gepard are: maximum rate at first degree (however, he is NOT fastest robot there is), and three weapon slots.
Gareth, such as the Gepard it prices gold. This robot MUCH FASTER than any other robot, but for the Stalker (and, possibly, Cossack, should you consider leaping ), has decent firepower and a defense which doubles its durability. The few things it has against it include splash damage and massive sustained damage (The former can dismiss the shield( the latter breaks it quickly).
Stalker is your only fastest robot in the game, and has a 8-second long”stealth” capability, which renders this bot virtually invincible.
When utilizing a light robot, relying on teamwork is crucial – unless you’re heading for a beacon allow the heavier robots to go ahead of you when facing enemy robots. You can encourage your teammates by helping them pick weaker robots while catching Beacons. Let the heavies lay down fire to the heavier enemy robots. They will also act as a bullet shield for youpersonally, as heavies will be spearheading the assault.
For destroying a stronger robot like a Boa, try to work jointly with another team partner. One player can try to distract the enemy by hitting him ducking behind cover, whereas the other flanks them. Concentrated fire is key to taking down a stronger opponent.
Try to stay behind cover when reloading; hug the wall once you find the 3 missiles of the AT Spiral. Retreat when you Find a robot using a couple of 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
Try to avoid head to head battle with a more powerful opponent (The Gareth can succeed in encounters such as this, unless stated robot owns splash harm or is a Galahad.) . Continue moving, and try to strafe (alternate dodging left & right) your opponent in order to cut the quantity of damage you take. Most weapons are less precise with a moving goal 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 up behind the enemy and then dispatch them before they could react.
Before a robot duel you should always check who your opponent is before participating. To try it, simply stand beside the end of a wall and then flip your camera to see round the wall. In the event the enemy is stronger compared to you, war robots hack recommended!