Periods of CombatPre-battle
Using a well balanced hangar is vital. You need to have a minumum of one quick robot to get beacon running, a couple of powerful Knife Fighters and based on the number of hangar slots a midrange or long array service or sniper.
Starting using a beacon runner or knife fighter is usually believed to be the best option; beginning with a long range service robot is frowned upon by most players.
If you really like the support role, start with another robot and then if it’s appropriate make your favourite sniper or artillery unit.
as soon as your Robot first appears on the map you will find a countdown timer as the game waits for all of the players to appear (spawn). You can not move before the countdown finishes, but you can pan the camera. Utilize this time before the game begins to pan around and get your bearings and watch exactly what robots and weapons that your team mates have chosen and where the closest beacons are. This gives you a good idea who’s very likely to go for beacons and what type of service you’ll have during battle.
It’s important for your group to capture both beacons closest to your spawn point (the point on the map where your team begin ) as quickly as possible. If your group consists with mainly light robots then this should be easy. However if they’re mainly slower robots and you’re in a slower robot too – then you might need to capture the beacon you’re closest to.
It may be annoying to need to go to get a beacon a faster or closer team partner should have captured. But not capturing the two of your side beacons early is the fastest way to lose the game.
Get your side Beacons
A Beacon is a place on a map that may be captured by either group. If you win or lose depends on how many beacons your staff has captured. (unless you can kill All of the enemy robots before the countdown timer expires)
The number of beacons captured correlates to how fast the team’s colour bar is depleted. In case the Enemy has three beacons, then the Allied shade bar will reduce much faster than previously. Therefore, it’s vital to capture as many beacons as possible to slow the deterioration of the team’s pub and speed up the deterioration of theirs.
Holding less beacons than the enemy would be the principal reason for losing a game.
The Center Beacon
The most contested beacon is the center beacon. This beacon is typically in the center of the map and both far from every team’s spawn point.
At the start of the game that this beacon will mainly be attacked by Cossacks or other light robots. Your staff will have to get to this beacon first and put into position to guard it. In maps such as Dead City or even Shenzhen the center beacon has no cover, so the strategy to acquire there’s to destroy any enemies before they reach the beacon. However, in maps such as Springfield or even Yamantau, the beacons have lots of cover so if you can get to the beacon first it’s possible to get behind cover and try to remove any enemy robots that try to take it from you. If your group mates are doing their job then at least one of these will progress to assist you. The Job of the very first robot to reach the beacon would be to hold it long enough to get their group mates in slower, more powerful robots to get into position to defend it.
If your group is still successfully holding the center beacon, or if it’s too strongly held by the red group, you might choose to attempt to capture the enemies dwelling beacons. You can also need to attempt to re-capture any beacons you have lost. Quick light robots would be perfect for this, but often you just need to use what you have. Should you find a faster robot heading to get a beacon and you’re in a slower better equipped robot it’s possible to head off or divert any members of the Red group which may try to stop them.
Nothing ever goes according to plan, and the tide of struggle can alter many times with equally matched groups. Be ready to alter tactics where essential – and keep your eye on the Beacon Bar and Beacon indicators – that they will inform you whether you can play defensively, or in case you need to create a last ditch assault to capture beacons held from the red group.
While beacons are vital, keep in mind that a team may even win or drop by ruining or having their robots destroyed. So be competitive, not reckless on your attempts to capture and hold beacons.
Early Game Robots and Weapons
Best outfitted with two identical weapons it could fill a variety of rolls in the first game. GAU Punishers would be the most common short range weapon because of the high damage, but EE Aphids, AC Molots and SURA-F Pinatas work well.
The Cossack, though fragile, is great at capturing beacons because of its jump ability and high speed. Early in the game you have a limited choice of weapons. Best advice would be to place to a GAU Punisher T (Twin) and jump into the action.
The Schültze is a often under valued robot. It’s a quick and demanding little robot that’s a bit more limited with only a single heavy hardpoint. Equip it using an ECC Thunder and it’s capable of massive amounts of damage at close selection. Just don’t be afraid to get right at the enemy robots confront with the Thunder since the closer you get the more damage you will do. Also, it would be good to mention this little beast has the maximum health of any light robot (unless you count the Gareth plus it’s shield), and that means you can endure a few encounters with other light robots and perhaps moderate robots.
The Gepard was the best light robot at the game, before Stalker and Gareth introduction. Now it isn’t even the fastest bot, and you’re better off purchasing Gareth for this amount of gold. Two great things about Gepard are: maximum speed initially degree (however, he’s NOT fastest robot there is), and also 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 think about jumping), has decent firepower and a defense that doubles its durability. The few things it has against it comprise splash damage and massive sustained damage (The former can dismiss the shield( the latter breaks it quickly).
When using a Light robot, relying on teamwork is crucial – unless you’re heading to get a beacon allow the thicker robots to go before you when confronting enemy robots. You are able to support your teammates by assisting them select off weaker robots while capturing Beacons. Allow the heavies put down fire to the thicker enemy robots. They will also work as a bullet shield for youpersonally, as heavies will be spearheading the assault.
For ruining a more powerful robot such as a Boa, try to work jointly with another team partner. 1 participant can try to divert the enemy by hitting on him ducking behind cover, whereas the other flanks them. Concentrated fire is vital to taking down a more powerful opponent.
Try to stay behind cover when reloading; hug the wall once you find the three missiles of this AT Spiral. Retreat when you see a robot using two or more SURA-F Pinatas or a ECC Thunder. Become knowledgeable about the strength and variety of weapons and try to stay out of range of the stronger ones.
Engaging the enemy
Stay away from head to head battle with a more powerful competitor (The Gareth can triumph in encounters such as this, unless said robot possesses splash damage or is a Galahad.) . Keep moving, and try to strafe (alternate dodging left & right) your competitor in order to cut the amount of damage you take. Most weapons are somewhat less accurate with a moving target with only a percentage of projectiles hitting you.
Some bots setups are more suited to fast hit and run tactics. For these it is recommended to sneak up behind the enemy and dispatch them before they could react.
Prior to a robot duel you should always check who your competitor is before participating. To try it, simply stand beside the end of a wall and flip your camera to view around the wall. In the event the enemy is more powerful than you, war robots hack recommended!