Phases of ConflictPre-fight
Using a well balanced hangar is vital. You should have at least one fast robot to get beacon running, a couple of powerful Knife Fighters and depending on the number of hangar slots a midrange or long array service or sniper.
Beginning using a beacon runner or knife fighter is usually believed to be the best option; starting with a very long range service robot is frowned upon by many players.
If you really like the support function, begin 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 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. Use this time until the game begins to pan around and get your bearings and watch what robots and weapons that your team mates have chosen and where the closest beacons are. This will give you a good idea who’s likely to go for beacons and what sort of service you’ll have during battle.
It’s important for your group to catch both beacons closest to your spawn point (the point on the map where your team start) as speedily as possible. If your group consists with mainly light robots then this should be easy. However if they are mainly slower robots and you are in a slower robot too – then you might need to catch the beacon you are closest to.
It may be annoying to need to go to get a beacon that a faster or closer team partner should have caught. However, not grabbing the two of your unwanted beacons early is your quickest way to eliminate the game.
Get your unwanted Beacons
A Beacon is a location on a map which may be captured by either group. Whether you win or lose is dependent upon how many beacons your staff has recorded.
The number of beacons captured correlates to how quickly the team’s color bar is drained. If the Enemy has three beacons, then the Allied color bar will decrease much faster than before. Therefore, it is vital to catch as many beacons as you can slow down the deterioration of your team’s pub and speed up the deterioration of theirs.
Holding the majority of beacons equals time, also when your color bar is running out faster than the enemies you are forced into rash behaviour. Holding less beacons than the enemy would be the principal reason for losing a game.
The Center Beacon
The most contested beacon is that the center beacon. This beacon is usually in the middle of the map and both far from each team’s spawn point.
At the start of the video game this beacon will mainly be attacked by Cossacks or other mild robots. Your staff will need to get to this beacon initially and put into position to defend it. In maps such as Dead City or even Shenzhen the middle beacon has no cover, so the strategy to win there’s to destroy any enemies until they reach the beacon. Nonetheless, in maps such as Springfield or even Yamantau, the beacons have lots of cover so in the event that you can get into the beacon first you can get behind cover and attempt to eliminate any enemy robots which attempt to bring it from you. If your group mates do their job then one of these will advance 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 partners in slower, more powerful robots to get into position to defend it.
The Enemy’s Beacons
If your group is successfully holding the centre beacon, or if it is too strongly held by the red group, you might opt to attempt to catch the enemies dwelling beacons. You may also need to attempt to re-capture any beacons you have lost. Fast light robots would be perfect for this, but often you just need to utilize what you have. If you find a faster robot going to get a beacon and you are in a slower better armed robot you can head off or distract any members of the Red group which may attempt to stop them.
Be prepared to alter tactics where essential – and keep an eye on the Beacon Bar and Beacon indicators – that they will let you know whether you can play defensively, or if you want to make a last ditch assault to catch beacons held by the red group.
While beacons are critical, remember that a team may even win or drop by ruining or having all of their robots destroyed. So be competitive, not reckless on your efforts to catch and hold beacons.
Early Game Robots and Weapons
The starting robot, the Destrier, is a fast versatile robot using relatively large hit points. Best outfitted with two equal weapons it can fill many different rolls in the first video game. GAU Punishers would be the most common short range weapon because of its high damage, but EE Aphids, AC Molots and SURA-F Pinatas all work well.
The Cossack, although brittle, is great at catching beacons because of its jump ability and high speed. Early in the video game you get a limited choice of weapons.
The Schültze is an often under valued robot. It’s a fast and tough little robot that is slightly limited with just a single heavy hardpoint. Equip it using an ECC Thunder and it is capable of massive amounts of damage at close range. Additionally, it would be helpful to mention that this little monster has the maximum health of any mild robot (if you don’t count the Gareth and it is shield), so you can endure a few encounters with other mild robots and perhaps medium robots.
The Gepard has been the very best light robot at the video game, before Stalker and Gareth introduction. Now it is not even the quickest bot, and you are better off buying Gareth for this amount of gold. Two good things about Gepard are: maximum speed at first degree (however, he is NOT fastest robot there is), and also three weapon slots.
Gareth, such as the Gepard it costs gold. This robot MUCH FASTER than any other robot, but for the Stalker (and, possibly, Cossack, if you consider jumping), has decent firepower and a shield which doubles its durability. The couple things it has against it comprise splash damage and massive sustained damage (The former can ignore the shield, the latter breaks it quickly).
Stalker is your single fastest robot in the video game, and has a 8-second long”stealth” ability, which leaves this bot virtually invincible.
When using a Light robot, relying on teamwork is crucial – unless you are heading to get a beacon permit the heavier robots to go before you when facing enemy robots. You are able to support your teammates by assisting them pick off weaker robots while catching Beacons. Let the heavies put down fire on the heavier enemy robots.
For ruining a stronger robot like a Boa, attempt to work together with another team partner. 1 participant can attempt to distract the enemy by hitting him and ducking behind cover, while another flanks them. Concentrated fire is vital to taking down a stronger opponent.
Retreat when you see a robot using two or more SURA-F Pinatas or an ECC Thunder. Become familiar with the strength and variety of weapons and attempt to remain out of range of those stronger ones.
Engaging the enemy
Try to avoid head to head combat with a more effective competitor (The Gareth can succeed in encounters such as this, unless stated robot possesses splash damage or is a Galahad.) . Keep moving, and attempt to strafe (alternate dodging left & right) your competitor in order to reduce the amount of damage you take. Most weapons are less accurate with a moving goal with just a percentage of projectiles hitting you.
Some robots installations tend to be more suited to fast hit and run tactics. For these it is recommended to sneak behind the enemy and dispatch them until they can react.
Prior to a robot duel you always need to check who your competitor is before participating. To try it, simply stand next to the end of a wall and flip your camera to see round the wall. If the enemy is stronger than you, war robots hack recommended!