Periods of Conflictbefore-battle
Using a well balanced hangar is vital. You should have a minumum of one quick robot to get beacon running, a couple of strong Knife Fighters and based on the number of hangar slots a mid range and/or long range support or sniper.
Starting with a beacon knife or runner fighter is usually considered the best option; starting with a long range support robot is frowned upon by most players.
In the event that you really like the support function, begin with another robot first, and then if it is appropriate make your preferred 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 look (spawn). You can’t move until the countdown finishes, but you can pan the camera. Use this time before the match begins to pan around and get your bearings and watch what robots and weapons your team mates have selected and where the nearest beacons are. This will give you a good idea who’s likely to go for beacons and what type of support you will have during conflict.
It is important for your group to capture the two beacons nearest to your spawn point (the point on the map where your team begin ) as speedily as possible. If your group is made up with mostly light robots then this should be easy. However if they’re mostly slower robots and you are in a diminished robot too – 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 closer team partner should have captured. However, not grabbing the two of your side beacons early is the fastest way to eliminate the match.
Get your side Beacons
A Beacon is a place on a map that can be obtained by either group. Whether you win or lose depends on how many beacons your staff has recorded. (unless you can kill All of the enemy robots before the countdown timer expires)
The number of beacons captured correlates to how quickly the group’s colour bar is depleted. In the event the Blue (Allied) group has just one beacon and the Red (Enemy) group has 2, both colour bars will diminish but the Blue will deplete faster. If the Enemy contains three beacons, then the Allied color bar will reduce much quicker than previously. Therefore, it is essential to capture as many beacons as you can slow down the corrosion of your team’s pub and speed up the corrosion of theirs.
Holding less beacons compared to the enemy is the principal reason for losing a match.
The Center Beacon
The most contested beacon is the center beacon. This beacon is typically in the middle of the map and equally far from each group’s spawn point.
At the start of the game this beacon will mostly be attacked by Cossacks or alternative mild robots. Your staff will need to get to this beacon first and put into position to guard it. In maps like Dead City or Shenzhen the middle beacon has no cover, so the strategy to acquire there is to destroy any enemies before they reach the beacon. Nonetheless, in maps like Springfield or 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 bring it from you. If your group mates do their job then at least one of them will advance to assist you. The Job of the first robot to reach the beacon is to maintain it long enough to get their group partners in slower, stronger bots 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 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 would be perfect for this, but often you only need to use what you have. Should you find a quicker robot going to get a beacon and you are in a slower better armed robot it’s possible to head off or distract any members of the Red group which may try to prevent them.
Nothing ever goes according to plan, and the tide of struggle can change many times with evenly matched groups. Be ready to change tactics where essential – and keep an eye on the Beacon Bar and Beacon indicators – that they will let you know if you can play defensively, or in case you want to create a last ditch assault to capture beacons held by the red group.
While beacons are critical, keep in mind that a team can even win or lose by destroying or having all of their robots destroyed. So be aggressive, not reckless in your efforts to capture and maintain beacons.
Early Game Robots and Weapons
Best outfitted with two identical weapons it can fill many different rolls in the early game. GAU Punishers would be the most usual short range weapon because of its high damage, but EE Aphids, AC Molots and SURA-F Pinatas work well.
The Cossack, although fragile, is great at capturing beacons because of its jump ability and higher speed. Early in the game you have a restricted selection of weapons. Finest advice is to put to a GAU Punisher T (Double ) and jump into the action.
The Schültze is an often under appreciated robot. It is a quick and demanding 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 don’t be afraid to get right at the enemy robots face with the Thunder because the closer you get the more damage you will do. Additionally, it’d be good to mention this little monster has the maximum health of any mild robot (unless you count the Gareth and it’s shield), so you can survive a few encounters with other mild robots and maybe medium robots.
The Gepard was the best light robot at the game, before Stalker and Gareth introduction. Now it is not even the quickest bot, and you are better off buying Gareth for this sum of gold. Two great things about Gepard are: maximum speed at first level (however, he is NOT fastest robot there is), and also three weapon slots.
Gareth, like the Gepard it prices gold. The few things it has against it comprise splash damage and enormous sustained damage (The former can dismiss the shield, the latter breaks it fast ).
When using a Light robot, relying on teamwork is crucial – unless you are heading to get a beacon allow the thicker robots to go before you when facing enemy robots. You are able to encourage your teammates by helping them pick off weaker robots while capturing Beacons. Let the heavies lay down fire to the thicker enemy robots. They will also work as a bullet shield for you, as heavies will be spearheading the assault.
For destroying a stronger robot like a Boa, try to work together with another team partner. One player can try to distract the enemy by hitting on him and ducking behind cover, while the other flanks them. Concentrated fire is key to getting down a stronger competition.
Attempt to stay behind cover when reloading; hug the wall once you find the 3 missiles of this AT Spiral. Retreat when you see a robot with two or more SURA-F Pinatas or an ECC Thunder. Become knowledgeable about the strength and range of weapons and try to stay out of range of those stronger ones.
Engaging the enemy
Try to avoid head to head combat with a more powerful competitor (The Gareth can triumph in encounters like this, unless said robot possesses splash damage or is a Galahad.) . Most weapons are less precise with a moving goal 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 can respond.
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 around the wall. In the event the enemy is stronger compared to you, war robots hack ios recommended!