Stages of BattlePre-battle
Using a nicely balanced hangar is important. You should have a minumum of one fast robot for beacon running, a couple of strong Knife Fighters and based on the number of hangar slots a mid range and/or long range service or sniper.
Starting using a beacon knife or runner fighter is usually believed to be the best option; beginning with a very long range service robot is frowned upon by many players.
If you really like the support function, begin with another robot and then if it’s appropriate bring in your favourite sniper or artillery unit.
When your Robot first looks on the map you will find a countdown timer because the video game waits for all the players to appear (spawn). Utilize this time before the match begins to pan around and get your bearings and observe 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 very likely to choose beacons and what type of service you’ll have during battle.
It is important for your group to catch both 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 are in a diminished robot too – then you may have to catch the beacon you are closest to.
It may be annoying to have to go for a beacon that a faster or nearer team partner should have caught. However, not grabbing the two of your side beacons early is your quickest way to eliminate the match.
Get your side Beacons
A Beacon is a place on a map that may be obtained by either group. If you win or lose is dependent upon the number of beacons your team has captured. (unless you can kill all the enemy robots before the countdown timer expires)
The number of beacons captured correlates to how quickly the team’s colour bar is depleted. If the Enemy contains three beacons, then the Allied shade bar will decrease much faster than previously. For that reason, it’s vital to catch as many beacons as possible to slow the deterioration of the team’s pub and speed up the deterioration of theirs.
Holding less beacons compared to the enemy is the primary reason for losing a match.
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 every team’s spawn point.
At the beginning of the video game this beacon will mostly be attacked by Cossacks or other light robots. Your team will have to get to that beacon initially and get into position to guard 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 before they get to the beacon. However, in maps such as Springfield or even Yamantau, the beacons have a great deal of cover so in the event that you can get into the beacon first it’s possible to get behind cover and attempt to eliminate any enemy robots that attempt to bring it from you. If your group mates are doing their job then at least one of these will progress to aid you. The duty of the very first robot to get to the beacon is to hold it long enough for their group mates in slower, more powerful robots to get into position to defend it.
The Enemy’s Beacons
If your group is still successfully holding the center beacon, or if it’s too strongly maintained by the red group, you may choose to attempt to catch the enemies dwelling beacons. You can also have to attempt to re-capture any beacons you have lost. Fast light robots are 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 are in a better equipped robot it’s possible to head off or divert any members of the Red group that might attempt to stop them.
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 attack to catch beacons held from the red group.
While beacons are critical, remember that a team may also win or drop by ruining or having all of their robots destroyed. So be aggressive, not reckless in your efforts to catch and hold beacons.
The beginning robot, the Destrier, is a fast versatile robot using relatively large hit points. Best outfitted with two identical weapons it could fill many different rolls in the first video game. GAU Punishers are the most usual short range weapon because of the high damage, but EE Aphids, AC Molots and SURA-F Pinatas all work nicely.
The Cossack, although brittle, is great at catching beacons because of its jump capability and high speed. Early in the video game you have a limited choice of weapons. Best advice is to place to a GAU Punisher T (Twin) and jump into the action.
The Schültze is an often under valued robot. It is a fast and tough little robot that’s slightly 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. Also, it’d be good to mention that this little beast has the highest health of any light robot (unless you count the Gareth and it’s shield), so you can endure a few encounters with other light robots and perhaps medium robots.
The Gepard was the best light robot at the video game, prior to Stalker and Gareth introduction. Now it isn’t even the fastest bot, and you are better off buying Gareth for this amount of gold. Two great things about Gepard are: maximum speed at first level (however, he’s NOT fastest robot there is), and three weapon slots.
Gareth, such as the Gepard it costs gold. The couple things it’s against it include splash damage and massive sustained damage (The former can dismiss the shield( the latter breaks it fast ).
Stalker is your only fastest robot in the video game, and has a 8-second long”stealth” capability, which leaves this bot virtually invincible. Only experienced or lucky players may ruin Stalker when is in”stealth” mode.
When utilizing a light robot, relying on teamwork is crucial – unless you are heading for a beacon permit the thicker 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 put down fire to the thicker enemy robots. They may also act as a bullet shield for youpersonally, as heavies will be spearheading the attack.
For ruining a stronger robot like a Boa, attempt to work together with another team partner. 1 player can attempt to divert the enemy by hitting on him and ducking behind cover, whereas another flanks them. Concentrated fire is key to taking down a stronger competition.
Try to stay behind cover when reloading; hug the wall once you find the three missiles of this AT Spiral. Retreat when you Find 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 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 attempt to strafe (alternate dodging left & right) your competitor so as to cut the amount of damage you take. Most weapons are less accurate with a moving target with only a percentage of projectiles hitting you.
Some robots installations tend to be more suited to quick hit and run tactics. For these it is suggested to sneak behind the enemy and dispatch them before they could react.
Before a robot duel you should always check who your competitor is before engaging. To try it, simply stand next to the conclusion of a wall and turn your camera to see round the wall. In the event the enemy is stronger compared to you, war robots hack suggested!