Levels of BattlePre-battle
Having a well balanced hangar is important. You need to have at least one quick robot to get beacon running, a few strong Knife Fighters and based on the number of hangar slots a mid range and/or long range service or sniper.
Beginning using a beacon knife or runner fighter is generally believed to be the best option; starting with a very long range service robot is frowned upon by most players.
If you really like the support role, start with a different robot and then if it is appropriate make your favourite sniper or artillery unit.
as soon as your Robot first looks 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. Use this time before the match begins to pan around and get your bearings and watch what robots and weapons that your team mates have chosen and where the nearest beacons are. This gives 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 team to capture the two beacons nearest to your own spawn point (the point on the map where your team start) as speedily as possible. If your team is made up with mainly light robots then this should be easy. However if they’re mainly 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 that a quicker or closer team mate should have caught. But not capturing both of your unwanted beacons early is the quickest way to eliminate the match.
Get your unwanted Beacons
A Beacon is a location on a map which can be obtained by either team. Whether you win or lose depends on 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 color bar is depleted. If the Enemy contains three beacons, then the Allied color bar will decrease much quicker than previously. For that reason, it is vital to capture as many beacons as you can slow down the corrosion of your team’s bar and speed up the corrosion of theirs.
Holding less beacons compared to the enemy would be the principal reason for losing a match.
The Center Beacon
The contested beacon is the center beacon. This beacon is typically in the middle of the map and equally far from each team’s spawn point.
At the beginning of the game this beacon will mainly be attacked by Cossacks or other light robots. Your team will have to get to this beacon initially and put into position to defend 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 get to the beacon. However, in maps like Springfield or Yamantau, the beacons have lots of cover so in the event that you’re able to get to the beacon first you can get behind cover and attempt to eliminate any enemy robots which attempt to bring it from you. If your team mates do their job then at least one of them will advance to aid you. The duty of the very first robot to get to the beacon would be to maintain it long enough to get their team partners in slower, stronger bots to get into position to defend it.
The Enemy’s Beacons
If your team is successfully holding the center beacon, or if it is too strongly held by the red team, you may opt to try and capture the enemies dwelling beacons. You can also need to try and re-capture any beacons you’ve lost. Fast light robots would be perfect for this, but often you just need to use what you have. If you find a quicker robot going to get a beacon and you are in a better armed robot you can head off or divert any members of the Red team which may attempt to stop them.
Be ready to alter tactics where essential – and keep an eye on the Beacon Bar and Beacon indicators – that they will inform you if you’re able to play defensively, or if you need to make a last ditch attack to capture beacons held from the red team.
While beacons are vital, keep in mind that a team can also win or drop 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
The starting robot, the Destrier, is a quick versatile robot using relatively large hit points. Best outfitted with two equal weapons it could fill a variety of rolls in the early game.
The Cossack, though fragile, is great at catching beacons due to its jump capability and high speed. Early in the game you get a limited selection of weapons. Best advice would be to place on a GAU Punisher T (Twin) and jump into the action.
The Schültze is a often under appreciated robot. It is a quick and demanding little robot that’s a bit more limited with just a single hefty hardpoint. Equip it using an ECC Thunder and it is capable of enormous amounts of damage at close selection. Just don’t be afraid to get right in the enemy robots face with the Thunder because the closer you get the more damage you will do. Additionally, it would be helpful to mention that this little monster has the highest health of any light robot (unless you count the Gareth and it’s shield), so you’re able to endure a few encounters with other light robots and perhaps moderate robots.
The Gepard has been the very best light robot in the game, before 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 good things about Gepard are: maximum speed initially degree (however, he’s NOT fastest robot there is), and also three weapon slots.
Gareth, like the Gepard it costs gold. The couple things it has against it comprise splash damage and enormous sustained damage (The former can dismiss the shield, the latter breaks it fast ).
When utilizing 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 can support your teammates by helping them pick weaker robots while catching Beacons. Allow the heavies lay down fire on the heavier enemy robots.
For destroying a stronger robot such as a Boa, attempt to work together with another team mate. 1 player can attempt to divert the enemy by hitting him ducking behind cover, whereas another flanks them. Concentrated fire is key to getting down a stronger competition.
Retreat when you see a robot using a couple of SURA-F Pinatas or a ECC Thunder. Become knowledgeable about the strength and variety of weapons and attempt to remain out of range of the 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 somewhat less accurate with a moving target with just a percentage of projectiles hitting you.
Some robots installations tend to be more suited to quick hit and run tactics. For these it is recommended to sneak up behind the enemy and dispatch them before they could react.
Before a robot duel you always need to check who your competitor is before participating. To do this, just stand next to the end of a wall and flip your camera to see round the wall. If the enemy is stronger compared to you, war robots hack recommended!