Periods of Warbefore-fight
Having a well balanced hangar is important. You need to have a minumum of one quick robot to get beacon running, a few powerful Knife Fighters and based on the amount of hangar slots a midrange or long array service or sniper.
Starting with a beacon runner or knife fighter is generally considered the best option; beginning with a very long range service robot is frowned upon by many players.
In the event that you really prefer the support role, start with a different robot and then if it’s appropriate make your preferred sniper or artillery unit.
as soon as your Robot first appears on the map you will see a countdown timer as the game waits for all of the players to look (spawn). You can’t move before the countdown finishes, but you can pan the camera. Utilize this time before the game starts to pan around and get your bearings and observe what robots and weapons that your team mates have selected and where the nearest beacons are. This will give you a fantastic idea who is very likely to go for beacons and what sort of service you’ll have during conflict.
It’s important for your team to capture the two beacons nearest to your spawn point (the point on the map where your team begin ) as quickly as possible. If your team is made up 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 might need to capture the beacon you are nearest to.
It can be annoying to need to go to get a beacon that a faster or nearer team partner should have caught. But 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 that can be obtained by either team. If you win or lose depends on the number of beacons your team has captured.
The amount of beacons captured correlates to how quickly the group’s color bar is drained. In the event the Blue (Allied) team has just one beacon and the Red (Enemy) team has two, both color bars will diminish but the Blue will deplete faster. In case the Enemy has three beacons, then the Allied shade bar will reduce much faster than previously. Therefore, it’s essential to capture as many beacons as possible to slow down the corrosion of the team’s bar and speed up the corrosion 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 primary reason for losing a game.
The Center Beacon
The contested beacon is that the center beacon. This beacon is usually 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 other mild robots. Your team will need to get to that beacon initially and get into position to defend it. In maps such as Dead City or Shenzhen the middle beacon has no cover, so the approach to acquire there is to destroy any enemies before they reach the beacon. Nonetheless, in maps such as Springfield or Yamantau, the beacons have a great deal of cover so if you’re able to get to the beacon first you can get behind cover and attempt to eliminate any enemy robots that attempt to bring it from you. If your team mates do 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 team partners in slower, stronger bots to get into position to defend it.
The Enemy’s Beacons
If your team is successfully holding the centre beacon, or if it’s too strongly held by the red team, you might opt to attempt to capture the enemies home beacons. You can 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 utilize what you have. Should you see a faster robot going to get a beacon and you are in a better armed robot you can head off or distract any members of the Red team that might attempt to stop them.
Nothing ever goes according to plan, and the tide of battle can alter many times with equally matched teams. Be prepared to alter tactics where necessary – and keep your eye on the Beacon Bar and Beacon indicators – they will let you know whether you’re able to play defensively, or in case you need to create a last ditch attack to capture beacons held by the red team.
While beacons are critical, remember that a team can also win or lose by destroying or having their robots destroyed. So be aggressive, not reckless in your efforts to capture and hold beacons.
Best equipped with two equal weapons it could fill a variety of rolls in the first game. GAU Punishers would be the most common short range weapon due to its high damage, but EE Aphids, AC Molots and SURA-F Pinatas work well.
The Cossack, though fragile, is great at capturing beacons due to its jump ability and higher speed. Early in the game you have a limited selection of weapons.
The Schültze is an often under appreciated robot. It’s a quick and tough little robot that’s a bit more limited with just a single hefty hardpoint. Equip it with 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 because the closer you get the more damage you will do. Additionally, it’d be helpful to mention that this little monster has the highest health of any mild robot (if you don’t count the Gareth plus it is shield), so you’re able to endure a few experiences with other mild robots and maybe medium robots.
The Gepard has been 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 degree (however, he’s NOT fastest robot there is), and three weapon slots.
Gareth, such as the Gepard it prices gold. The few things it has against it include splash damage and massive sustained damage (The prior can dismiss the shield( the latter breaks it quickly).
Stalker is your single fastest robot in the 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 thicker robots to go ahead of you when confronting enemy robots. You can support your teammates by assisting them select off weaker robots while capturing Beacons. Let the heavies lay down fire on the thicker enemy robots. They will also act as a bullet shield for you, as heavies will be spearheading the attack.
For destroying a more powerful robot such as a Boa, attempt to work jointly with another team partner. 1 player can attempt to distract the enemy by hitting on him ducking behind cover, whereas the other flanks them. Concentrated fire is vital to getting down a more powerful opponent.
Retreat when you Find a robot with two or more SURA-F Pinatas or an ECC Thunder. Become knowledgeable about the strength and range of weapons and attempt to stay out of range of those more powerful ones.
Engaging the enemy
Stay away from head to head battle with a more powerful competitor (The Gareth can triumph in experiences 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 in order to cut the quantity 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 quick hit and run tactics. For these it is recommended to sneak behind the enemy and then dispatch them before they could react.
Prior to 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 then flip your camera to see round the wall. In the event the enemy is more powerful than you, war robots hack no verification recommended!