Periods of ConflictPre-fight
Having a nicely balanced hangar is important. You should have a minumum of one quick robot for beacon running, a few powerful Knife Fighters and depending on the number of hangar slots a mid range or long array support or sniper.
Starting using a beacon knife or runner fighter is usually believed to be the best option; beginning with a long range support robot is frowned upon by many players.
If you really prefer the support function, start with a different robot and then if it’s appropriate bring in your preferred sniper or artillery unit.
When your Robot first appears on the map you will see a countdown timer because the video game waits for all the players to look (spawn). You can’t move before the countdown finishes, but you can pan the camera. Use this time until 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 go for beacons and what type of support you’ll have during battle.
It’s important for your team to capture the two beacons closest to your own spawn point (the point on the map where your team begin ) as speedily as possible. If your team is made up with mainly light robots then this ought to be easy. However if they are mainly slower robots and you are in a diminished robot too – then you might need to capture the beacon you are closest to.
It may be annoying to need to go for a beacon a quicker or nearer team mate should have caught. 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 location on a map that may be obtained by either team. If you win or lose depends on how many beacons your staff has recorded.
The number of beacons captured correlates to how quickly the team’s colour bar is depleted. In case the Enemy has three beacons, then the Allied color bar will decrease much quicker than before. Therefore, it’s vital to capture as many beacons as you can slow the deterioration of the team’s bar and speed up the deterioration of theirs.
Holding the majority of beacons equals time, and when your colour bar is running out faster than the enemies you are forced into rash behaviour. Holding less beacons than the enemy is the primary reason for losing a match.
The Center Beacon
The most contested beacon is the center beacon. This beacon is usually in the center of the map and both far from each team’s spawn point.
At the beginning of the video game this beacon will mainly be attacked by Cossacks or other mild robots. Your staff will have to get to that beacon first and get into position to guard it. In maps such as Dead City or Shenzhen the center beacon has no cover, so the strategy to acquire there is to destroy any enemies until they reach the beacon. Nonetheless, in maps such as Springfield or Yamantau, the beacons have lots of cover so if you’re able to get into 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 are doing their job then one of these will advance to assist you. The duty of the very first robot to reach the beacon is to maintain it long enough for their team mates 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 maintained by the red team, you might choose to try and capture the enemies dwelling beacons. You may also need to try and re-capture any beacons you’ve lost. Quick light robots are best for this, but often you just need to utilize what you have. If you see a quicker robot heading for a beacon and you are in a slower better equipped robot you can head off or distract any members of the Red team which may attempt to prevent them.
Be prepared to change tactics where essential – 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 from the red team.
While beacons are critical, keep in mind that a team may also win or lose by ruining or having all of their robots ruined. So be competitive, not reckless in your attempts to capture and maintain beacons.
The beginning robot, the Destrier, is a quick versatile robot using relatively large hit points. Best outfitted with two identical weapons it can fill a variety of rolls in the early video game.
The Cossack, though brittle, is great at catching beacons because of its jump capability and higher speed. Early in the video game you have a restricted choice of weapons.
The Schültze is an often under valued robot. It’s a quick and demanding little robot that’s slightly limited with only a single hefty hardpoint. Equip it using an ECC Thunder and it’s capable of enormous amounts of damage at close range. Just do not be afraid to get right in the enemy robots confront with the Thunder since the closer you get the more damage you will do. Also, it would be helpful to mention this little monster has the highest health of any mild robot (if you don’t count the Gareth plus it is shield), and that means you’re able to survive a few encounters with other mild robots and perhaps moderate robots.
The Gepard has been the very best light robot in the video game, prior to Stalker and Gareth introduction. Now it isn’t even the quickest bot, and you are better off purchasing Gareth for this amount of gold. Two great things about Gepard are: maximum speed initially degree (however, he’s 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, arguably, Cossack, if you consider jumping), has adequate firepower and a shield that doubles its durability. The few things it’s against it include splash damage and enormous sustained damage (The prior can dismiss the shield, the latter breaks it quickly).
When using a light robot, relying on teamwork is crucial – unless you are heading for a beacon allow the heavier robots to go ahead of you when facing enemy robots. You are able to encourage your teammates by assisting them select off weaker robots while catching Beacons. Let the heavies put down fire on the heavier enemy robots. They will also work as a bullet shield for you, as heavies will be spearheading the attack.
For ruining a more powerful robot like a Boa, attempt to work together with another team mate. One participant can attempt to distract the enemy by hitting him and ducking behind cover, while another flanks them. Concentrated fire is key to getting down a more powerful opponent.
Try to remain behind cover when reloading; hug the wall once you see the three missiles of this AT Spiral. Retreat when you see a robot using a couple of SURA-F Pinatas or an ECC Thunder. Become familiar with the strength and range of weapons and attempt to stay out of range of the more powerful ones.
Engaging the enemy
Stay away from head to head combat with a more effective opponent (The Gareth can succeed in encounters such as this, unless stated robot owns splash damage or is a Galahad.) . Most weapons are somewhat less precise with a moving target with only a proportion 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 until they can react.
Before a robot duel you always need to check who your opponent is before participating. To try it, just stand beside the end of a wall and turn your camera to see around the wall. If the enemy is more powerful than you, war robots hack suggested!