Stages of StrugglePre-battle
Having a well balanced hangar is vital. You should have at least one fast robot for beacon running, a couple of powerful Knife Fighters and based on the amount of hangar slots a mid range or long array support or sniper.
Starting using a beacon knife or runner fighter is generally considered the best option; starting with a long range support robot is frowned upon by many players.
In the event that you really prefer the support function, begin with another 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 appear (spawn). Utilize this time until the match begins to pan around and get your bearings and observe exactly what robots and weapons your team mates have chosen and where the closest beacons are. This gives you a fantastic idea who’s likely to choose beacons and what sort of support you’ll have during conflict.
It’s important for your group to capture the two beacons closest to your spawn point (the point on the map where your team begin ) as quickly as possible. If your group consists with mainly light robots then that ought to be easy. However if they are mainly slower robots and you are in a slower robot also – then you might need to capture the beacon you are closest to.
It can be annoying to need to go for a beacon that a quicker or nearer team mate should have captured. But not grabbing the two of your side beacons early is the quickest way to lose the match.
Get your side Beacons
A Beacon is a location on a map that can be obtained by either group. If you win or lose depends on how many beacons your staff has recorded. (unless you can kill all the enemy robots until the countdown timer expires)
The amount of beacons captured correlates to how quickly the group’s color bar is drained. 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 possible to slow the corrosion of your team’s pub and speed up the corrosion of theirs.
Holding the majority of beacons equals time, and whenever your color bar is running out faster than the enemies you are forced into rash behavior. Holding less beacons than the enemy is the primary reason for losing a match.
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 beginning of the game this beacon will mainly be attacked by Cossacks or alternative light robots. Your staff will have to get to this beacon first and get into position to defend it. In maps like Dead City or even Shenzhen the middle beacon has no cover, so the approach to win there is to destroy any enemies until they get to the beacon. However, in maps like Springfield or even 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 try to remove any enemy robots that try to take it from you. If your group mates do their job then at least one of these will progress to assist you. The duty of the very first robot to get to the beacon is to hold it long enough for their group partners in slower, stronger bots 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 might opt to attempt to capture the enemies dwelling beacons. You may also need to attempt to re-capture any beacons you have lost. Fast light robots would be perfect for this, but often you only need to use what you have. If you see a quicker robot heading for a beacon and you are in a better armed robot you can head off or divert any members of the Red group which may try to stop them.
Nothing ever goes according to plan, and the tide of struggle can alter many times with equally matched teams. Be prepared to alter tactics where essential – and keep an eye on the Beacon Bar and Beacon indicators – that they will let you know whether you’re able to play defensively, or in case you need to create a last ditch assault to capture beacons held by the red group.
While beacons are vital, keep in mind that a team can also win or lose by destroying or having their robots ruined. So be competitive, not reckless on your attempts to capture and hold beacons.
Early Game Robots and Weapons
Best equipped with two identical weapons it can fill a variety of rolls in the first game.
The Cossack, although fragile, is good at catching beacons because of its jump capability and higher speed. Early in the game you get a restricted choice of weapons.
The Schültze is an often under valued robot. It’s a fast and tough little robot that’s a bit more limited with only a single heavy hardpoint. Equip it using an ECC Thunder and it’s capable of massive amounts of damage at close range. Additionally, it would be good to mention that this little beast has the maximum health of any light robot (if you don’t count the Gareth and it is shield), so you’re able to survive a few encounters with other light robots and perhaps moderate robots.
The Gepard has been the very best light robot at the game, before Stalker and Gareth introduction. Now it isn’t even the fastest bot, and you are better off buying Gareth for this sum of gold. Two good things about Gepard are: maximum rate at first degree (however, he is NOT fastest robot there’s ), and three weapon slots.
Gareth, like the Gepard it costs gold. The couple things it’s against it include splash damage and massive sustained damage (The former can ignore the shield( the latter breaks it fast ).
Stalker is the single fastest robot in the game, and has a 8-second long”stealth” capability, which renders this bot almost invincible. Only experienced or lucky players can destroy Stalker when is in”stealth” mode.
When utilizing a Light robot, relying on teamwork is key- unless you are heading for a beacon allow the thicker robots to go before you when facing enemy robots. You are able to support your teammates by assisting them select off weaker robots while catching Beacons. Allow the heavies put down fire on the thicker enemy robots.
For destroying a more powerful robot like a Boa, try to work together with another team mate. 1 player can try to divert the enemy by hitting on him and ducking behind cover, while another flanks them. Concentrated fire is key to getting down a more powerful competition.
Try to stay behind cover when reloading; hug the wall when you see the three missiles of this AT Spiral. Retreat when you see a robot using two or more SURA-F Pinatas or an ECC Thunder. Become knowledgeable about the strength and range of weapons and try to remain out of range of those more powerful ones.
Engaging the enemy
Stay away from head to head battle with a more powerful opponent (The Gareth can triumph in encounters like this, unless said robot possesses splash harm or is a Galahad.) . Keep moving, and try to strafe (alternate dodging left & right) your opponent in order to cut the quantity of damage you take. Most weapons are somewhat less accurate with a moving goal with only a proportion of projectiles hitting you.
Some bots setups are more suited to fast hit and run tactics. For these it is suggested to sneak behind the enemy and then dispatch them until they can respond.
Prior to a robot duel you should always check who your opponent is before participating. To try it, just stand next to the conclusion of a wall and then turn your camera to see around the wall. In the event the enemy is more powerful than you, war robots hack 2019 suggested!