War Robots Approach & Suggestions, instruction

Levels of ChallengePre-battle
Using a nicely balanced hangar is vital. You need to have a minumum of one quick robot to get beacon running, a couple of strong Knife Fighters and based on the amount of hangar slots a mid range and/or long range support or sniper.
Beginning using a beacon knife or runner fighter is generally believed to be the best alternative; beginning with a very long range support robot is frowned upon by many players.
In the event that you really prefer the support function, begin with another robot first, and then if it is appropriate bring in your favourite sniper or artillery unit.
When your Robot first appears on the map you will find 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. Utilize this time before the match starts to pan around and get your bearings and watch exactly what robots and weapons that your team mates have chosen and where the nearest beacons are. This will give you a good idea who is very likely to go for beacons and what sort of support you will have during battle.
It is important for your group 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 group is made up with mostly light robots then that ought to be easy. However if they are mostly slower robots and you’re in a slower robot also – then you may need to capture the beacon you’re nearest to.
It can be annoying to need to go to get a beacon that a faster or closer team partner should have captured. But not capturing the two of your unwanted beacons early is your quickest way to lose the match.

Get your unwanted Beacons

A Beacon is a location on a map which can be captured by either group. If you win or lose is dependent upon how many beacons your staff has recorded. (unless you can kill All of the enemy robots before the countdown timer expires)
The amount of beacons captured correlates to how fast the team’s color bar is drained. If the Enemy contains three beacons, then the Allied shade bar will decrease much faster than previously. Therefore, it is essential to capture as many beacons as you can slow the deterioration of the team’s pub and hasten the deterioration of theirs.
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 mostly be attacked with Cossacks or alternative mild robots. Your staff will need to get to that beacon initially and get into position to guard it. In maps like Dead City or Shenzhen the center beacon has no cover, so the strategy to acquire there is to destroy any enemies before they get to the beacon. Nonetheless, in maps like Springfield or Yamantau, the beacons have a great deal of cover so if you’re able to get into the beacon first it’s possible to get behind cover and attempt to eliminate any enemy robots which attempt to take it from you. If your group mates do their job then at least one of these will progress to aid you. The duty of the first robot to get to the beacon is to hold it long enough to get their group mates in slower, stronger bots to get into position to defend it.

If your group is still successfully holding the centre beacon, or if it is too strongly held by the red group, you may choose to attempt to capture the enemies dwelling beacons. You can also need to attempt to re-capture any beacons you’ve lost. Quick light robots are perfect for this, but often you just need to use what you have. If you find a faster robot heading to get a beacon and you’re in a better armed robot it’s possible to head off or distract any members of the Red group which may attempt to prevent them.
End Game
Nothing ever goes according to plan, and the tide of battle can change many times with equally matched groups. Be ready to change tactics where essential – and keep your eye on the Beacon Bar and Beacon indicators – they will inform you whether you’re able to play defensively, or if you want to create a last ditch assault to capture beacons held by the red group.
While beacons are critical, keep in mind that a team can even win or lose by ruining or having their robots destroyed. So be aggressive, not reckless in your attempts to capture and hold beacons.

Early Game Robots and Weapons
Light Robots
The beginning robot, the Destrier, is a quick versatile robot using relatively large hit points. Best outfitted with two equal weapons it could fill many different rolls in the first video game. GAU Punishers are the most common short range weapon due to the high damage, but EE Aphids, AC Molots and SURA-F Pinatas work nicely.
The Cossack, although brittle, is good at capturing beacons due to its jump ability and high speed. Early in the video game you have a restricted selection of weapons.
The Sch├╝ltze is an often under appreciated robot. It is a quick and tough little robot that is 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. Also, it would be helpful to mention that this little beast has the maximum health of any mild robot (if you don’t count the Gareth plus it’s shield), so you’re able to endure a few encounters with other mild robots and perhaps medium robots.
The Gepard was the best light robot in the video game, prior to Stalker and Gareth introduction. Now it isn’t even the fastest bot, and you’re better off buying Gareth for this sum of gold. Two good things about Gepard are: maximum speed initially level (however, he is NOT fastest robot there is), and three weapon slots.
Gareth, like the Gepard it prices gold. The couple things it’s against it comprise splash damage and enormous sustained damage (The prior can ignore the shield( the latter breaks it quickly).
Only lucky or experienced players can destroy Stalker when is in”stealth” mode.
Medium Robots
Combat Plans
When using a Light robot, relying on teamwork is crucial – unless you’re heading to get a beacon allow the thicker robots to go before you when facing enemy robots. You are able to encourage your teammates by assisting them select off weaker robots while capturing Beacons. Allow the heavies lay down fire on the thicker enemy robots.
For ruining a stronger robot like 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 another flanks them. Concentrated fire is key to taking down a stronger competition.
Retreat when you Find a robot using two or more SURA-F Pinatas or an ECC Thunder. Become knowledgeable about the strength and variety 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 effective competitor (The Gareth can triumph in encounters like this, unless stated robot possesses splash damage or is a Galahad.) . Continue moving, and attempt to strafe (alternate dodging left & right) your competitor in order to reduce the amount of damage you take. Most weapons are less precise with a moving target with just a percentage of projectiles hitting you.
Some bots setups are more suited to quick hit and run tactics. For these it is suggested to sneak up behind the enemy and then dispatch them before they could respond.
Before a robot duel you should always check who your competitor is before engaging. To do this, just stand next to the end of a wall and then flip your camera to view around the wall. In the event the enemy is stronger than you, war robots hack suggested!