Levels of ConflictPre-battle
Using a well balanced hangar is important. You should have at least one fast robot for beacon running, a couple of powerful Knife Fighters and depending on the number of hangar slots a midrange or long array support or sniper.
Starting using a beacon runner or knife fighter is usually considered the best option; starting with a very long range support robot is frowned upon by most players.
If you really like the support role, begin with another robot first, and then if it is appropriate make your favourite sniper or artillery unit.
When your Robot first appears on the map you will find a countdown timer as the game waits for all of the players to look (spawn). Utilize this time before the match starts to pan around and get your bearings and observe exactly what robots and weapons your team mates have selected and where the nearest beacons are. This gives you a good idea who’s very likely to go for beacons and also what type of support you will have during battle.
It’s important for your team to catch 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 slower robot too – then you might need to catch the beacon you are nearest to.
It can be annoying to need to go for a beacon a quicker or nearer team partner should have captured. But not capturing the two of your unwanted beacons early is your fastest way to eliminate the match.
Get your unwanted Beacons
A Beacon is a place on a map that can be obtained by either team. Whether you win or lose is dependent upon the number of beacons your staff has recorded. (unless you can kill All of the enemy robots before the countdown timer expires)
The number of beacons captured correlates to how quickly the group’s colour bar is drained. In the event the Blue (Allied) team has one beacon and the Red (Enemy) team has 2, both colour bars will decrease but the Blue will deplete faster. If the Enemy contains three beacons, then the Allied color bar will decrease much quicker than before. Therefore, it is vital to catch as many beacons as possible to slow the deterioration of the team’s pub and hasten the deterioration of theirs.
Holding the majority of beacons equals time, also when your colour bar is running out faster than the enemies you are forced into rash behaviour. Holding less beacons than the enemy would be the principal reason for losing a match.
The Center Beacon
The contested beacon is that the center beacon. This beacon is typically in the center of the map and equally far from every group’s spawn point.
At the beginning of the game that this beacon will mostly be attacked by Cossacks or alternative mild robots. Your staff will need to get to this beacon initially and put into position to guard it. In maps like Dead City or Shenzhen the center beacon has no cover, so the approach to win there’s to destroy any enemies before they reach the beacon. Nonetheless, in maps like Springfield or Yamantau, the beacons have a great deal of cover so in the event that you’re able to get into the beacon first it’s possible to get behind cover and attempt to remove any enemy robots that attempt to take it from you. If your team mates do their job then one of these will advance to aid you. The Job of the first robot to reach the beacon would be to hold it long enough for their team partners in slower, more powerful robots to get into position to defend it.
If your team is still successfully holding the center beacon, or if it is too strongly held by the red team, you might opt to attempt to catch the enemies home beacons. You may also need to attempt to re-capture any beacons you’ve lost. Fast light robots would be best for this, but often you only need to utilize what you have. Should you find a quicker robot heading for a beacon and you are in a better armed robot it’s possible to head off or distract any members of the Red team which may attempt to prevent them.
Nothing ever goes according to plan, and the tide of battle can alter many times with evenly matched teams. Be ready to alter tactics where necessary – and keep an eye on the Beacon Bar and Beacon indicators – they will inform you whether you’re able to play defensively, or in case you need to make a last ditch assault to catch beacons held from the red team.
While beacons are vital, keep in mind that a team can also win or lose by ruining or having all of their robots ruined. So be competitive, not reckless on your efforts to catch and hold beacons.
Early Game Robots and Weapons
The starting robot, the Destrier, is a fast versatile robot using relatively high hit points. Best outfitted with two identical weapons it can fill many different rolls in the early game.
The Cossack, although brittle, is great at catching beacons due to its jump ability and higher speed. Early in the game you get a limited choice of weapons.
The Schültze is an often under valued robot. It’s a fast 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 massive amounts of damage at close selection. Additionally, it would be helpful to mention this little monster 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 maybe moderate robots.
The Gepard was the 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 sum of gold. Two great things about Gepard are: maximum speed initially level (however, he is NOT fastest robot there’s ), and also three weapon slots.
Gareth, like the Gepard it prices gold. This robot MUCH FASTER than any other robot, except for the Stalker (and, arguably, Cossack, should you consider leaping ), has decent firepower and a shield that doubles its durability. The couple things it’s against it comprise splash damage and massive sustained damage (The former can dismiss the shield( the latter breaks it quickly).
Stalker is your only fastest robot in the game, and also has a 8-second long”stealth” ability, which renders this bot almost invincible. Only lucky or experienced players can ruin Stalker when is in”stealth” mode.
When using a light robot, relying on teamwork is crucial – unless you are heading for a beacon allow the heavier robots to go before you when facing enemy robots. You are able to support your teammates by helping them select weaker robots while catching Beacons. Allow the heavies put down fire to the heavier enemy robots. They may also work as a bullet shield for youpersonally, as heavies will be spearheading the assault.
For ruining a more powerful robot like a Boa, attempt to work together with another team partner. 1 player can attempt to distract the enemy by hitting on him and ducking behind cover, while the other flanks them. Concentrated fire is vital to taking down a more powerful competition.
Try to stay behind cover when reloading; hug the wall once you find 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 remain out of range of the more powerful ones.
Engaging the enemy
Stay away from head to head battle with a more effective competitor (The Gareth can succeed in encounters like this, unless said robot possesses splash damage or is a Galahad.) . 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 can react.
Prior to a robot duel you always need to check who your competitor is before engaging. To try it, just stand beside the conclusion of a wall and then turn your camera to view round the wall. In the event the enemy is more powerful than you, war robots hack 2019 suggested!