Stages of FightPre-fight
Using a well balanced hangar is important. You need to have at least one fast robot for beacon running, a couple of strong Knife Fighters and depending on the amount of hangar slots a midrange and/or long range support or sniper.
Starting with 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.
In the event that you really like the support function, start with another robot and then if it’s appropriate make your favourite sniper or artillery unit.
as soon as your Robot first looks on the map you will see a countdown timer as the game waits for all of the players to appear (spawn). Use this time until the match begins to pan around and get your bearings and observe exactly what robots and weapons that your team mates have chosen and where the closest beacons are. This will give you a good idea who is very likely to go for beacons and what sort of support you’ll have during battle.
It’s important for your group to capture the two beacons closest to your own spawn point (the point on the map where your team start) as speedily as possible. If your group consists with mostly light robots then this ought to be easy. However if they’re mostly slower robots and you are in a slower robot too – then you may need to capture the beacon you are closest to.
It may be annoying to need to go for a beacon a faster or nearer team mate should have caught. However, not capturing both of your unwanted beacons early is your quickest way to eliminate the match.
Get your unwanted Beacons
A Beacon is a place on a map which may be captured by either group. If you win or lose is dependent upon the number of beacons your team has captured. (unless you can kill all the enemy robots until the countdown timer expires)
The amount of beacons captured correlates to how fast the team’s colour bar is depleted. If the Blue (Allied) group has one beacon and the Red (Enemy) group has two, both colour bars will diminish but the Blue will deplete faster. If the Enemy has three beacons, then the Allied color bar will reduce much faster than before. For that reason, it’s vital to capture as many beacons as you can slow down the deterioration of the team’s pub and speed up the deterioration of theirs.
Holding less beacons compared to the enemy would be the primary reason for losing a match.
The Center Beacon
The contested beacon is the center beacon. This beacon is usually in the middle of the map and both far from each team’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 put into position to defend it. In maps like Dead City or Shenzhen the middle beacon has no cover, so the approach to win there is to destroy any enemies until they reach 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 you can get behind cover and attempt to remove any enemy robots which attempt to bring it from you. If your group mates do their job then one of these will advance to assist you. The duty of the very first robot to reach the beacon would be to maintain it long enough for their group mates in slower, more powerful robots to get into position to defend it.
If your group is still successfully holding the centre beacon, or if it’s too strongly held by the red group, you may choose to try and capture the enemies dwelling beacons. You may also need to try and 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. Should you see a faster robot heading for a beacon and you are in a better equipped robot you can head off or divert any members of the Red group which may attempt to stop them.
Nothing ever goes according to plan, and the tide of battle can change many times with evenly matched groups. Be ready to change tactics where essential – and keep an eye on the Beacon Bar and Beacon indicators – they will let you know if you’re able to play defensively, or in case you want to create a last ditch assault to capture beacons held by the red group.
While beacons are vital, remember that a team may even win or lose by destroying or having all of their robots ruined. So be competitive, not reckless on your attempts to capture and maintain beacons.
The starting robot, the Destrier, is a fast versatile robot with relatively high hit points. Best equipped with two equal weapons it can fill many different rolls in the early game.
The Cossack, although brittle, is good at capturing beacons due to its jump ability and higher speed. Early in the game you get a restricted selection of weapons. Finest advice would be to place to a GAU Punisher T (Twin) and jump into the action.
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 heavy hardpoint. Equip it with an ECC Thunder and it’s capable of massive amounts of damage at close selection. Also, it’d be good to mention this little beast has the maximum health of any mild robot (if you don’t count the Gareth and it is shield), so you’re able to survive a few experiences with other mild robots and perhaps medium robots.
The Gepard has been the very best light robot at the game, before Stalker and Gareth introduction. Now it is not even the fastest bot, and you are better off buying Gareth for this sum of gold. Two good things about Gepard are: maximum rate initially degree (however, he is NOT fastest robot there is), and three weapon slots.
Gareth, like the Gepard it prices gold. The few things it’s against it comprise splash damage and massive sustained damage (The prior can ignore 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 thicker robots to go before you when confronting enemy robots. You are able to support your teammates by assisting them select off weaker robots while capturing Beacons. Let the heavies lay down fire to the thicker enemy robots.
For destroying a more powerful robot like a Boa, attempt to work together with another team mate. One participant can attempt to divert the enemy by hitting on him ducking behind cover, whereas the other flanks them. Concentrated fire is vital to taking down a more powerful competition.
Retreat when you see a robot with a couple of SURA-F Pinatas or an ECC Thunder. Become familiar with the strength and variety of weapons and attempt to remain out of range of the stronger ones.
Engaging the enemy
Stay away from head to head combat with a more powerful opponent (The Gareth can succeed in experiences like this, unless said robot possesses splash harm or is a Galahad.) . Most weapons are less accurate with a moving target with just a percentage of projectiles hitting you.
Some robots installations tend to be more suited to fast hit and run tactics. For these it is suggested to sneak behind the enemy and dispatch them until they can respond.
Before a robot duel you always need to check who your opponent is before participating. To try it, simply stand next to the end of a wall and turn your camera to see around the wall. If the enemy is more powerful compared to you, war robots hack suggested!