Periods of Warbefore-battle
Having a well balanced hangar is important. You should have at least one quick robot to get beacon running, a couple of powerful Knife Fighters and based on the number of hangar slots a midrange or long array support or sniper.
Beginning with a beacon runner or knife fighter is usually considered the best option; beginning with a very long range support robot is frowned upon by most players.
In the event that you really like the support role, start with a different robot first, and then if it’s appropriate bring in your preferred sniper or artillery unit.
When your Robot first looks on the map you will find a countdown timer because the game waits for all of the players to look (spawn). You can’t move before the countdown finishes, but you can pan the camera. Use this time before the game starts 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 good idea who’s very likely to go for beacons and what type of support you’ll have during conflict.
It’s important for your group to capture both beacons closest to your spawn point (the point on the map where your team begin ) as quickly as possible. If your group consists with mostly light robots then that should be easy. However if they are mostly slower robots and you’re in a slower robot also – then you might need to capture the beacon you’re closest to.
It may be annoying to need to go to get a beacon a faster or nearer team mate should have captured. But not grabbing both of your unwanted beacons early is your quickest way to eliminate the game.
Get your unwanted Beacons
A Beacon is a location on a map that may be captured by either group. Whether you win or lose is dependent upon how many beacons your team has captured.
The number of beacons captured correlates to how fast the team’s colour bar is drained. In case the Enemy has three beacons, then the Allied color bar will decrease much faster than before. Therefore, it’s vital to capture as many beacons as you can slow the corrosion of the team’s bar and hasten the corrosion of theirs.
Holding less beacons compared to the enemy would be the principal reason for losing a game.
The Center Beacon
The most contested beacon is the center beacon. This beacon is usually in the middle of the map and both far from every team’s spawn point.
At the start of the game this beacon will mostly be attacked with Cossacks or alternative light robots. Your team will need to get to that beacon initially and put into position to guard it. In maps such as Dead City or even Shenzhen the middle beacon has no cover, so the approach to acquire there’s to destroy any enemies before they get to the beacon. Nonetheless, in maps such as Springfield or even Yamantau, the beacons have lots 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 eliminate any enemy robots that attempt to bring it from you. If your group mates are doing their job then one of them will progress to assist you. The Job of the first robot to get to the beacon would be to hold it long enough to get 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 centre beacon, or if it’s too strongly maintained by the red group, you might opt to attempt to capture the enemies home beacons. You may also need to attempt to re-capture any beacons you’ve lost. Quick light robots would be perfect for this, but often you only need to use what you have. Should you find a faster robot going to get a beacon and you’re in a slower better armed robot it’s possible to head off or distract any members of the Red group which may attempt to prevent them.
Be prepared to alter tactics where essential – 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 create a last ditch attack to capture beacons held by the red group.
While beacons are vital, remember that a team may even win or drop by destroying or having all of their robots ruined. So be competitive, not reckless in your efforts to capture and hold beacons.
Best equipped with two equal weapons it could fill a variety of rolls in the first game.
The Cossack, although fragile, is great at catching beacons because of its jump ability and higher speed. Early in the game you have a restricted selection of weapons.
The Schültze is an often under appreciated robot. It’s a quick and tough little robot that’s a bit more limited with only a single hefty hardpoint. Equip it with an ECC Thunder and it’s capable of enormous amounts of damage at close selection. Just do not be afraid to get right in the enemy robots face with the Thunder because the closer you get the more damage you may do. Also, it’d be helpful to mention this little monster has the maximum health of any light robot (unless you count the Gareth plus it is shield), and that means you’re able to survive a few experiences with other light robots and maybe medium robots.
The Gepard has been the very best light robot in the game, prior to Stalker and Gareth introduction. Now it isn’t even the quickest bot, and you’re better off purchasing Gareth for this sum of gold. Two great things about Gepard are: maximum rate at first level (however, he’s NOT fastest robot there is), and three weapon slots.
Gareth, such as the Gepard it costs gold. This robot MUCH FASTER than any other robot, but for the Stalker (and, possibly, Cossack, should you think about leaping ), has decent firepower and a shield that doubles its durability. The few things it’s against it comprise splash damage and enormous sustained damage (The former can ignore the shield, the latter breaks it fast ).
When using a Light robot, relying on teamwork is key- unless you’re heading to get 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 catching Beacons. Let the heavies lay down fire to the thicker enemy robots.
For destroying a stronger robot like a Boa, attempt to work jointly with another team mate. One player can attempt to distract the enemy by hitting on him and ducking behind cover, whereas the other flanks them. Concentrated fire is vital to getting down a stronger competition.
Try to remain behind cover when reloading; hug the wall once you find the three missiles of the AT Spiral. Retreat when you Find a robot with two or more SURA-F Pinatas or an ECC Thunder. Become knowledgeable about the strength and range of weapons and attempt to remain out of range of those stronger ones.
Engaging the enemy
Try to avoid head to head combat with a more powerful competitor (The Gareth can succeed in experiences such as this, unless stated robot owns splash harm or is a Galahad.) . Most weapons are somewhat less precise with a moving goal with only a proportion of projectiles hitting you.
Some robots installations tend to be more suited to fast hit and run tactics. For these it is recommended to sneak up behind the enemy and then dispatch them before they could respond.
Prior to a robot duel you should always check who your competitor is before participating. To do this, simply stand beside the conclusion of a wall and then turn your camera to see around the wall. In the event the enemy is stronger compared to you, war robots hack recommended!