War Robots Approach tutorial

Levels of WarPre-fight
Having a nicely balanced hangar is vital. You need to have at least one quick robot to get beacon running, a few powerful Knife Fighters and depending on the amount of hangar slots a midrange and/or long range service or sniper.
Beginning with a beacon runner or knife fighter is generally considered the best option; beginning with a very long range service robot is frowned upon by most players.
In the event that you really like the support function, begin with a different robot and then if it’s appropriate make your favourite sniper or artillery unit.
Spawning
When your Robot first looks on the map you will see a countdown timer because the game waits for all the players to look (spawn). You can not 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 observe what robots and weapons your team mates have chosen and where the closest beacons are. This will give you a fantastic idea who’s likely to go for beacons and also what type of service you will have during battle.
It’s important for your team 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 team is made up with mainly light robots then that should be easy. However if they’re mainly slower robots and you are in a diminished robot too – then you might have to capture the beacon you are closest to.
It can be annoying to have to go to get a beacon that a faster or nearer team mate should have captured. But not capturing both 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 which can be captured by either team. Whether you win or lose depends on how many beacons your team has captured.
The amount of beacons captured correlates to how fast the group’s colour bar is depleted. If 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 has three beacons, then the Allied shade bar will decrease much faster than previously. For that reason, it’s vital to capture as many beacons as you can slow the deterioration of the team’s pub and speed up the deterioration of theirs.
Holding the vast majority of beacons equals time, and whenever 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 primary reason for losing a match.
The Center Beacon
The most contested beacon is the center beacon. This beacon is typically in the middle of the map and both far from each group’s spawn point.
At the start of the game this beacon will mainly be attacked with Cossacks or alternative mild robots. Your team will have to get to that beacon initially and get into position to guard it. In maps like Dead City or even Shenzhen the middle beacon has no cover, so the approach to win there’s to destroy any enemies before they reach the beacon. However, in maps like Springfield or even Yamantau, the beacons have lots of cover so in the event that you can get into the beacon first it’s possible to get behind cover and attempt to remove any enemy robots which attempt to take it from you. If your team mates do their job then one of them will progress to aid you. The duty of the very first robot to reach the beacon would be to hold it long enough to get their team partners in slower, more powerful robots to get into position to defend it.
The Enemy’s Beacons
If your team is successfully holding the centre beacon, or if it’s too strongly maintained by the red team, you might choose to try and capture the enemies home beacons. You can also have to try and re-capture any beacons you’ve lost. Fast light robots are perfect for this, but often you just have to use what you have. If you see a faster robot heading to get a beacon and you are in a slower better equipped robot it’s possible to head off or distract any members of the Red team which may attempt to stop them.
End Game
Be prepared to alter tactics where essential – and keep your eye on the Beacon Bar and Beacon indicators – they will let you know whether you can play defensively, or if you want to create a last ditch assault to capture beacons held from the red team.
Caveat
While beacons are vital, remember that a team can even win or lose by ruining or having their robots ruined. So be aggressive, not reckless in your efforts to capture and hold beacons.

Light Robots
Best outfitted with two identical weapons it can fill many different rolls in the first game. GAU Punishers are the most common short range weapon due to its high harm, but EE Aphids, AC Molots and SURA-F Pinatas work nicely.
The Cossack, though brittle, is great at capturing beacons due to its jump capability and higher speed. Early in the game you have a restricted choice of weapons.
The Sch├╝ltze is a often under valued robot. It’s a quick and tough little robot that is a bit more limited with only a single heavy hardpoint. Equip it with an ECC Thunder and it’s capable of enormous amounts of damage at close range. Additionally, it’d be helpful to mention that this little monster has the highest health of any mild robot (if you don’t count the Gareth plus it is shield), so you can endure a few experiences with other mild robots and maybe moderate robots.
The Gepard has been the best light robot in the game, before Stalker and Gareth introduction. Now it is not even the quickest 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 three weapon slots.
Gareth, like the Gepard it costs gold. The couple things it’s against it comprise splash damage and enormous sustained damage (The former can ignore the shield, the latter breaks it fast ).
Only experienced or lucky players can destroy Stalker when is in”stealth” mode.
Medium Robots
Combat Plans
When utilizing a Light robot, relying on teamwork is key- unless you are heading to get a beacon permit the thicker robots to go before you when facing enemy robots. You are able to encourage your teammates by helping them pick weaker robots while capturing Beacons. Let the heavies put down fire on the thicker enemy robots. They will also act as a bullet shield for you, as heavies will be spearheading the assault.
For ruining a stronger robot such as a Boa, attempt to work together with another team mate. 1 player can attempt to distract the enemy by hitting him ducking behind cover, whereas another flanks them. Concentrated fire is key to taking down a stronger competition.
Try to remain behind cover when reloading; hug the wall when you see the 3 missiles of the AT Spiral. Retreat when you Find a robot with a couple of SURA-F Pinatas or a ECC Thunder. Become knowledgeable about the strength and variety of weapons and attempt to stay out of range of the stronger ones.
Engaging the enemy
Try to avoid head to head combat with a more powerful opponent (The Gareth can triumph in experiences like this, unless said robot possesses splash harm or is a Galahad.) . Most weapons are somewhat less precise with a moving goal with only 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 before they can react.
Before a robot duel you always need to check who your opponent is before engaging. To do this, simply stand beside the conclusion of a wall and flip your camera to view around the wall. If the enemy is stronger than you, war robots hack apk suggested!