Stages of BattlePre-battle
Using a well balanced hangar is vital. You should 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 service or sniper.
Starting using a beacon runner or knife fighter is usually considered the best option; beginning with a long range service robot is frowned upon by most players.
In the event that you really like the support role, start with another robot and then if it’s appropriate make your favourite sniper or artillery unit.
When your Robot first appears on the map you will see a countdown timer as the video game waits for all the players to appear (spawn). You can not move before the countdown finishes, but you can pan the camera. Utilize this time until the game starts to pan around and get your bearings and watch exactly what robots and weapons that your team mates have selected and where the nearest beacons are. This gives you a good idea who’s likely to choose beacons and what type of service you’ll have during conflict.
It’s important for your group to capture the two beacons nearest to your own spawn point (the point on the map where your team begin ) as quickly as possible. If your group is made up with mainly light robots then that should be easy. However if they are mainly slower robots and you’re in a diminished robot too – then you might need to capture the beacon you’re nearest to.
It may be annoying to need to go for a beacon a faster or closer team mate should have caught. However, not grabbing the two of your side beacons early is your quickest way to eliminate the game.
Get your side Beacons
A Beacon is a location on a map which may be captured by either group. If you win or lose depends on the number of beacons your staff 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 group’s color bar is depleted. In case the Enemy has three beacons, then the Allied shade bar will decrease much faster than previously. For that reason, it’s essential to capture as many beacons as you can slow the deterioration of the team’s pub and hasten the deterioration of theirs.
Holding the majority of beacons equals time, and whenever your color bar is running out faster than the enemies you’re coerced into rash behavior. Holding less beacons than the enemy is the principal reason for losing a game.
The Center Beacon
The most contested beacon is that the center beacon. This beacon is typically in the center of the map and both far from every group’s spawn point.
At the beginning of the video game that this beacon will mainly be attacked by Cossacks or other light robots. Your staff will have to get to that beacon first and put into position to defend it. In maps like Dead City or even Shenzhen the center beacon has no cover, so the strategy to win there’s to destroy any enemies until they get to the beacon. However, in maps like Springfield or even Yamantau, the beacons have lots of cover so if you’re able to get into the beacon first it’s possible to get behind cover and try to eliminate any enemy robots which try to take it from you. If your group mates are doing their job then at least one of them will progress to assist you. The Job of the very first robot to get to the beacon is to hold it long enough for 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 center beacon, or if it’s too strongly maintained by the red group, you might opt 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 just need to use what you have. Should you see a faster robot heading for a beacon and you’re in a slower better equipped robot it’s possible to head off or divert any members of the Red group that might try to stop them.
Be ready to alter tactics where essential – and keep an eye on the Beacon Bar and Beacon indicators – that they will let you know whether you’re able to play defensively, or if you want to make a last ditch assault to capture beacons held from the red group.
While beacons are vital, keep in mind that a team may even win or drop by ruining or having their robots destroyed. So be aggressive, not reckless on your attempts to capture and hold beacons.
Early Game Robots and Weapons
Best outfitted with two equal weapons it can fill many different rolls in the first video game.
The Cossack, although brittle, is great at capturing beacons due to its jump ability and higher speed. Early in the video game you have a restricted selection of weapons. Best advice is to put on a GAU Punisher T (Double ) and jump into the action.
The Schültze is a often under valued robot. It’s a fast and demanding little robot that’s slightly limited with only a single heavy hardpoint. Equip it using an ECC Thunder and it’s capable of massive amounts of damage at close range. Additionally, it would be helpful to mention this little beast has the maximum health of any light robot (if you don’t count the Gareth and it is shield), and that means you’re able to endure a few encounters with other light robots and maybe medium robots.
The Gepard has been the best light robot at the video game, before Stalker and Gareth introduction. Now it isn’t even the fastest bot, and you’re better off buying Gareth for this amount of gold. Two great things about Gepard are: maximum speed at first level (however, he is NOT fastest robot there is), and three weapon slots.
Gareth, like the Gepard it costs gold. The few things it has against it comprise splash damage and massive sustained damage (The prior can ignore the shield, the latter breaks it quickly).
When utilizing a light robot, relying on teamwork is crucial – unless you’re heading for a beacon allow the heavier robots to go before you when confronting enemy robots. You are able to support your teammates by helping them select off weaker robots while capturing Beacons. Allow the heavies put down fire on the heavier enemy robots.
For ruining a more powerful robot such as a Boa, try to work jointly with another team mate. One player can try to divert the enemy by hitting him ducking behind cover, whereas another flanks them. Concentrated fire is key to taking down a more powerful opponent.
Try to remain behind cover when reloading; hug the wall once you see the 3 missiles of the AT Spiral. Retreat when you Find a robot using two or more SURA-F Pinatas or a ECC Thunder. Become familiar with the strength and variety of weapons and try to remain out of range of the stronger ones.
Engaging the enemy
Stay away from head to head battle with a more powerful competitor (The Gareth can triumph in encounters like this, unless stated robot owns splash harm or is a Galahad.) . Keep moving, and try to strafe (alternate dodging left & right) your competitor so as to reduce the quantity of damage you take. Most weapons are somewhat less accurate 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 then dispatch them until they can react.
Before 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 flip your camera to view around the wall. In the event the enemy is more powerful than you, war robots hack suggested!