Stages of FightPre-battle
Using a well balanced hangar is important. You should have at least one quick robot for beacon running, a couple of powerful Knife Fighters and based on the amount of hangar slots a mid range or long array support or sniper.
Beginning using a beacon runner or knife fighter is usually believed to be the best option; starting with a very long range support robot is frowned upon by most players.
If you really like the support function, begin with another robot first, and then if it is appropriate bring in your preferred sniper or artillery unit.
as soon as your Robot first looks on the map you will see a countdown timer as the video game waits for all of the players to look (spawn). You can not move until the countdown finishes, but you can pan the camera. Use this time before the match starts to pan around and get your bearings and observe what robots and weapons your team mates have selected and where the closest beacons are. This will give you a good idea who’s very likely to go for beacons and what sort of support you’ll have during battle.
It is important for your team to catch the two beacons closest to your spawn point (the point on the map where your team begin ) as speedily as possible. If your team consists with mostly light robots then that should be easy. However if they’re mostly slower robots and you’re in a slower robot too – then you may need to catch the beacon you’re closest to.
It may be annoying to need to go for a beacon that a faster or nearer team mate should have caught. However, not capturing both of your unwanted beacons early is the quickest way to eliminate the match.
Get your unwanted Beacons
A Beacon is a place on a map that may be captured by either team. If you win or lose depends on how many beacons your staff has captured.
The amount of beacons captured correlates to how quickly the team’s colour bar is drained. If the Enemy has three beacons, then the Allied shade bar will reduce much faster than before. For that reason, it is vital to catch as many beacons as you can slow down the corrosion of your team’s bar and speed up the corrosion of theirs.
Holding the vast majority of beacons equals time, also whenever your colour bar is running out faster than the enemies you’re forced into rash behavior. 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 middle of the map and both far from each team’s spawn point.
At the beginning of the video game that this beacon will mostly be attacked by Cossacks or alternative light robots. Your staff will need to get to this 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 strategy to acquire there is 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 can get to the beacon first you can get behind cover and attempt to eliminate any enemy robots that attempt to bring it from you. If your team mates do their job then one of these will advance to aid you. The duty of the first robot to get to the beacon would be to maintain it long enough for their team mates in slower, stronger bots to get into position to defend it.
If your team is still successfully holding the centre beacon, or if it is too strongly maintained by the red team, you may choose to attempt to catch the enemies dwelling beacons. You may also need to attempt to re-capture any beacons you have lost. Quick light robots are 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’re in a better armed robot you can head off or divert any members of the Red team that might attempt to stop them.
Nothing ever goes according to plan, and the tide of struggle can change many times with equally matched teams. Be ready to change tactics where necessary – and keep an eye on the Beacon Bar and Beacon indicators – that they will let you know whether you can play defensively, or if you want to make a last ditch assault to catch beacons held from the red team.
While beacons are vital, remember that a team may also win or lose by ruining or having all of their robots destroyed. So be competitive, not reckless on your efforts to catch and maintain beacons.
Best equipped with two equal weapons it could fill many different rolls in the early video game.
The Cossack, though fragile, is good at capturing beacons because of its jump capability and high speed. Early in the video game you get a limited selection of weapons. Finest advice would be to put to a GAU Punisher T (Twin) and jump into the action.
The Schültze is a often under appreciated robot. It is a quick and tough little robot that’s slightly limited with only a single heavy hardpoint. Equip it using an ECC Thunder and it is capable of massive amounts of damage at close range. Just don’t be afraid to get right in the enemy robots confront with the Thunder since the closer you get the more damage you will do. Also, it’d be helpful to mention that this little beast has the maximum health of any light robot (if you don’t count the Gareth and it’s shield), and that means you can endure a few experiences with other light robots and perhaps moderate robots.
The Gepard was the very best light robot in the video game, before Stalker and Gareth introduction. Now it is not even the fastest 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, except for the Stalker (and, possibly, Cossack, if you consider jumping), has decent firepower and a defense that doubles its durability. 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).
Stalker is the single fastest robot in the video game, and also has a 8-second long”stealth” capability, which renders this bot virtually invincible.
When using a Light robot, relying on teamwork is key- unless you’re heading for a beacon allow the heavier robots to go before you when confronting enemy robots. You can support your teammates by helping them select weaker robots while capturing Beacons. Let the heavies put down fire to the heavier enemy robots.
For ruining a stronger robot like a Boa, attempt to work jointly with another team mate. 1 participant can attempt to divert the enemy by hitting on him ducking behind cover, whereas the other flanks them. Concentrated fire is key to taking down a stronger competition.
Try to stay behind cover when reloading; hug the wall once you see the three missiles of the AT Spiral. Retreat when you see a robot using a couple of SURA-F Pinatas or a ECC Thunder. Become familiar with the strength and variety of weapons and attempt to remain out of range of those stronger ones.
Engaging the enemy
Try to avoid head to head battle with a more powerful competitor (The Gareth can succeed in experiences such as this, unless said robot owns 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 bots setups are more suited to quick hit and run tactics. For these it is recommended to sneak behind the enemy and dispatch them before they could respond.
Before a robot duel you always need to check who your competitor is before participating. To try it, simply stand beside the end of a wall and flip your camera to see round the wall. In the event the enemy is stronger than you, war robots hack recommended!