Phases of StrugglePre-battle
Having a nicely balanced hangar is important. You need to have at least one fast robot to get beacon running, a couple of powerful Knife Fighters and depending on the number of hangar slots a midrange or long array support or sniper.
Starting with a beacon runner or knife fighter is generally considered the best alternative; beginning with a long range support robot is frowned upon by most players.
If you really like the support function, begin with another robot and then if it’s appropriate bring in your preferred sniper or artillery unit.
When your Robot first appears on the map you will find a countdown timer as the game waits for all the players to appear (spawn). You can’t move before the countdown finishes, but you can pan the camera. Utilize this time before the game begins to pan around and get your bearings and watch what robots and weapons your team mates have chosen and where the closest beacons are. This gives you a fantastic idea who’s likely to choose beacons and what type of support you’ll have during conflict.
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 this ought to be easy. However if they’re mainly slower robots and you are in a slower robot also – then you might have to capture the beacon you are closest to.
It may be annoying to have to go to get a beacon a quicker or closer team partner should have caught. But not grabbing both 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 that may be captured by either team. Whether you win or lose is dependent upon how many beacons your team has captured. (unless you can kill All of the enemy robots before the countdown timer expires)
The number of beacons captured correlates to how fast the team’s colour bar is depleted. If the Blue (Allied) team has one beacon and the Red (Enemy) team has 2, both colour bars will diminish but the Blue will deplete faster. In case the Enemy contains three beacons, then the Allied shade bar will reduce much quicker than previously. For that reason, it’s essential to capture as many beacons as possible to slow down the deterioration of your team’s bar and speed up the deterioration of theirs.
Holding the vast majority of beacons equals time, and when your colour bar is running out faster than the enemies you are forced into rash behavior. Holding less beacons compared to the enemy would be the primary reason for losing a game.
The Center Beacon
The most contested beacon is the center beacon. This beacon is usually in the center of the map and equally far from every team’s spawn point.
At the start of the game this beacon will mainly be attacked by Cossacks or alternative light robots. Your team will have to get to that beacon first and put into position to defend it. In maps such as Dead City or Shenzhen the center beacon has no cover, so the strategy to win there’s to destroy any enemies before they get to the beacon. Nonetheless, in maps such as Springfield or Yamantau, the beacons have a great deal of cover so in the event that you’re able to get into the beacon first it’s possible to get behind cover and try to eliminate any enemy robots that try to bring it from you. If your team mates do their job then at least one of them will progress to assist you. The duty of the very first robot to get to the beacon would be to maintain it long enough to get their team mates in slower, more powerful robots to get into position to defend it.
The Enemy’s Beacons
If your team is still successfully holding the centre beacon, or if it’s too strongly held 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 have lost. Fast light robots are perfect for this, but often you just have to utilize what you have. If you find a quicker robot heading to get a beacon and you are in a slower better armed robot it’s possible to head off or distract any members of the Red team which may try to prevent them.
Nothing ever goes according to plan, and the tide of battle can alter many times with evenly matched teams. Be prepared to alter tactics where necessary – and keep your eye on the Beacon Bar and Beacon indicators – that they will inform you 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 team.
While beacons are vital, remember that a team may also win or drop by destroying or having all of their robots ruined. So be aggressive, not reckless in your attempts to capture and maintain beacons.
Early Game Robots and Weapons
Best equipped with two equal weapons it could fill many different rolls in the early game.
The Cossack, although fragile, is great at capturing beacons because of its jump capability and high speed. Early in the game you have a restricted selection of weapons. Finest advice would be to put on a GAU Punisher T (Twin) and jump into the action.
The Schültze is a often under appreciated robot. It’s a fast and tough little robot that is slightly limited with just 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 confront with the Thunder since the closer you get the more damage you will do. Also, it would be good to mention this little monster has the highest health of any light robot (if you don’t count the Gareth and it’s shield), and that means you’re able to survive a few experiences with other light robots and perhaps medium robots.
The Gepard was the best light robot in the game, prior to Stalker and Gareth introduction. Now it isn’t even the quickest bot, and you are better off buying Gareth for this amount of gold. Two good things about Gepard are: maximum rate initially level (however, he’s NOT fastest robot there is), and three weapon slots.
Gareth, such as the Gepard it prices gold. The few things it’s against it include splash damage and enormous sustained damage (The former can ignore the shield( the latter breaks it quickly).
When utilizing a light robot, relying on teamwork is key- unless you are heading to get a beacon allow the heavier robots to go ahead of you when facing enemy robots. You are able to support your teammates by helping them pick weaker robots while capturing Beacons. Let the heavies lay down fire on the heavier enemy robots. They will also work as a bullet shield for youpersonally, as heavies will be spearheading the assault.
For destroying a stronger robot such as a Boa, try to work together with another team partner. 1 participant can try to distract the enemy by hitting on him and ducking behind cover, whereas another flanks them. Concentrated fire is key to taking down a stronger opponent.
Attempt to stay behind cover when reloading; hug the wall when you find the three missiles of the AT Spiral. Retreat when you see a robot with two or more SURA-F Pinatas or a ECC Thunder. Become knowledgeable about the strength and range of weapons and try to stay out of range of those more powerful ones.
Engaging the enemy
Try to avoid head to head battle with a more effective opponent (The Gareth can succeed in experiences such as this, unless stated robot possesses splash harm or is a Galahad.) . Continue moving, and try to strafe (alternate dodging left & right) your opponent so as to cut the quantity of damage you take. Most weapons are less precise with a moving goal with just a proportion of projectiles hitting you.
Some robots installations tend to be more suited to quick hit and run tactics. For these it is suggested to sneak behind the enemy and dispatch them before they could 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 flip your camera to view around the wall. If the enemy is stronger compared to you, war robots hack suggested!