Stages of Challengebefore-battle
Using a well balanced hangar is vital. You need to have at least one quick robot for beacon running, a few strong Knife Fighters and depending on the number of hangar slots a mid range and/or long range support or sniper.
Beginning with a beacon knife or runner fighter is usually considered the best option; beginning with a long range support robot is frowned upon by many players.
In the event that you really like the support role, begin with a different robot first, and then if it’s appropriate bring in your preferred sniper or artillery unit.
as soon as your Robot first appears on the map you will find a countdown timer because the game waits for all the players to look (spawn). Use this time until the game begins to pan around and get your bearings and watch what robots and weapons that your team mates have selected and where the nearest beacons are. This gives you a fantastic idea who is very likely to go for beacons and also what type of support you’ll have during conflict.
It is important for your group to catch the two beacons nearest to your spawn point (the point on the map where your team begin ) as quickly as possible. If your group consists with mainly light robots then this should be easy. However if they’re mainly slower robots and you are in a diminished robot too – then you may have to catch the beacon you are nearest to.
It can be annoying to have to go for a beacon a faster or closer team mate should have captured. However, not grabbing both of your unwanted beacons early is the fastest way to eliminate the game.
Get your unwanted Beacons
A Beacon is a location on a map that can be obtained by either group. Whether you win or lose depends on the number of beacons your team has recorded. (unless you can kill all the enemy robots until the countdown timer expires)
The number of beacons captured correlates to how quickly the group’s color bar is depleted. If the Blue (Allied) group has just one beacon and the Red (Enemy) group has 2, both color bars will diminish but the Blue will deplete faster. If the Enemy contains three beacons, then the Allied color bar will decrease much faster than before. Therefore, it’s essential to catch as many beacons as possible to slow the corrosion of your team’s pub and hasten the corrosion of theirs.
Holding the vast majority of beacons equals time, also whenever your color bar is running out faster than the enemies you are forced into rash behaviour. Holding less beacons compared to the enemy would be the principal reason for losing a game.
The Center Beacon
The contested beacon is that the center beacon. This beacon is usually in the middle of the map and both far from each group’s spawn point.
At the beginning of the game that this beacon will mainly be attacked with Cossacks or alternative mild robots. Your team will need to get to that beacon first and get into position to guard it. In maps such as Dead City or Shenzhen the middle beacon has no cover, so the approach to acquire there is to destroy any enemies until they get to the beacon. However, in maps such as Springfield or Yamantau, the beacons have lots of cover so if you can 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 do their job then at least one of them will advance to assist you. The duty of the first robot to get to the beacon would be to maintain 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 held by the red group, you may opt to try and catch the enemies home beacons. You can also have to try and re-capture any beacons you have lost. Fast light robots would be perfect for this, but often you only have to utilize what you have. If you find a faster robot heading for a beacon and you are in a slower better equipped robot it’s possible to head off or distract any members of the Red group that might attempt to stop them.
Be prepared to change tactics where necessary – and keep an eye on the Beacon Bar and Beacon indicators – that they will inform you whether you can play defensively, or in case you want to create a last ditch attack to catch beacons held from the red group.
While beacons are vital, remember that a team can even win or lose by ruining or having their robots ruined. So be competitive, not reckless on your attempts to catch and maintain beacons.
Early Game Robots and Weapons
The beginning robot, the Destrier, is a quick versatile robot with comparatively high hit points. Best outfitted with two equal weapons it could fill many different rolls in the early game.
The Cossack, although brittle, is good at catching beacons due to its jump capability and higher speed. Early in the game you get a limited choice of weapons.
The Schültze is a often under appreciated robot. It is a quick and tough little robot that is a bit more limited with just a single heavy hardpoint. Equip it with an ECC Thunder and it’s capable of enormous amounts of damage at close selection. Additionally, it’d be helpful to mention this little beast has the maximum health of any mild robot (if you don’t count the Gareth and it’s shield), and that means you can endure a few experiences with other mild robots and perhaps moderate robots.
The Gepard was the very best light robot at the game, before Stalker and Gareth introduction. Now it isn’t even the quickest bot, and you are better off purchasing Gareth for this sum of gold. Two good things about Gepard are: maximum speed initially degree (however, he’s NOT fastest robot there is), and also three weapon slots.
Gareth, such as the Gepard it costs gold. The few things it’s against it include splash damage and enormous sustained damage (The prior can ignore the shield( the latter breaks it quickly).
When using a light robot, relying on teamwork is crucial – unless you are heading for a beacon permit the heavier robots to go before you when facing enemy robots. You are able to support your teammates by helping them select off weaker robots while catching Beacons. Allow the heavies put down fire on the heavier enemy robots.
For ruining a more powerful robot like a Boa, attempt to work jointly with another team mate. 1 participant can attempt to distract the enemy by hitting on him ducking behind cover, whereas the other flanks them. Concentrated fire is key to taking down a more powerful competition.
Retreat when you Find a robot with a couple of SURA-F Pinatas or a ECC Thunder. Become familiar with the strength and range of weapons and attempt to stay out of range of the stronger ones.
Engaging the enemy
Stay away from head to head combat with a more powerful opponent (The Gareth can succeed in experiences such as this, unless said robot possesses splash damage or is a Galahad.) . Most weapons are less precise with a moving target 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 recommended to sneak behind the enemy and dispatch them until they could respond.
Prior to a robot duel you should always check who your opponent is before engaging. To do this, simply stand beside the conclusion of a wall and turn your camera to view around the wall. If the enemy is more powerful compared to you, war robots hack download recommended!