Phases of Warbefore-fight
Having a well balanced hangar is vital. You should have a minumum of one quick robot to get beacon running, a few powerful Knife Fighters and based on the amount of hangar slots a mid range or long array support or sniper.
Starting using a beacon runner or knife fighter is usually believed to be the best option; beginning with a very long range support robot is frowned upon by most players.
If you really like the support function, start with another robot first, and then if it is appropriate make your preferred sniper or artillery unit.
as soon as 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 until the countdown finishes, but you can pan the camera. Utilize this time until the game begins 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 is very likely to choose beacons and what type of support you’ll have during battle.
It’s important for your team to capture both beacons nearest to your own spawn point (the point on the map where your team start) as speedily as possible. If your team consists with mostly light robots then that ought to be easy. However if they are mostly slower robots and you’re in a diminished robot also – then you may need to capture the beacon you’re nearest to.
It may be annoying to need to go to get a beacon that a faster or nearer team mate should have caught. However, not capturing both of your unwanted beacons early is the fastest way to eliminate the game.
Get your unwanted Beacons
A Beacon is a place on a map which may be captured by either team. Whether you win or lose depends on how many 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 quickly the group’s colour bar is drained. In the event the Blue (Allied) team has one beacon and the Red (Enemy) team has two, both colour bars will diminish but the Blue will deplete faster. In case the Enemy contains three beacons, then the Allied color bar will reduce much faster than before. For that reason, it is vital to capture as many beacons as possible to slow down the corrosion of the team’s bar and speed up the corrosion of theirs.
Holding the majority of beacons equals time, also when 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 game.
The Center Beacon
The contested beacon is that the center beacon. This beacon is usually in the middle of the map and equally far from every group’s spawn point.
At the start of the video game that this beacon will mostly be attacked by Cossacks or alternative light robots. Your staff will have to get to this beacon initially and get into position to defend it. In maps such as Dead City or Shenzhen the middle beacon has no cover, so the approach to win there is to destroy any enemies until they reach the beacon. Nonetheless, in maps such as Springfield or Yamantau, the beacons have lots of cover so in the event that you’re able to get into the beacon first you can get behind cover and attempt to eliminate any enemy robots which attempt to bring it from you. If your team mates do their job then at least one of these will advance to aid you. The duty of the 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 still successfully holding the center beacon, or if it is too strongly held by the red team, you may opt to try and capture the enemies dwelling beacons. You can also need to try and re-capture any beacons you have lost. Quick light robots are best for this, but often you only need to utilize what you have. If you see a faster robot going to get a beacon and you’re in a better armed robot you can head off or distract any members of the Red team which may attempt to prevent them.
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’re able to play defensively, or in case you need to make a last ditch assault to capture beacons held from the red team.
While beacons are vital, remember that a team may also win or drop by destroying or having their robots destroyed. So be competitive, not reckless on your attempts to capture and hold beacons.
The beginning robot, the Destrier, is a quick versatile robot using comparatively high hit points. Best equipped with two identical weapons it could fill a variety of rolls in the early video 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 well.
The Cossack, although brittle, is great at catching beacons due to its jump capability and high speed. Early in the video game you get a limited selection of weapons.
The Schültze is a often under appreciated robot. It’s a quick and demanding little robot that’s slightly limited with only a single heavy hardpoint. Equip it using an ECC Thunder and it is capable of enormous amounts of damage at close range. Also, it would be good to mention that this little beast has the maximum health of any light robot (if you don’t count the Gareth plus it is shield), so you’re able to endure a few encounters with other light robots and maybe moderate robots.
The Gepard was the very best light robot in the video game, prior to Stalker and Gareth introduction. Now it is not even the fastest bot, and you’re better off buying Gareth for this amount of gold. Two great things about Gepard are: maximum rate initially degree (however, he’s NOT fastest robot there’s ), and three weapon slots.
Gareth, such as the Gepard it prices gold. This robot MUCH FASTER than any other robot, but for the Stalker (and, arguably, Cossack, if you consider leaping ), has adequate firepower and a shield which doubles its durability. The few things it has against it comprise splash damage and enormous sustained damage (The prior can dismiss the shield, the latter breaks it fast ).
When using a Light robot, relying on teamwork is key- unless you’re heading to get a beacon allow the thicker robots to go before you when confronting enemy robots. You are able to support your teammates by assisting them select off weaker robots while catching Beacons. Let the heavies put down fire on the thicker enemy robots.
For destroying a more powerful robot like a Boa, attempt to work together with another team mate. 1 participant can attempt to distract the enemy by hitting him ducking behind cover, whereas another flanks them. Concentrated fire is vital to getting down a more powerful competition.
Attempt to remain behind cover when reloading; hug the wall once you see the 3 missiles of this 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 the more powerful ones.
Engaging the enemy
Try to avoid head to head battle with a more powerful competitor (The Gareth can succeed in encounters such as this, unless stated robot owns splash harm or is a Galahad.) . Continue moving, and attempt to strafe (alternate dodging left & right) your competitor in order to reduce the amount 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 recommended to sneak up behind the enemy and dispatch them until they could respond.
Before a robot duel you should always check who your competitor is before engaging. To try it, just stand next to the end of a wall and turn your camera to see round the wall. In the event the enemy is more powerful than you, war robots hack recommended!