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War Robots Technique manual

Phases of Campaignbefore-battle
Having a well balanced hangar is vital. You need to have at least one fast robot for beacon running, a couple of strong Knife Fighters and based on the amount of hangar slots a midrange or long array support or sniper.
Beginning using a beacon runner or knife fighter is usually believed to be the best option; beginning with a long range support robot is frowned upon by many players.
In the event that you really prefer the support function, begin with another robot first, and then if it is appropriate bring in your favourite sniper or artillery unit.
Spawning
as soon as your Robot first looks on the map you will see a countdown timer as the video game waits for all the players to look (spawn). Use this time until the game starts to pan around and get your bearings and watch exactly what robots and weapons your team mates have chosen and where the nearest beacons are. This gives you a fantastic idea who’s very likely to choose beacons and also what type of support you’ll have during battle.
It is important for your team to capture both beacons nearest to your own spawn point (the point on the map where your team begin ) as speedily as possible. If your team consists with mostly light robots then this should be easy. However if they are mostly slower robots and you’re in a slower robot too – then you might have to capture the beacon you’re nearest to.
It may be annoying to have to go for a beacon that a faster or nearer team partner should have captured. But not grabbing the two of your side beacons early is the fastest way to lose the game.
Get your side Beacons

A Beacon is a location on a map which may be captured by either team. Whether you win or lose is dependent upon the number of beacons your staff has captured. (unless you can kill All of the enemy robots until the countdown timer expires)
The amount of beacons captured correlates to how quickly the team’s colour bar is drained. If the Enemy contains three beacons, then the Allied shade bar will reduce much faster than before. Therefore, it is vital to capture as many beacons as you can slow the corrosion of the team’s bar and speed up the corrosion of theirs.
Holding the majority of beacons equals time, also whenever your colour bar is running out faster than the enemies you’re forced into rash behaviour. Holding less beacons compared to the enemy would be the primary reason for losing a game.
The Center Beacon
The most contested beacon is that the center beacon. This beacon is usually in the middle of the map and both far from each team’s spawn point.
At the beginning of the video game this beacon will mostly be attacked by Cossacks or other mild robots. Your staff will have to get to that beacon initially and put 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 if you can get into the beacon first it’s possible to get behind cover and try to remove any enemy robots which try to take it from you. If your team mates do their job then one of them will progress to assist you. The Job of the first robot to reach the beacon would be to hold it long enough for 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 center beacon, or if it is too strongly maintained by the red team, you might choose to attempt to capture the enemies home beacons. You may also have to attempt to re-capture any beacons you’ve lost. Fast light robots would be best for this, but often you just have to utilize 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 distract any members of the Red team which may try to stop them.
End Game
Nothing ever goes according to plan, and the tide of battle can change many times with evenly matched teams. Be ready to change tactics where essential – and keep your eye on the Beacon Bar and Beacon indicators – that they will let you know if you can play defensively, or in case you need to make a last ditch attack to capture beacons held by the red team.
Caveat
While beacons are critical, keep in mind that a team may also win or drop by ruining or having all of their robots ruined. So be competitive, not reckless on your efforts to capture and hold beacons.

Light Robots
The beginning robot, the Destrier, is a fast versatile robot using relatively large hit points. Best outfitted with two equal weapons it can fill many different rolls in the early video game.
The Cossack, although brittle, is good at capturing beacons because of its jump ability and high speed. Early in the video game you have a limited choice of weapons.
The Sch├╝ltze is a often under valued robot. It is a fast and demanding little robot that is a bit more limited with only a single hefty hardpoint. Equip it using an ECC Thunder and it is capable of enormous amounts of damage at close range. Just do not be afraid to get right at the enemy robots confront with the Thunder because the closer you get the more damage you may do. Additionally, it’d be good to mention that this little monster has the maximum health of any mild robot (unless you count the Gareth and it’s shield), so you can endure a few experiences with other mild robots and maybe moderate robots.
The Gepard has been the very best light robot at the video game, before Stalker and Gareth introduction. Now it is not even the quickest bot, and you’re better off buying Gareth for this amount of gold. Two good things about Gepard are: maximum speed at first level (however, he is NOT fastest robot there is), and also three weapon slots.
Gareth, such as the Gepard it costs gold. The couple things it’s against it comprise splash damage and enormous sustained damage (The former can dismiss the shield, the latter breaks it quickly).

Medium Robots
Combat Plans
When utilizing a Light robot, relying on teamwork is crucial – unless you’re heading for a beacon permit the thicker robots to go before you when confronting enemy robots. You can support your teammates by helping them pick off weaker robots while capturing Beacons. Let the heavies put down fire to the thicker enemy robots. They may also work as a bullet shield for you, as heavies will be spearheading the attack.
For ruining a stronger robot such as a Boa, try to work jointly with another team partner. One player can try to distract the enemy by hitting him ducking behind cover, whereas the other flanks them. Concentrated fire is key to getting down a stronger competition.
Retreat when you Find a robot using a couple of SURA-F Pinatas or a ECC Thunder. Become knowledgeable about the strength and variety of weapons and try to stay out of range of the more powerful ones.
Engaging the enemy
Try to avoid head to head combat with a more powerful opponent (The Gareth can triumph in experiences such as this, unless said robot possesses splash damage or is a Galahad.) . Most weapons are somewhat less accurate with a moving target 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 up behind the enemy and then dispatch them until they can react.
Before a robot duel you should always check who your opponent is before engaging. To do this, simply stand next to the end of a wall and then turn your camera to view round the wall. If the enemy is stronger compared to you, war robots hack apk unlimited gold recommended!

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