Levels of BattlePre-battle
Using a nicely balanced hangar is important. You need to have a minumum of one quick robot for beacon running, a few strong Knife Fighters and depending on the number of hangar slots a mid range or long array support or sniper.
Beginning using a beacon knife or runner fighter is usually considered the best alternative; beginning with a long range support robot is frowned upon by most players.
In the event that you really like the support role, begin with a different robot first, and then if it’s appropriate make your favourite sniper or artillery unit.
as soon as your Robot first looks on the map you will see a countdown timer as the 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 match starts to pan around and get your bearings and watch what robots and weapons that your team mates have chosen and where the nearest beacons are. This will give you a good idea who is very likely to go for beacons and what sort of support you will have during conflict.
It is important for your team to capture the two beacons nearest to your spawn point (the point on the map where your team begin ) as speedily as possible. If your team consists with mainly light robots then this should be easy. However if they’re mainly slower robots and you’re in a diminished robot also – then you might have to capture the beacon you’re nearest to.
It can be annoying to have to go for a beacon that a quicker or closer team mate should have captured. But not capturing the two of your side beacons early is your fastest way to lose the match.
Get your side Beacons
A Beacon is a place on a map which can be obtained by either team. Whether you win or lose depends on how many beacons your staff has recorded.
The number of beacons captured correlates to how quickly the team’s colour bar is drained. In case the Enemy has three beacons, then the Allied shade bar will reduce much quicker than before. Therefore, it’s essential to capture as many beacons as you can slow the deterioration of the team’s pub and hasten the deterioration of theirs.
Holding the vast majority of beacons equals time, and whenever your colour bar is running out faster than the enemies you’re coerced into rash behaviour. Holding less beacons than the enemy is 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 equally far from each team’s spawn point.
At the beginning of the game this beacon will mainly be attacked with Cossacks or other light robots. Your staff will have to get to that beacon first and get into position to guard it. In maps like Dead City or Shenzhen the middle beacon has no cover, so the strategy to acquire there is to destroy any enemies until they reach the beacon. Nonetheless, in maps like 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 which try to take it from you. If your team mates are doing their job then one of these will advance to aid you. The duty of the very first robot to reach the beacon is to maintain 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’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’ve lost. Fast light robots would be perfect for this, but often you just have to utilize what you have. Should you see a quicker robot heading for a beacon and you’re in a better armed robot it’s possible to head off or distract any members of the Red team which may try to stop them.
Nothing ever goes according to plan, and the tide of struggle can change many times with evenly matched groups. Be ready to change tactics where necessary – and keep your eye on the Beacon Bar and Beacon indicators – they will inform you whether you’re able to play defensively, or if you want to create a last ditch attack to capture beacons held from the red team.
While beacons are vital, keep in mind that a team can also win or lose by ruining or having their robots ruined. So be aggressive, not reckless in your efforts to capture and maintain beacons.
The beginning robot, the Destrier, is a quick versatile robot using comparatively high hit points. Best outfitted with two identical weapons it could fill a variety of rolls in the early game.
The Cossack, although fragile, is good at catching beacons because of its jump ability and high speed. Early in the game you have a restricted choice of weapons. Finest advice is to put to a GAU Punisher T (Double ) and jump into the action.
The Schültze is an often under valued robot. It is a quick and tough little robot that is a bit more limited with only a single heavy hardpoint. Equip it using an ECC Thunder and it’s capable of enormous amounts of damage at close selection. Additionally, it’d be helpful to mention that this little monster has the highest health of any light robot (unless you count the Gareth plus it’s shield), and that means you’re able to survive a few encounters with other light robots and perhaps medium robots.
The Gepard has been the very best light robot in the game, prior to Stalker and Gareth introduction. Now it isn’t even the quickest bot, and you’re better off purchasing Gareth for this sum of gold. Two great things about Gepard are: maximum speed at first degree (however, he’s NOT fastest robot there is), and also three weapon slots.
Gareth, like the Gepard it costs gold. The couple things it’s against it include splash damage and enormous sustained damage (The prior can ignore the shield( the latter breaks it quickly).
Stalker is your only fastest robot in the game, and has a 8-second long”stealth” ability, which leaves this bot virtually invincible.
When utilizing a light robot, relying on teamwork is key- unless you’re heading for a beacon permit the thicker robots to go ahead of you when facing enemy robots. You can encourage your teammates by assisting them select off weaker robots while catching Beacons. Let the heavies put down fire to the thicker enemy robots.
For ruining a stronger robot such as a Boa, try to work jointly with another team mate. One participant can try to distract the enemy by hitting on him ducking behind cover, whereas another flanks them. Concentrated fire is vital to taking down a stronger competition.
Retreat when you Find a robot using two or more SURA-F Pinatas or an ECC Thunder. Become knowledgeable about the strength and range of weapons and try to stay out of range of the stronger ones.
Engaging the enemy
Try to avoid head to head battle with a more powerful competitor (The Gareth can triumph in encounters like this, unless stated robot owns splash harm or is a Galahad.) . Continue moving, and try to strafe (alternate dodging left & right) your competitor in order to cut the amount of damage you take. Most weapons are less precise with a moving goal with only a proportion of projectiles hitting you.
Some bots setups are more suited to fast hit and run tactics. For these it is suggested to sneak behind the enemy and then dispatch them until they could react.
Before a robot duel you always need to check who your competitor is before participating. To try it, simply stand next to the conclusion of a wall and then turn your camera to see round the wall. If the enemy is stronger than you, war robots hack suggested!