Stages of CampaignPre-battle
Using a nicely balanced hangar is important. You should have at least one quick robot for beacon running, a few powerful Knife Fighters and depending on the number of hangar slots a midrange and/or long range service or sniper.
Starting with a beacon knife or runner fighter is usually believed to be the best alternative; starting with a very long range service robot is frowned upon by many players.
If you really prefer the support role, start with a different robot and then if it is appropriate bring in your preferred sniper or artillery unit.
When your Robot first looks on the map you will find a countdown timer because the game waits for all the players to appear (spawn). Utilize this time until the game begins to pan around and get your bearings and watch exactly what robots and weapons your team mates have selected and where the closest beacons are. This will give you a good idea who is likely to choose beacons and what sort of service you will have during battle.
It’s important for your team to capture both beacons closest to your own spawn point (the point on the map where your team start) as speedily as possible. If your team consists with mainly light robots then this ought to be easy. However if they are mainly slower robots and you are in a slower robot also – then you may have to capture the beacon you are closest to.
It may be annoying to have to go for a beacon that a quicker or nearer team partner should have captured. However, not capturing the two of your side beacons early is the quickest way to lose the game.
Get your side Beacons
A Beacon is a location on a map which may be captured by either team. If you win or lose depends on the number of beacons your team has recorded.
The number of beacons captured correlates to how quickly the group’s color bar is depleted. In case the Enemy contains three beacons, then the Allied shade bar will decrease much quicker than before. For that reason, it is essential to capture as many beacons as you can slow down the deterioration of the team’s pub and speed up the deterioration of theirs.
Holding the majority of beacons equals time, also whenever your color bar is running out faster than the enemies you are coerced into rash behavior. Holding less beacons than the enemy is the primary reason for losing a game.
The Center Beacon
The most contested beacon is the center beacon. This beacon is typically in the middle of the map and both far from every group’s spawn point.
At the start of the game that this beacon will mainly be attacked by Cossacks or other mild robots. Your team 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 approach to win there is to destroy any enemies until they get to the beacon. However, in maps like Springfield or Yamantau, the beacons have lots of cover so if you can get to the beacon first you can 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 these will advance to aid you. The duty of the very first robot to get to the beacon is to maintain it long enough for their team partners in slower, stronger bots to get into position to defend it.
If your team is successfully holding the centre beacon, or if it is too strongly held by the red team, you may opt to attempt to capture the enemies home beacons. You can also have to attempt to re-capture any beacons you’ve lost. Fast light robots are best for this, but often you just have to utilize what you have. If you find a quicker robot going for a beacon and you are in a better armed robot you can head off or divert any members of the Red team that might try to stop them.
Be ready to change tactics where necessary – and keep your eye on the Beacon Bar and Beacon indicators – they will inform you whether you can play defensively, or in case you want to create a last ditch attack to capture beacons held from the red team.
While beacons are critical, remember that a team may even win or lose by destroying or having all of their robots destroyed. So be competitive, not reckless in your attempts to capture and maintain beacons.
The starting robot, the Destrier, is a quick versatile robot with relatively high hit points. Best outfitted with two equal weapons it can fill a variety of rolls in the early game. GAU Punishers are the most usual short range weapon because of the high harm, but EE Aphids, AC Molots and SURA-F Pinatas work nicely.
The Cossack, though fragile, is great at catching beacons because of its jump ability and high speed. Early in the game you get a limited choice of weapons.
The Schültze is an often under appreciated robot. It’s a quick and demanding little robot that’s slightly limited with only a single hefty hardpoint. Equip it with an ECC Thunder and it is 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 may do. Also, it would be good to mention that this little monster has the maximum health of any mild robot (if you don’t count the Gareth plus it’s shield), and that means you can endure a few encounters with other mild robots and perhaps medium robots.
The Gepard was the best light robot in the game, before Stalker and Gareth introduction. Now it is not even the fastest 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 is NOT fastest robot there’s ), and also three weapon slots.
Gareth, like the Gepard it prices gold. The few things it’s against it comprise splash damage and enormous sustained damage (The former can dismiss the shield( the latter breaks it fast ).
When utilizing a light robot, relying on teamwork is crucial – unless you are heading for a beacon allow the thicker robots to go before you when confronting enemy robots. You can support your teammates by assisting them select weaker robots while catching Beacons. Allow the heavies put down fire to the thicker enemy robots.
For destroying a stronger robot such as a Boa, try to work together with another team partner. One participant can try to divert the enemy by hitting him ducking behind cover, whereas the other flanks them. Concentrated fire is vital to getting down a stronger competition.
Retreat when you Find a robot with two or more SURA-F Pinatas or an ECC Thunder. Become knowledgeable about the strength and range of weapons and try to remain out of range of those stronger ones.
Engaging the enemy
Stay away from head to head battle with a more powerful opponent (The Gareth can triumph in encounters like this, unless said robot possesses splash harm or is a Galahad.) . Keep moving, and try to strafe (alternate dodging left & right) your opponent so as to cut the amount of damage you take. Most weapons are somewhat less accurate with a moving goal with only a proportion of projectiles hitting you.
Some bots setups are more suited to quick hit and run tactics. For these it is suggested to sneak behind the enemy and then dispatch them until they can react.
Before a robot duel you should always check who your opponent is before participating. To try it, just stand next to the conclusion of a wall and then flip your camera to view around the wall. If the enemy is stronger than you, war robots cheats 2018 suggested!