Levels of ConflictPre-battle
Having a nicely balanced hangar is vital. You should have a minumum of one fast robot for beacon running, a few powerful Knife Fighters and depending on the number of hangar slots a mid range or long array service or sniper.
Beginning using a beacon runner or knife fighter is generally considered the best alternative; beginning with a long range service robot is frowned upon by many players.
In the event that you really prefer the support role, begin with a different robot first, and then if it’s appropriate bring in your favourite sniper or artillery unit.
When your Robot first appears on the map you will see a countdown timer because the video game waits for all the players to appear (spawn). You can not move before 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 what robots and weapons your team mates have chosen and where the closest beacons are. This gives you a fantastic idea who’s very likely to choose beacons and what type of service you’ll have during conflict.
It is important for your team to catch both beacons closest to your spawn point (the point on the map where your team begin ) as quickly as possible. If your team is made up with mainly light robots then this should be easy. However if they’re mainly slower robots and you are in a diminished robot also – then you may have to catch the beacon you are closest to.
It can be annoying to have to go for a beacon that a faster or nearer team partner should have caught. But not grabbing the two 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 that can be captured by either team. Whether 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 drained. If the Blue (Allied) team has just one beacon and the Red (Enemy) team has 2, both color bars will diminish but the Blue will deplete faster. In case the Enemy has three beacons, then the Allied color bar will reduce much faster than previously. For that reason, it’s vital to catch as many beacons as you can slow down the corrosion of the team’s bar 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 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 typically in the center of the map and equally far from each group’s spawn point.
At the beginning of the video game that this beacon will mainly be attacked by Cossacks or other light robots. Your team will need to get to this beacon initially and get into position to guard it. In maps like Dead City or even Shenzhen the center beacon has no cover, so the approach to win there’s to destroy any enemies until they reach the beacon. However, in maps like Springfield or even Yamantau, the beacons have a great deal of cover so in the event that you can get to the beacon first it’s possible to get behind cover and attempt to remove any enemy robots that attempt to take it from you. If your team mates do their job then one of them will advance to aid you. The Job of the very first robot to reach the beacon would be to maintain it long enough for their team mates in slower, stronger bots 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 may choose to attempt to catch the enemies home beacons. You can also have to attempt to re-capture any beacons you’ve lost. Quick light robots are perfect for this, but often you only have to use what you have. Should you see a faster robot going 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 team that might attempt to prevent them.
Be ready to change tactics where essential – and keep an eye on the Beacon Bar and Beacon indicators – that they will inform you whether you can play defensively, or if you want to make a last ditch attack to catch beacons held by the red team.
While beacons are vital, keep in mind that a team can even win or lose by destroying or having their robots ruined. So be aggressive, not reckless in your attempts to catch and maintain beacons.
Best outfitted with two equal weapons it can fill a variety of rolls in the first video game.
The Cossack, although fragile, is good at capturing beacons because of its jump ability and high speed. Early in the video game you get a limited choice of weapons. Finest advice would be to put on a GAU Punisher T (Twin) and jump into the action.
The Schültze is an often under valued robot. It is a fast and demanding little robot that’s a bit more limited with just a single heavy hardpoint. Equip it using an ECC Thunder and it’s capable of massive amounts of damage at close selection. Just don’t be afraid to get right in the enemy robots confront with the Thunder since the closer you get the more damage you may do. Additionally, it’d be helpful to mention that this little beast has the maximum health of any light robot (unless you count the Gareth plus it’s shield), so you can survive a few encounters with other light robots and perhaps medium robots.
The Gepard has been the very best light robot in the video game, before Stalker and Gareth introduction. Now it is not even the quickest bot, and you are better off purchasing Gareth for this sum of gold. Two good things about Gepard are: maximum rate at first level (however, he’s NOT fastest robot there is), and also three weapon slots.
Gareth, like the Gepard it costs gold. This robot MUCH FASTER than any other robot, except for the Stalker (and, possibly, Cossack, if you think about jumping), has adequate firepower and a shield that doubles its durability. The few things it’s against it comprise splash damage and massive sustained damage (The former can dismiss the shield( the latter breaks it quickly).
When using a light robot, relying on teamwork is key- unless you are heading for a beacon allow the heavier robots to go ahead of you when facing enemy robots. You are able to encourage your teammates by helping them select off weaker robots while capturing Beacons. Allow the heavies put down fire on the heavier enemy robots.
For destroying a more powerful robot such as a Boa, attempt to work jointly with another team partner. One player can attempt to distract the enemy by hitting him ducking behind cover, while the other flanks them. Concentrated fire is vital to getting down a more powerful opponent.
Attempt to stay behind cover when reloading; hug the wall when you see the 3 missiles of this AT Spiral. Retreat when you see a robot using a couple of SURA-F Pinatas or an ECC Thunder. Become familiar with the strength and variety of weapons and attempt to stay out of range of the more powerful ones.
Engaging the enemy
Stay away from head to head combat with a more effective competitor (The Gareth can succeed in encounters like this, unless stated robot owns splash damage or is a Galahad.) . Most weapons are somewhat less precise with a moving target with just a proportion of projectiles hitting you.
Some bots setups are more suited to fast hit and run tactics. For these it is recommended to sneak behind the enemy and then dispatch them until they can respond.
Prior to a robot duel you should always check who your competitor is before engaging. To do this, simply stand next to the conclusion of a wall and then flip your camera to see around the wall. If the enemy is more powerful than you, war robots hack tool recommended!