Levels of ConflictPre-battle
Using a nicely balanced hangar is vital. You should have at least one fast robot to get beacon running, a couple of strong Knife Fighters and depending on the amount of hangar slots a mid range and/or long range service or sniper.
Beginning using a beacon runner or knife fighter is usually believed to be the best alternative; starting with a very long range service robot is frowned upon by many players.
In the event that you really prefer the support function, begin with a different robot first, and then if it’s appropriate bring in your favourite 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 look (spawn). Use this time before the game starts to pan around and get your bearings and watch what robots and weapons that your team mates have selected and where the closest beacons are. This will give you a fantastic idea who’s likely to choose beacons and what sort of service you’ll have during conflict.
It is important for your group to capture the two beacons closest to your own spawn point (the point on the map where your team start) as speedily as possible. If your group is made up with mostly light robots then this should be easy. However if they are mostly slower robots and you are in a diminished robot too – then you might need to capture the beacon you are closest to.
It can be annoying to need to go to get a beacon that a quicker or nearer team mate should have caught. However, not capturing the two of your side beacons early is the quickest way to eliminate the game.
Get your side Beacons
A Beacon is a place on a map which can be obtained by either group. Whether you win or lose is dependent upon the number of beacons your team has recorded. (unless you can kill All of the enemy robots before the countdown timer expires)
The amount of beacons captured correlates to how quickly the group’s colour bar is drained. If the Blue (Allied) group has one beacon and the Red (Enemy) group has 2, both colour bars will diminish but the Blue will deplete faster. If the Enemy has three beacons, then the Allied shade bar will decrease much quicker than before. Therefore, it’s vital to capture as many beacons as possible to slow down the deterioration of your team’s bar and hasten the deterioration of theirs.
Holding the majority of beacons equals time, also whenever your colour bar is running out faster than the enemies you are coerced into rash behaviour. Holding less beacons compared to the enemy would be the primary 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 both far from each group’s spawn point.
At the beginning of the game that this beacon will mostly be attacked with Cossacks or alternative light robots. Your team will have to get to that beacon first and put into position to guard it. In maps such as Dead City or Shenzhen the center beacon has no cover, so the approach to win there’s to destroy any enemies before they get to 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 you can get behind cover and attempt to remove any enemy robots which attempt to bring it from you. If your group mates are doing their job then at least one of these will advance to aid you. The Job of the very first robot to get to the beacon would be to maintain it long enough to get their group partners in slower, more powerful robots to get into position to defend it.
If your group is successfully holding the centre beacon, or if it’s too strongly held by the red group, you might opt to attempt to capture the enemies home beacons. You can also need to attempt to re-capture any beacons you have lost. Fast light robots are best for this, but often you only need to use what you have. Should you find a quicker robot going to get a beacon and you are in a slower better equipped robot you can head off or distract any members of the Red group that might attempt to stop them.
Nothing ever goes according to plan, and the tide of struggle can alter many times with equally matched teams. Be prepared to alter tactics where essential – and keep an eye on the Beacon Bar and Beacon indicators – they will inform you whether you can play defensively, or in case you need to make a last ditch assault to capture beacons held from the red group.
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 on your attempts to capture and maintain beacons.
The starting robot, the Destrier, is a fast versatile robot using comparatively high hit points. Best outfitted with two identical weapons it can fill a variety of rolls in the early game.
The Cossack, though brittle, is great at catching beacons because of its jump ability and high speed. Early in the game you have a limited selection of weapons. Best advice would be to put on a GAU Punisher T (Twin) and jump into the action.
The Schültze is a often under valued robot. It is a fast and tough little robot that is a bit more limited with just a single heavy hardpoint. Equip it using an ECC Thunder and it’s capable of enormous amounts of damage at close selection. Just do not be afraid to get right at the enemy robots face with the Thunder because the closer you get the more damage you may do. Additionally, it would be helpful to mention that this little monster has the maximum health of any light robot (unless you count the Gareth and it is shield), so you can endure a few encounters with other light robots and perhaps medium robots.
The Gepard was the best light robot at the 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 initially degree (however, he’s NOT fastest robot there’s ), and three weapon slots.
Gareth, such as the Gepard it prices gold. The couple things it has against it include splash damage and enormous sustained damage (The former can dismiss the shield, the latter breaks it quickly).
Stalker is the only fastest robot in the game, and has a 8-second long”stealth” ability, which leaves this bot virtually invincible. Only experienced or lucky players can destroy Stalker when is in”stealth” mode.
When using a Light robot, relying on teamwork is key- unless you are heading to get a beacon permit the thicker robots to go ahead of you when facing enemy robots. You are able to encourage your teammates by helping them pick weaker robots while catching Beacons. Allow the heavies put down fire on the thicker enemy robots. They may also work as a bullet shield for you, as heavies will be spearheading the assault.
For ruining a stronger robot like a Boa, attempt to work together with another team mate. One player can attempt to distract the enemy by hitting him and 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 attempt to stay out of range of those more powerful ones.
Engaging the enemy
Try to avoid head to head battle with a more powerful opponent (The Gareth can succeed in encounters such as this, unless said robot owns splash harm or is a Galahad.) . Most weapons are somewhat less accurate with a moving target with just a proportion of projectiles hitting you.
Some robots installations tend to be more suited to quick hit and run tactics. For these it is recommended to sneak up behind the enemy and dispatch them before they can respond.
Before a robot duel you always need to check who your opponent is before engaging. To try it, simply stand next to the conclusion of a wall and flip your camera to see around the wall. If the enemy is stronger compared to you, war robots hack online recommended!