War Robots Approach information

Phases of StrugglePre-battle
Using a nicely balanced hangar is vital. You should have a minumum of one fast robot for beacon running, a couple of strong Knife Fighters and based on the amount of hangar slots a mid range and/or long range support or sniper.
Starting with a beacon knife or runner fighter is generally considered the best option; starting with a long range support robot is frowned upon by many players.
In the event that you really like the support function, begin with a different robot and then if it’s appropriate bring in your preferred sniper or artillery unit.
Spawning
as soon as your Robot first looks on the map you will find a countdown timer because the video game waits for all the players to look (spawn). You can not move before the countdown finishes, but you can pan the camera. Utilize this time until the game starts to pan around and get your bearings and observe exactly what robots and weapons that your team mates have chosen and where the closest beacons are. This will give you a fantastic idea who’s very likely to choose beacons and what sort of support you will have during battle.
It’s important for your group to catch both beacons closest to your own spawn point (the point on the map where your team begin ) as quickly as possible. If your group consists with mainly light robots then that should be easy. However if they’re mainly slower robots and you’re in a diminished robot too – then you may need to catch the beacon you’re closest to.
It may be annoying to need to go for a beacon a quicker or nearer team partner should have captured. But not grabbing both of your side beacons early is the fastest way to eliminate the game.
Get your side Beacons

A Beacon is a place on a map which may be captured by either group. Whether you win or lose depends on the number of beacons your staff has recorded.
The amount of beacons captured correlates to how quickly the group’s color bar is depleted. In case the Enemy has three beacons, then the Allied color bar will decrease much quicker than previously. For that reason, it’s vital to catch as many beacons as you can slow down the corrosion of your team’s pub and speed up the corrosion of theirs.
Holding less beacons than the enemy is 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 both far from each group’s spawn point.
At the beginning of the video game that this beacon will mainly be attacked by Cossacks or alternative light robots. Your staff will have to get to that beacon first and get into position to defend it. In maps such as Dead City or Shenzhen the center beacon has no cover, so the strategy to win there’s 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’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 group mates do their job then one of them will progress to aid you. The duty of the very first robot to reach the beacon is to maintain it long enough for their group partners in slower, stronger bots 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 may opt to try and catch the enemies home beacons. You can also need to try and re-capture any beacons you’ve lost. Fast light robots would be perfect for this, but often you only need to use what you have. If you find 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 group which may try to prevent them.
End Game
Nothing ever goes according to plan, and the tide of battle can change many times with equally matched groups. Be ready to change tactics where essential – and keep your eye on the Beacon Bar and Beacon indicators – they will let you know whether you’re able to play defensively, or if you want to make a last ditch attack to catch beacons held from the red group.
Caveat
While beacons are critical, remember that a team may also win or lose by destroying or having all of their robots destroyed. So be aggressive, not reckless in your attempts to catch and maintain beacons.

Light Robots
The starting robot, the Destrier, is a fast versatile robot with comparatively high hit points. Best equipped with two identical weapons it could fill a variety of rolls in the first video game. GAU Punishers would be the most usual short range weapon because of the high damage, but EE Aphids, AC Molots and SURA-F Pinatas all work nicely.
The Cossack, though fragile, is good at catching beacons because of its jump capability and high speed. Early in the video game you have a restricted selection of weapons. Best advice is to put to a GAU Punisher T (Double ) and jump into the action.
The Sch├╝ltze is an often under valued robot. It’s a fast and tough little robot that is a bit more limited with just a single heavy hardpoint. Equip it with an ECC Thunder and it’s capable of massive amounts of damage at close range. Additionally, it’d be helpful to mention this little beast has the highest health of any light robot (unless you count the Gareth and it is shield), so you’re able to endure 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’re better off purchasing Gareth for this amount of gold. Two good things about Gepard are: maximum speed initially degree (however, he’s NOT fastest robot there is), and three weapon slots.
Gareth, such as the Gepard it prices gold. This robot MUCH FASTER than any other robot, except for the Stalker (and, arguably, Cossack, if you think about leaping ), has adequate firepower and a defense which doubles its durability. The couple things it has against it comprise splash damage and massive sustained damage (The prior can ignore the shield, the latter breaks it fast ).
Only lucky or experienced players may ruin Stalker when is in”stealth” mode.
Medium Robots
Combat Plans
When using a Light robot, relying on teamwork is crucial – unless you’re heading for a beacon allow the heavier robots to go ahead of you when confronting enemy robots. You are able to encourage your teammates by assisting them select off weaker robots while catching Beacons. Allow the heavies put down fire to the heavier enemy robots. They may also work as a bullet shield for youpersonally, as heavies will be spearheading the attack.
For destroying a more powerful robot like a Boa, try to work together with another team partner. 1 participant can try to distract the enemy by hitting on him ducking behind cover, whereas another flanks them. Concentrated fire is key to taking down a more powerful opponent.
Retreat when you Find a robot with two or more SURA-F Pinatas or an ECC Thunder. Become familiar with the strength and range of weapons and try to remain out of range of the stronger ones.
Engaging the enemy
Try to avoid head to head combat with a more powerful opponent (The Gareth can triumph in encounters such as this, unless stated robot owns splash damage or is a Galahad.) . Continue moving, and try to strafe (alternate dodging left & right) your opponent so as to cut the amount of damage you take. Most weapons are less precise with a moving target with just 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 could respond.
Prior to a robot duel you should always check who your opponent is before engaging. To try it, simply stand beside the conclusion of a wall and then turn your camera to view round the wall. In the event the enemy is more powerful than you, war robots hack pc recommended!