Stages of CampaignPre-fight
Using a nicely balanced hangar is important. You should have a minumum of one quick robot to get beacon running, a few strong Knife Fighters and based on the amount of hangar slots a mid range or long array support or sniper.
Starting using a beacon runner or knife fighter is generally believed to be the best alternative; starting with a very long range support robot is frowned upon by many players.
In the event that you really prefer the support function, begin with another robot and then if it’s appropriate bring in your favourite sniper or artillery unit.
as soon as your Robot first looks on the map you will find a countdown timer as 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 before the game starts to pan around and get your bearings and observe what robots and weapons your team mates have selected and where the nearest beacons are. This will give you a good idea who’s likely to choose beacons and also what sort of support you’ll have during battle.
It’s important for your team to catch both beacons nearest to your spawn point (the point on the map where your team begin ) as speedily as possible. If your team consists with mostly light robots then that ought to be easy. However if they’re mostly slower robots and you are in a slower robot too – then you may need to catch the beacon you are nearest to.
It can be annoying to need to go to get a beacon a quicker or closer team mate should have captured. However, not capturing both of your unwanted beacons early is your fastest way to lose the game.
Get your unwanted Beacons
A Beacon is a place on a map which can be captured by either team. If you win or lose depends on how many beacons your team has captured.
The amount of beacons captured correlates to how quickly the team’s colour bar is drained. If the Blue (Allied) team has one beacon and the Red (Enemy) team 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 reduce much quicker than before. For that reason, it’s vital to catch as many beacons as you can slow the deterioration of your team’s bar and hasten the deterioration of theirs.
Holding the majority of beacons equals time, and 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 middle of the map and both far from each team’s spawn point.
At the beginning of the video game this beacon will mostly be attacked with Cossacks or alternative mild robots. Your team will have to get to this beacon initially and get into position to guard it. In maps such as Dead City or even Shenzhen the middle beacon has no cover, so the strategy to win there is to destroy any enemies before they reach the beacon. However, in maps such as Springfield or even Yamantau, the beacons have lots of cover so if you can get into the beacon first it’s possible to get behind cover and try to remove any enemy robots which try to bring it from you. If your team mates do their job then at least one of them will progress to assist you. The duty of the very first robot to reach the beacon would be to hold it long enough to get their team partners in slower, more powerful robots to get into position to defend it.
If your team is still successfully holding the center beacon, or if it’s too strongly maintained by the red team, you may opt to attempt to catch the enemies dwelling beacons. You may also need to attempt to re-capture any beacons you have lost. Quick light robots would be perfect for this, but often you just need to use what you have. Should you find a quicker robot going to get a beacon and you are in a better equipped robot it’s possible to head off or divert any members of the Red team that might try to prevent them.
Nothing ever goes according to plan, and the tide of battle can change many times with evenly matched teams. Be ready to change tactics where necessary – and keep your eye on the Beacon Bar and Beacon indicators – that they will inform you if you can play defensively, or if you need to make a last ditch attack to catch beacons held from the red team.
While beacons are critical, remember that a team can also win or drop by ruining or having all of their robots ruined. So be competitive, not reckless in your attempts to catch and hold beacons.
Best equipped with two equal weapons it can fill a variety of rolls in the first video game. GAU Punishers would be the most common short range weapon due to its high harm, but EE Aphids, AC Molots and SURA-F Pinatas all work nicely.
The Cossack, although brittle, is good at catching beacons due to its jump capability and high speed. Early in the video game you have a restricted choice of weapons.
The Schültze is a often under valued robot. It’s a quick and tough 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 at the enemy robots confront with the Thunder because the closer you get the more damage you may do. Additionally, it’d be helpful to mention this little beast has the highest health of any mild robot (if you don’t count the Gareth and it is shield), and that means you can survive a few experiences with other mild robots and perhaps medium robots.
The Gepard has been the very best light robot at 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 speed initially degree (however, he’s NOT fastest robot there’s ), and also three weapon slots.
Gareth, such as the Gepard it prices gold. The few things it has against it include splash damage and massive sustained damage (The former can ignore the shield, the latter breaks it quickly).
Only lucky or experienced players can destroy Stalker when is in”stealth” mode.
When utilizing a Light robot, relying on teamwork is crucial – unless you are heading to get 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 weaker robots while catching Beacons. Let the heavies lay down fire to the heavier enemy robots.
For ruining a more powerful robot such as a Boa, try to work jointly with another team mate. 1 player can try to divert the enemy by hitting him and ducking behind cover, whereas the other flanks them. Concentrated fire is key to taking down a more powerful competition.
Try to remain behind cover when reloading; hug the wall when you find the three missiles of this AT Spiral. Retreat when you Find a robot using a couple of SURA-F Pinatas or a 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
Stay away from head to head battle with a more effective opponent (The Gareth can triumph in experiences such as this, unless said robot owns splash harm or is a Galahad.) . Most weapons are less precise with a moving goal with just a percentage of projectiles hitting you.
Some bots setups are more suited to fast hit and run tactics. For these it is suggested to sneak up behind the enemy and dispatch them before they can react.
Prior to a robot duel you should always check who your opponent is before engaging. To try it, just stand beside the end of a wall and turn your camera to see around the wall. If the enemy is more powerful compared to you, war robots hack pc suggested!