Stages of Campaignbefore-fight
Having a nicely balanced hangar is vital. You need to have a minumum of one fast robot for beacon running, a couple of strong Knife Fighters and depending on the amount of hangar slots a mid range and/or long range support or sniper.
Beginning using a beacon runner or knife fighter is usually believed to be the best option; starting with a long range support robot is frowned upon by most players.
In the event that you really like the support function, start with another robot and then if it is appropriate make your preferred sniper or artillery unit.
as soon as your Robot first looks on the map you will find a countdown timer because the game waits for all the players to look (spawn). Utilize this time before the match starts to pan around and get your bearings and watch what robots and weapons that your team mates have selected and where the nearest beacons are. This will give you a fantastic idea who is likely to go for beacons and also what sort of support you’ll have during battle.
It is important for your team to capture the two beacons nearest to your own spawn point (the point on the map where your team start) as quickly as possible. If your team is made up with mainly light robots then that ought to be easy. However if they are mainly slower robots and you are in a slower robot too – then you might need to capture the beacon you are nearest to.
It can be annoying to need to go for a beacon that a quicker or nearer team mate should have caught. However, not grabbing the two of your side beacons early is your quickest way to eliminate the match.
Get your side Beacons
A Beacon is a place on a map which can be captured by either team. If you win or lose is dependent upon how many beacons your staff has recorded. (unless you can kill All of the enemy robots before the countdown timer expires)
The amount of beacons captured correlates to how fast the team’s color bar is drained. If the Enemy has three beacons, then the Allied color bar will reduce much quicker than before. For that reason, it is essential to capture as many beacons as possible to slow down the deterioration of your team’s pub and hasten the deterioration of theirs.
Holding less beacons than the enemy is the principal reason for losing a match.
The Center Beacon
The contested beacon is the center beacon. This beacon is typically in the center of the map and equally far from every team’s spawn point.
At the start of the game this beacon will mainly be attacked with Cossacks or other mild robots. Your staff will need to get to this beacon initially and put 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 is to destroy any enemies before they get to the beacon. Nonetheless, in maps such as Springfield or Yamantau, the beacons have a great deal of cover so in the event that 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 them will advance to assist you. The Job of the very first robot to get to the beacon is to maintain it long enough for their team mates in slower, more powerful robots to get into position to defend it.
If your team is successfully holding the center beacon, or if it is too strongly held by the red team, you might choose to attempt to capture the enemies home beacons. You can also need to attempt to 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 are in a better armed robot you can 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 prepared to change 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 team.
While beacons are vital, keep in mind that a team can even win or drop by ruining or having their robots ruined. So be competitive, not reckless in your efforts to capture and maintain beacons.
The starting robot, the Destrier, is a fast versatile robot using comparatively large hit points. Best outfitted with two equal weapons it can fill many different rolls in the early game. GAU Punishers would be the most common short range weapon because of its high damage, but EE Aphids, AC Molots and SURA-F Pinatas all work nicely.
The Cossack, although fragile, is good at capturing beacons because of its jump capability and higher speed. Early in the game you have a limited selection of weapons. Finest advice is to put to a GAU Punisher T (Double ) and jump into the action.
The Schültze is an often under valued robot. It is a fast and demanding little robot that is a bit more limited with just a single hefty hardpoint. Equip it using an ECC Thunder and it is 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 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 mild robot (if you don’t count the Gareth plus it is shield), and that means you can endure a few encounters with other mild robots and maybe moderate robots.
The Gepard was the best light robot in the game, prior to Stalker and Gareth introduction. Now it isn’t even the fastest 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 is NOT fastest robot there’s ), and three weapon slots.
Gareth, such as the Gepard it costs gold. The couple things it’s against it include splash damage and massive sustained damage (The prior can dismiss the shield( the latter breaks it quickly).
Only lucky or experienced players can ruin Stalker when is in”stealth” mode.
When using a Light robot, relying on teamwork is crucial – unless you are heading for a beacon permit the heavier robots to go before you when facing enemy robots. You can encourage your teammates by assisting them pick off weaker robots while capturing Beacons. Allow the heavies lay down fire to the heavier enemy robots.
For ruining a stronger robot such as a Boa, try to work jointly with another team mate. One participant can try to divert the enemy by hitting him and ducking behind cover, whereas the other flanks them. Concentrated fire is vital to taking down a stronger opponent.
Attempt to stay behind cover when reloading; hug the wall when you find the three missiles of the AT Spiral. Retreat when you see a robot using a couple of SURA-F Pinatas or an ECC Thunder. Become knowledgeable about the strength and range of weapons and try to stay out of range of those stronger ones.
Engaging the enemy
Stay away from head to head battle with a more effective competitor (The Gareth can succeed in encounters such as this, unless said robot possesses splash damage or is a Galahad.) . Most weapons are less precise with a moving goal 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 up behind the enemy and then dispatch them before they can react.
Before a robot duel you always need to check who your competitor is before engaging. To do this, just stand beside the end of a wall and then turn your camera to see round the wall. If the enemy is stronger than you, war robots hack recommended!