Phases of CampaignPre-battle
Having a well balanced hangar is vital. You need to have at least one fast robot for beacon running, a few strong Knife Fighters and depending on the number of hangar slots a mid range or long array service or sniper.
Starting using a beacon knife or runner fighter is usually considered the best option; beginning with a long range service robot is frowned upon by most players.
In the event that you really prefer the support function, start with another robot 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 game waits for all of the players to appear (spawn). Use this time until the game begins to pan around and get your bearings and observe what robots and weapons that your team mates have chosen and where the nearest beacons are. This gives you a good idea who’s likely to choose beacons and also what type of service you’ll have during battle.
It’s important for your group to catch both beacons nearest to your spawn point (the point on the map where your team start) as quickly as possible. If your group consists with mostly light robots then that should be easy. However if they’re mostly slower robots and you’re in a slower robot too – then you may have to catch the beacon you’re nearest to.
It may be annoying to have to go for a beacon a faster or closer team mate should have captured. 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 may be captured by either group. Whether you win or lose depends on how many beacons your staff has captured.
The number of beacons captured correlates to how quickly the team’s color bar is drained. If the Blue (Allied) group has just one beacon and the Red (Enemy) group has 2, both color bars will diminish but the Blue will deplete faster. In case the Enemy contains three beacons, then the Allied shade bar will decrease much faster than before. Therefore, it’s essential to catch as many beacons as possible to 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 most contested beacon is that the center beacon. This beacon is typically in the center of the map and equally far from each team’s spawn point.
At the start of the game that this beacon will mostly be attacked by Cossacks or other mild robots. Your staff will have to get to this beacon first and get into position to defend it. In maps such as Dead City or even Shenzhen the center beacon has no cover, so the approach to acquire there is to destroy any enemies until they reach the beacon. However, in maps such as Springfield or even Yamantau, the beacons have a great deal of cover so in the event that you’re able to get into the beacon first you can get behind cover and try to remove any enemy robots that try to take it from you. If your group mates do their job then at least one of them will advance to aid you. The duty of the first robot to reach the beacon is to maintain it long enough for their group mates 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 may choose to try and catch the enemies dwelling beacons. You can also have to try and re-capture any beacons you have lost. Quick light robots would be best for this, but often you only have to use what you have. If you see a faster robot going for a beacon and you’re in a better equipped robot you can head off or distract any members of the Red group which may try to stop them.
Be ready to change tactics where essential – and keep your eye on the Beacon Bar and Beacon indicators – that they will inform you whether you’re able to play defensively, or if you want to create a last ditch assault to catch beacons held from the red group.
While beacons are vital, remember that a team may even win or lose by ruining or having their robots destroyed. So be competitive, not reckless in your efforts to catch and maintain beacons.
Early Game Robots and Weapons
The beginning robot, the Destrier, is a fast versatile robot using comparatively large hit points. Best outfitted with two equal weapons it could fill a variety of rolls in the early game.
The Cossack, though brittle, is great at capturing beacons due to its jump ability and high speed. Early in the game you get a limited selection of weapons.
The Schültze is an often under appreciated robot. It’s a fast and demanding little robot that is slightly limited with only a single heavy hardpoint. Equip it using an ECC Thunder and it’s capable of enormous amounts of damage at close selection. Additionally, it would be good to mention 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’re able to endure a few experiences with other mild robots and maybe medium robots.
The Gepard has been the best light robot at the game, prior to Stalker and Gareth introduction. Now it isn’t even the fastest bot, and you’re better off purchasing Gareth for this amount of gold. Two great things about Gepard are: maximum speed at first level (however, he’s NOT fastest robot there is), and three weapon slots.
Gareth, such as the Gepard it costs gold. This robot MUCH FASTER than any other robot, but for the Stalker (and, possibly, Cossack, if you consider leaping ), has adequate firepower and a defense that doubles its durability. The couple things it’s against it comprise splash damage and enormous sustained damage (The prior can ignore the shield, the latter breaks it quickly).
Stalker is the only fastest robot in the game, and also has a 8-second long”stealth” ability, which renders this bot almost invincible. Only lucky or experienced players may destroy Stalker when is in”stealth” mode.
When utilizing a Light robot, relying on teamwork is crucial – unless you’re heading for a beacon permit the thicker robots to go ahead of you when facing enemy robots. You can support your teammates by helping them select off weaker robots while capturing Beacons. Let the heavies lay down fire on the thicker enemy robots. They will also act as a bullet shield for youpersonally, as heavies will be spearheading the assault.
For ruining a stronger robot such as a Boa, try to work jointly with another team mate. 1 player can try to distract the enemy by hitting on him and ducking behind cover, while the other flanks them. Concentrated fire is vital to getting down a stronger competition.
Try to stay behind cover when reloading; hug the wall when you see the 3 missiles of this AT Spiral. Retreat when you Find a robot using two or more SURA-F Pinatas or an ECC Thunder. Become knowledgeable about the strength and range of weapons and try to stay out of range of the stronger ones.
Engaging the enemy
Try to avoid head to head battle with a more effective competitor (The Gareth can triumph in experiences such as this, unless said robot possesses splash harm or is a Galahad.) . Keep moving, and try to strafe (alternate dodging left & right) your competitor in order to reduce the quantity of damage you take. Most weapons are somewhat less precise with a moving goal with only a proportion of projectiles hitting you.
Some robots installations tend to be more suited to quick hit and run tactics. For these it is suggested to sneak up behind the enemy and dispatch them until they could react.
Prior to a robot duel you should always check who your competitor is before participating. To try it, simply stand next to the end of a wall and turn your camera to see round the wall. If the enemy is stronger than you, war robots cheats suggested!