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War Robots Technique information

Stages of Strugglebefore-battle
Using a nicely balanced hangar is vital. You need to have a minumum of one quick robot to get beacon running, a couple of strong Knife Fighters and depending on the number of hangar slots a midrange 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 role, start with a different robot and then if it is appropriate bring in your favourite sniper or artillery unit.
When your Robot first appears on the map you will see a countdown timer as the game waits for all the players to appear (spawn). Utilize this time until the game starts to pan around and get your bearings and observe what robots and weapons your team mates have chosen and where the closest beacons are. This will give you a good idea who’s likely to choose beacons and what sort of service you’ll have during battle.
It is important for your team to catch the two beacons closest to your own spawn point (the point on the map where your team begin ) as speedily as possible. If your team consists with mainly light robots then this ought to be easy. However if they are mainly slower robots and you are in a slower robot too – then you may have to catch the beacon you are closest to.
It can be annoying to have to go to get a beacon that a quicker or nearer team partner should have caught. However, not grabbing the two of your side beacons early is your fastest way to eliminate the game.
Get your side Beacons

A Beacon is a location on a map which can be obtained by either team. If you win or lose depends on the number of beacons your staff has captured. (unless you can kill All of the enemy robots until the countdown timer expires)
The number of beacons captured correlates to how fast the group’s color bar is drained. In the event the Blue (Allied) team has one beacon and the Red (Enemy) team has 2, both color 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 previously. Therefore, it is essential to catch as many beacons as possible to slow the deterioration of your team’s bar and speed up the deterioration of theirs.
Holding the majority of beacons equals time, also when your color bar is running out faster than the enemies you are coerced into rash behaviour. Holding less beacons compared to the enemy would be the principal reason for losing a game.
The Center Beacon
The most contested beacon is that the center beacon. This beacon is usually in the center of the map and both far from every group’s spawn point.
At the start of the game this beacon will mainly be attacked with Cossacks or other light robots. Your staff will have to get to this beacon initially and put into position to defend it. In maps such as Dead City or even Shenzhen the center beacon has no cover, so the strategy to win there is to destroy any enemies until they reach the beacon. Nonetheless, in maps such as Springfield or even Yamantau, the beacons have a great deal of cover so if you’re able to get to the beacon first you can 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 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 mates in slower, more powerful robots to get into position to defend it.
The Enemy’s Beacons
If your team is successfully holding the center beacon, or if it is too strongly held by the red team, you may opt to try and catch the enemies home 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 quicker robot going to get a beacon and you are in a better armed robot you can head off or distract any members of the Red team which may try to prevent them.
End Game
Nothing ever goes according to plan, and the tide of battle can change many times with evenly matched groups. Be ready to change tactics where essential – and keep an eye on the Beacon Bar and Beacon indicators – that they will inform you if you’re able to play defensively, or if you need to create a last ditch assault to catch beacons held by the red team.
While beacons are vital, keep in mind that a team can also win or drop by ruining or having their robots destroyed. So be aggressive, not reckless on your attempts to catch and hold beacons.

Early Game Robots and Weapons
Light Robots
Best outfitted with two identical weapons it could fill a variety of rolls in the early 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 work nicely.
The Cossack, although brittle, is great at catching beacons due to its jump capability and high speed. Early in the game you get a limited choice of weapons. Best advice would be to put on a GAU Punisher T (Double ) and jump into the action.
The Schültze is a often under valued robot. It is a quick and demanding little robot that’s a bit more limited with only a single hefty hardpoint. Equip it using an ECC Thunder and it is capable of massive amounts of damage at close selection. Just do not be afraid to get right at the enemy robots face with the Thunder since the closer you get the more damage you may do. Also, it’d be helpful to mention that this little beast has the highest health of any light robot (unless you count the Gareth and it’s shield), and that means you’re able to survive a few encounters with other light robots and perhaps moderate robots.
The Gepard has been the very 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 speed initially degree (however, he’s NOT fastest robot there’s ), and three weapon slots.
Gareth, such as the Gepard it costs gold. The couple things it has against it include splash damage and massive sustained damage (The prior can dismiss the shield( the latter breaks it fast ).
Stalker is your only fastest robot in the game, and also has a 8-second long”stealth” capability, which renders this bot virtually invincible.
Medium Robots
Combat Plans
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 confronting enemy robots. You can support your teammates by helping them select weaker robots while catching Beacons. Let the heavies lay down fire on the heavier enemy robots.
For ruining a more powerful robot such as a Boa, try to work jointly with another team partner. One participant can try to distract the enemy by hitting him and ducking behind cover, while the other flanks them. Concentrated fire is vital to getting down a more powerful competition.
Retreat when you see a robot using a couple of SURA-F Pinatas or a ECC Thunder. Become knowledgeable about the strength and range of weapons and try to remain out of range of those more powerful 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 harm or is a Galahad.) . Most weapons are less accurate with a moving target 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 recommended to sneak behind the enemy and dispatch them until they could respond.
Before a robot duel you always need to check who your competitor is before participating. To do this, simply stand next to the end of a wall and turn your camera to see around the wall. In the event the enemy is more powerful compared to you, war robots cheats recommended!