War Robots Approach manual

Periods of StrugglePre-fight
Having a well balanced hangar is vital. You should have a minumum of one fast robot to get beacon running, a few strong Knife Fighters and based on the number of hangar slots a mid range or long array service or sniper.
Starting using a beacon runner or knife fighter is usually considered the best alternative; starting with a very long range service robot is frowned upon by many players.
In the event that you really prefer the support role, begin with a different robot and then if it is appropriate make your favourite sniper or artillery unit.
When your Robot first looks on the map you will see a countdown timer as the video game waits for all the players to appear (spawn). You can not move until the countdown finishes, but you can pan the camera. Utilize this time until the game starts to pan around and get your bearings and watch what robots and weapons that 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 also what type of service you’ll have during battle.
It’s important for your group to capture both beacons closest to your own spawn point (the point on the map where your team begin ) as speedily as possible. If your group consists with mostly light robots then this ought to be easy. However if they are mostly slower robots and you are in a diminished robot too – then you might need to capture the beacon you are closest to.
It can be annoying to need to go to get a beacon a faster or closer team mate should have caught. However, not capturing both of your unwanted beacons early is the fastest way to eliminate the game.
Get your unwanted Beacons

A Beacon is a location on a map which can be captured by either group. Whether you win or lose is dependent upon how many beacons your staff has captured.
The number of beacons captured correlates to how quickly the team’s color bar is drained. In case the Enemy contains three beacons, then the Allied color bar will reduce much faster than before. Therefore, it is vital to capture as many beacons as you can slow down the corrosion of your team’s pub and hasten the corrosion of theirs.
Holding less beacons compared to the enemy is the primary reason for losing a game.
The Center Beacon
The contested beacon is the center beacon. This beacon is usually in the middle of the map and both far from every team’s spawn point.
At the beginning of the video game that this beacon will mostly be attacked by Cossacks or alternative light robots. Your staff will need to get to that beacon initially and get into position to guard it. In maps like Dead City or even Shenzhen the middle beacon has no cover, so the approach to win there is to destroy any enemies until they reach the beacon. However, in maps like Springfield or even Yamantau, the beacons have a great deal of cover so if you can get into the beacon first you can get behind cover and try to remove any enemy robots which try to bring it from you. If your group mates do their job then at least one of these will progress to assist you. The duty of the very first robot to reach the beacon is to hold it long enough to get their group mates in slower, stronger bots to get into position to defend it.

If your group is still successfully holding the center beacon, or if it is too strongly held by the red group, you might opt to attempt to capture the enemies home beacons. You may also need to attempt to re-capture any beacons you’ve lost. Quick light robots are best for this, but often you just need to use what you have. If you see a faster robot heading to get a beacon and you are in a better equipped robot you can 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 struggle can change many times with evenly matched groups. Be ready to change tactics where necessary – and keep your eye on the Beacon Bar and Beacon indicators – they will inform you if you can play defensively, or if you want to make a last ditch assault to capture beacons held by the red group.
While beacons are critical, remember that a team can even win or lose by ruining or having their robots ruined. So be aggressive, not reckless in your efforts to capture and hold beacons.

Early Game Robots and Weapons
Light Robots
The starting robot, the Destrier, is a fast versatile robot using comparatively high hit points. Best equipped with two equal weapons it can fill a variety of rolls in the early video game. GAU Punishers are the most usual short range weapon because of the high damage, but EE Aphids, AC Molots and SURA-F Pinatas work well.
The Cossack, though fragile, is good at catching beacons because of its jump ability and high speed. Early in the video game you get a restricted selection of weapons.
The Sch├╝ltze is a often under valued robot. It’s a fast and demanding little robot that is a bit more limited with just a single heavy hardpoint. Equip it using an ECC Thunder and it is capable of enormous amounts of damage at close range. Additionally, it would be helpful to mention this little monster has the maximum health of any light robot (unless you count the Gareth plus it is shield), and that means you can survive a few encounters with other light robots and maybe medium robots.
The Gepard has been the very best light robot in the video game, prior to Stalker and Gareth introduction. Now it isn’t even the quickest bot, and you are better off buying Gareth for this amount of gold. Two great things about Gepard are: maximum speed at first level (however, he is NOT fastest robot there’s ), and three weapon slots.
Gareth, like the Gepard it prices gold. This robot MUCH FASTER than any other robot, except for the Stalker (and, arguably, Cossack, should you consider jumping), has adequate firepower and a defense which doubles its durability. The few things it has against it comprise splash damage and enormous sustained damage (The former can dismiss the shield, the latter breaks it fast ).
Stalker is the single fastest robot in the video game, and also has a 8-second long”stealth” ability, which leaves this bot virtually invincible.
Medium Robots
Combat Plans
When utilizing a light robot, relying on teamwork is key- unless you are heading to get a beacon allow the heavier robots to go before you when facing enemy robots. You are able to encourage your teammates by assisting them pick off weaker robots while catching Beacons. Allow the heavies put down fire on the heavier enemy robots. They may also act as a bullet shield for youpersonally, as heavies will be spearheading the assault.
For ruining a more powerful robot like a Boa, try to work together with another team mate. 1 participant can try to distract the enemy by hitting on him ducking behind cover, while another flanks them. Concentrated fire is key to getting down a more powerful competition.
Attempt to stay behind cover when reloading; hug the wall once you see the three missiles of this AT Spiral. Retreat when you see a robot using two or more SURA-F Pinatas or a ECC Thunder. Become familiar with the strength and range of weapons and try to stay out of range of the more powerful ones.
Engaging the enemy
Try to avoid head to head battle with a more effective opponent (The Gareth can triumph in encounters like this, unless said robot possesses splash damage or is a Galahad.) . Most weapons are somewhat less accurate 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 until they can react.
Prior to a robot duel you should always check who your opponent is before participating. To do this, just stand beside the conclusion of a wall and then turn your camera to view around the wall. If the enemy is more powerful compared to you, war robots hack tool recommended!