Warning: this page contains outdated information about robots\weapons. Take it with a grain of salt.
This page will be a basic guide for winning games, team combat, and bot duels for beginners.
Stages of Battle
Having a well balanced hangar is important. You should have at least one fast robot for beacon running, a couple of strong Knife Fighters and depending on the number of hangar slots a midrange and/or long range support or sniper.
Starting with a beacon runner or knife fighter is generally considered the best option; starting with a long range support robot is frowned upon by most players.
If you really prefer the support role, start with another robot first, 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). You can't move until the countdown finishes, but you can pan the camera. Use this time before the match starts to pan around and get your bearings and observe what robots and weapons your teammates have chosen and where the closest beacons are. This will give you a good idea who is likely to go for beacons and what sort of support you will have during battle.
It is important for your team to capture the two beacons closest to your spawn point (the point on the map where your team start) as quickly as possible. If your team is made up with mostly light robots then this should be easy. However, if they are mostly slower robots and you are in a slower robot too - then you may have to capture the beacon you are closest to.
It can be annoying to have to go for a beacon that a faster or closer teammate should have captured. But not capturing both of your side beacons early is the quickest way to lose the match.
Get your side Beacons
- Main article: Beacon
A Beacon is a location on a map that can be captured by either team. Whether you win or lose depends on how many beacons your team has captured. (unless you can kill all the enemy robots before the countdown timer expires)
The number of beacons captured correlates to how fast the team's color bar is depleted. If the Blue (Allied) team has one beacon and the Red (Enemy) team has two, both color bars will diminish but the Blue will deplete faster. If the Enemy has three beacons, then the Allied color bar will decrease much faster than before. Therefore, it is vital to capture 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, and when your color bar is running out faster than the enemies you are forced into rash behaviour. Holding less beacons than the enemy is the primary reason for losing a match.
The Center Beacon
The most contested beacon is the center beacon. This beacon is usually in the middle of the map and equally far from each team's spawn point.
At the start of the game this beacon will mostly be attacked by Cossacks or other light robots. Your team will need to get to that beacon first and get into position to defend it. In maps like Dead City or 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 like Springfield or Yamantau, the beacons have lots of cover so if you can get to the beacon first you can get behind cover and try to eliminate any enemy robots that try to take it from you. If your teammates are doing their job then at least one of them will advance to assist you. The Job of the first robot to reach the beacon is to hold it long enough for their teammates in slower, stronger bots 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 choose to try and capture the enemies home beacons. You may also have to try and re-capture any beacons you have lost. Fast light robots are best for this, but often you just have to use what you have. If you see a faster robot going for a beacon and you are in a slower better armed robot you can head off or distract any members of the Red team which may try to stop 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 necessary - and keep an eye on the Beacon Bar and Beacon indicators - they will let you know if you can play defensively, or if you need to make a last ditch attack to capture beacons held by the red team.
While beacons are vital, remember that a team can also win or lose by destroying or having all of their robots destroyed. So be aggressive, not reckless in your attempts to capture and hold beacons.
Early Game Robots and Weapons
- The starting robot, the Destrier, is a fast versatile robot with relatively high hit points. Best equipped with two identical weapons it can fill a variety of rolls in the early game. GAU Punishers are the most common short range weapon due to its high damage, but EE Aphids, AC Molots and SURA-F Pinatas all work well.
- The Cossack, although fragile, is great at capturing beacons due to its jump ability and high speed. Early in the game you have a limited choice of weapons. Best advice is to put on a GAU Punisher T (Twin) and jump into the action.
- The Schültze is an often under appreciated robot. It is a fast and tough little robot that is slightly limited with only a single heavy hardpoint. Equip it with an ECC Thunder and it is capable of massive amounts of damage at close range. Just don't be afraid to get right in the enemy robots face with the Thunder because the closer you get the more damage you will do. Also, it'd be good to mention that this little beast has the highest health of any light robot (unless you count the Gareth and it's shield), so you can survive a few encounters with other light robots and maybe medium robots.
- The Gepard was the best light robot in the game, prior to Stalker and Gareth introduction. Now it is not even the fastest bot, and you are better off buying Gareth for this amount of gold. Two good things about Gepard are: maximum speed at first level (however, he is NOT fastest robot there is), and three weapon slots.
- Gareth, like the Gepard it costs gold. This robot MUCH FASTER than any other robot, except for the Stalker (and, arguably, Cossack, if you consider jumping), has decent firepower and a shield that doubles its durability. 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).
- Stalker is the single fastest robot in the game, and also has a 8-second long "stealth" ability, which renders this bot virtually invincible. Only experienced or lucky players can destroy Stalker when is in "stealth" mode.
When using a Light robot, relying on teamwork is key- unless you are heading for a beacon allow the heavier robots to go ahead of you when facing enemy robots. You can support your teammates by helping them pick off weaker robots while capturing Beacons. Let the heavies lay down fire on the heavier enemy robots. They will also act as a bullet shield for you, as heavies will be spearheading the attack.
For destroying a stronger robot such as a Boa, try to work together with another teammate. One player can try to distract the enemy by hitting him and ducking behind cover, while the other flanks them. Concentrated fire is key to taking down a stronger opponent.
Try to remain behind cover when reloading; hug the wall when you see the three missiles of the AT Spiral. Retreat when you see a robot with two or more SURA-F Pinatas or an 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 combat with a more powerful opponent (The Gareth can succeed in encounters like this, unless said robot possesses splash damage or is a Galahad.). Keep moving, and try to strafe (alternate dodging left & right) your opponent in order to reduce the amount of damage you take. Most weapons are less accurate with a moving target with only a percentage of projectiles hitting you.
Some bots setups are more suited to quick hit and run tactics. For these it is recommended to sneak up behind the enemy and dispatch them before they can react.
Before a robot duel you should always check who your opponent is before engaging. To do this, just stand next to the end of a wall and turn your camera to see around the wall. if the enemy is stronger than you, running IS recommended!
So you have mastered the basics, are winning most of your matches and have built up some gold. Outgrown your current hangar and you are ready for more powerful robots and weapons. What do you do now?
4th Hangar Slots
To stay competitive as you level up it is recommended that you unlock the 4th hanger slot as early as possible. At 1,000 Gold it is not cheap and you will be tempted to buy the R40M Orkan. However most people find that 4th hanger slot is more useful. Why? Because it allows you the flexibility of having one more alternative Robot configuration at your disposal. You also have the advantage of playing more aggressively with less likelihood of running out of robots during a match and leaving your teammates a player down.
It is recommended to read the Bot Setups page if you haven't already.
Congratulations soldier! You have successfully completed the beginner half of the game. At level 20 you unlock the Workshop and all the new equipment that can be purchased with the Workshop Points.