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Post by ѻﻭɼﻉ on Jul 5, 2020 15:51:58 GMT -5
One of the most frustrating aspects of War Robots gameplay is teammates ignoring the important mechanics required to control beacons. There are a handful of reasons for this. A few of the main ones are players: - don’t understand how beacon modes work - ignore beacons - walk away from beacons - don’t guard beacons - step out of the beacon however slight - don’t push for beacons - make poor tactical decisions - lack situational awareness of an area they’re supposed to be guarding - push for too many beacons - get too spread out on a map - don’t support someone capping a key beacon - don’t care First off, if you are interested in actually winning matches, you will read and learn the following points well. Secondly, we have to accept that this will always be a frustrating part of War Robots. One main reason is it is likely a majority of players do not research or read about the game, nor do they engage social media or join clans, as we can see from the number of clanless randoms who also appear to have most of the faults listed above. Nevertheless, for those who do read, I will explain how beacon modes work for those who don’t know and to remind those who do but continue making mistakes. 1) Whoever is inside the beacon circle gets a beacon credit. It isn’t who got there first 2) It is useful to know that to get credit for capping a beacon, it is not necessary for a beacon to have been red or even completely white. If a beacon is blue and the enemy causes it to blink and turn even a sliver white and you are in the zone when they die or step out of the zone, when the indicator becomes solid blue again you get cap credit. This is good to know if you want to get a large number of beacons capped, and especially useful for the various pilot skills that are activated by capping so you can take advantage of them over and over again, such as Invulnerable Raider or Raider Gunsmith. You can step off a beacon to allow it to begin turning, then kill the enemy and take it back. This activates your pilot skill bonuses, but you need to make good decisions in this regards, such as knowing you can kill that enemy, otherwise they may overcome you and then you’ve lost that beacon entirely. Even more care must be taken if it is Beacon Rush, because if you lose it, you and your teammates cannot respawn there and may even have a really tough time taking it back. 3) It may be obvious, but a lot of people neglect this when fighting at a beacon that is theirs: if you stay in the beacon circle, the enemy cannot turn it. Unfortunately, many people step out of the circle while fighting and end up losing the beacon for it. So stay inside the zone! 4) The more teammates in the zone, the quicker the beacon will be captured. 5) If you and your teammates hang back shooting enemies and do not push for a second or third beacon, you may lose if they cap them and you make no effort to regain them. You need to push forward strategically to gain control. It is sometimes advantageous to hang back and eliminate a lot of enemy mechs, but you have to be careful not to let that drag out too long. 6) How many beacons your team has determines how quickly the “beacon bar” moves. If the enemy has a significant portion of that bar, your team will need extra beacons to catch up and cause the enemy bar to deplete 7) If your team spreads out too much on the map, especially having significant distances between each other, it weakens the teams ability to use group focus fire on enemies, often resulting in the inability to guard the beacon you’ve capped. There are times pushing an unguarded beacon behind the enemies back can turn a game, but in many cases it is better to work together with the team to control two to three specific beacons. If you don’t guard the beacons, they will constantly be stolen from you 8) If you lack awareness of your surroundings and step outside a beacon or push forward away from the zone without recognizing the presence of Lokis, Nightingales, and now certain mechs with Jump Unit, you will lose your beacons 9) If you see someone going for a key beacon like center on Carrier, or any beacon really, especially if it is already red, give them your support where possible 10) Ao Ming players need to get in the habit of dropping onto a beacon. If you stay in the air, your beacon can and will often be taken right underneath you 11) In Beacon Rush, ditching a mech you’re about to lose is a really important tactic so you can quickly drop another mech there to stop the enemy from stealing that beacon. It doesn’t matter if that player slanders you in social media for depriving them of a “well-earned kill”, you stopped them from taking the beacon, and that is what matters. 12) Pay attention to a Loki or Nightingale on your team, for several reasons: They may need your support; they may need you to move into a beacon they capped to hold it so they can move on; they may be distracting and tying up enemies at a certain beacon, allowing you and your team to take over key beacons 13) If you have taken a beacon and your Titan bar is full, assess if it would be advantageous to drop an Arthur there to hold it 14) Sometimes, having capped three beacons, it will become clear if it would help your team for everyone to push forward and put continuous pressure on the enemies. This tends to keep them from moving forward to your zones. You have to make sure enemy Lokis and Nightingales are not present, and not all of the team should become involved with point blank brawling; some should hang back slightly in case someone gets loose. This is called ‘containment’. 15) If you do not intend to control beacons, the community of teammates would appreciate if you played the modes Free-for-all or Team Death Match, where you can sit around as long as you want focused on destroying the enemy. 16) If you are playing solo, to reduce your frustration with poor teammates, accept that it is what it is and take matters into your own hands. You may not be rewarded with a win, but you will get top three and better rewards than your slacker teammates. Make it about resource acquisition, learning tactics, and blowing stuff up, and don’t expect help. There are other things that can be said of beacon modes, but this is enough to help your team gain better control.
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Post by Oliver Kloesov on Jul 5, 2020 16:06:27 GMT -5
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Post by ʂɬɛɛƖ on Jul 5, 2020 16:39:50 GMT -5
Numbers 3-6 are especially important
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Post by kdsteph3530 on Jul 5, 2020 17:42:33 GMT -5
14) Sometimes, having capped three beacons, it will become clear if it would help your team for everyone to push forward and put continuous pressure on the enemies. This tends to keep them from moving forward to your zones. You have to make sure enemy Lokis and Nightingales are not present, and not all of the team should become involved with point blank brawling; some should hang back slightly in case someone gets loose. This is called ‘containment’. if your team controls 3 beacons, do you have any pointers on when it's better to push, and when it's better to hang back
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Post by ʂωєєтცяєα∂ on Jul 5, 2020 18:28:29 GMT -5
100% spot-on. Well written and a solid read.
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Post by bayscout on Jul 5, 2020 20:48:35 GMT -5
It's unfortunate that a post like this is necessary!
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Post by Overlordship on Jul 5, 2020 22:10:22 GMT -5
Thanks ѻﻭɼﻉGood info. I wish this could be required reading for all new players somehow, myself included back in the day.
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Post by l》THE MACHINE《l on Jul 5, 2020 23:10:44 GMT -5
14) Sometimes, having capped three beacons, it will become clear if it would help your team for everyone to push forward and put continuous pressure on the enemies. This tends to keep them from moving forward to your zones. You have to make sure enemy Lokis and Nightingales are not present, and not all of the team should become involved with point blank brawling; some should hang back slightly in case someone gets loose. This is called ‘containment’. if your team controls 3 beacons, do you have any pointers on when it's better to push, and when it's better to hang back Read the game, if your opponents are backing off and staggering then push, if they are hunkered in and have bots that might slip past then hold off. If you see a chance that won't leave a spot open and unguarded then go for it, but be sure you can get that bacon. Even holding it on blue for 15 seconds can reduce their bar by a lot. Finally, the best time to go for it is if the enemy team is making the mistake of gathering on one bacon. If none of them are dying (leaves no one to drop where you are attacking) and they are distracted that 4th beacon should be an easy grab.
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Post by Sebenza 21 on Jul 6, 2020 3:23:33 GMT -5
Thanks ѻﻭɼﻉ, great post. Any advice on how to manage a team of low levelled champs against a red team with one dominant, maxed meta dude?
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Post by nomercy on Jul 6, 2020 5:44:14 GMT -5
when I play solo after 10 seconds I already understand if we will win or lose. In the second case I play aiming to finish first, not to win.
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Post by BB on Jul 6, 2020 6:59:01 GMT -5
THE BIBLE OF BACON
Excellent write up! The beacon game has always been widely regarded as a sideshow to the main attraction of shooting and killing the other guys. BUT the truth is that it is THE MAIN THING in BR and DOM modes of play.
For over 4 years Iâ??ve been the â??beacon ?female dog?â? or the â??little guyâ? that has to run across the map, risking my ?bum-bum?, in order to flip a beac that nobody else can be bothered with because of blah blah blah...
Hereâ??s a revelation...Get good at pushing and capping beacons WHILE you shoot and kill the other guys.
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Post by vonpaulus on Jul 8, 2020 2:48:39 GMT -5
One of the most frustrating aspects of War Robots gameplay is teammates ignoring the important mechanics required to control beacons. There are a handful of reasons for this. A few of the main ones are players: - don’t understand how beacon modes work - ignore beacons - walk away from beacons - don’t guard beacons - step out of the beacon however slight - don’t push for beacons - make poor tactical decisions - lack situational awareness of an area they’re supposed to be guarding - push for too many beacons - get too spread out on a map - don’t support someone capping a key beacon - don’t care First off, if you are interested in actually winning matches, you will read and learn the following points well. Secondly, we have to accept that this will always be a frustrating part of War Robots. One main reason is it is likely a majority of players do not research or read about the game, nor do they engage social media or join clans, as we can see from the number of clanless randoms who also appear to have most of the faults listed above. Nevertheless, for those who do read, I will explain how beacon modes work for those who don’t know and to remind those who do but continue making mistakes. 1) Whoever is inside the beacon circle gets a beacon credit. It isn’t who got there first 2) It is useful to know that to get credit for capping a beacon, it is not necessary for a beacon to have been red or even completely white. If a beacon is blue and the enemy causes it to blink and turn even a sliver white and you are in the zone when they die or step out of the zone, when the indicator becomes solid blue again you get cap credit. This is good to know if you want to get a large number of beacons capped, and especially useful for the various pilot skills that are activated by capping so you can take advantage of them over and over again, such as Invulnerable Raider or Raider Gunsmith. You can step off a beacon to allow it to begin turning, then kill the enemy and take it back. This activates your pilot skill bonuses, but you need to make good decisions in this regards, such as knowing you can kill that enemy, otherwise they may overcome you and then you’ve lost that beacon entirely. Even more care must be taken if it is Beacon Rush, because if you lose it, you and your teammates cannot respawn there and may even have a really tough time taking it back. 3) It may be obvious, but a lot of people neglect this when fighting at a beacon that is theirs: if you stay in the beacon circle, the enemy cannot turn it. Unfortunately, many people step out of the circle while fighting and end up losing the beacon for it. So stay inside the zone! 4) The more teammates in the zone, the quicker the beacon will be captured. 5) If you and your teammates hang back shooting enemies and do not push for a second or third beacon, you may lose if they cap them and you make no effort to regain them. You need to push forward strategically to gain control. It is sometimes advantageous to hang back and eliminate a lot of enemy mechs, but you have to be careful not to let that drag out too long. 6) How many beacons your team has determines how quickly the “beacon bar” moves. If the enemy has a significant portion of that bar, your team will need extra beacons to catch up and cause the enemy bar to deplete 7) If your team spreads out too much on the map, especially having significant distances between each other, it weakens the teams ability to use group focus fire on enemies, often resulting in the inability to guard the beacon you’ve capped. There are times pushing an unguarded beacon behind the enemies back can turn a game, but in many cases it is better to work together with the team to control two to three specific beacons. If you don’t guard the beacons, they will constantly be stolen from you 8) If you lack awareness of your surroundings and step outside a beacon or push forward away from the zone without recognizing the presence of Lokis, Nightingales, and now certain mechs with Jump Unit, you will lose your beacons 9) If you see someone going for a key beacon like center on Carrier, or any beacon really, especially if it is already red, give them your support where possible 10) Ao Ming players need to get in the habit of dropping onto a beacon. If you stay in the air, your beacon can and will often be taken right underneath you 11) In Beacon Rush, ditching a mech you’re about to lose is a really important tactic so you can quickly drop another mech there to stop the enemy from stealing that beacon. It doesn’t matter if that player slanders you in social media for depriving them of a “well-earned kill”, you stopped them from taking the beacon, and that is what matters. 12) Pay attention to a Loki or Nightingale on your team, for several reasons: They may need your support; they may need you to move into a beacon they capped to hold it so they can move on; they may be distracting and tying up enemies at a certain beacon, allowing you and your team to take over key beacons 13) If you have taken a beacon and your Titan bar is full, assess if it would be advantageous to drop an Arthur there to hold it 14) Sometimes, having capped three beacons, it will become clear if it would help your team for everyone to push forward and put continuous pressure on the enemies. This tends to keep them from moving forward to your zones. You have to make sure enemy Lokis and Nightingales are not present, and not all of the team should become involved with point blank brawling; some should hang back slightly in case someone gets loose. This is called ‘containment’. 15) If you do not intend to control beacons, the community of teammates would appreciate if you played the modes Free-for-all or Team Death Match, where you can sit around as long as you want focused on destroying the enemy. 16) If you are playing solo, to reduce your frustration with poor teammates, accept that it is what it is and take matters into your own hands. You may not be rewarded with a win, but you will get top three and better rewards than your slacker teammates. Make it about resource acquisition, learning tactics, and blowing stuff up, and don’t expect help. There are other things that can be said of beacon modes, but this is enough to help your team gain better control. May I respectfully add a few codas to your excellent advice. 17) become aware of which beacons are defensible and which ones leave you exposed. Tanky bots and Lokis can sit on a defensible beacon for quite a long time even in the face of a major red push. In particular defensible home beacons (for example the home beacons in Rome) are worth their weight in gold if you can steal them with a tanky bot. You will often get 4 or 5 reds trying to dig you out, and even low skill teammates can’t help but provide crossfire into the backs of the reds trying to dig you out. If it isn’t a defensible beacon you are better off moving away and not waiting for the hammer to fall. 18) denying a beacon to the reds helps your team win as much as taking a beacon. You get might get more honor points by going out and damaging the reds, but you’re more likely to get the W, and the biggest chunk of HP, the longer the reds are denied beacons. I’ve had games where I had low individual honor points but I know I helped the team get the win more than higher rewarded teammates because I tied up multiple reds for extended periods. 19) One particular type of sacrifice push that I find very useful is a deep raid onto the red home beacon(s). Getting 3 or 4 reds to turn around and go back from the center gives the rest of your team more chances to keep control of the center beacons. This works best when the reds can’t just turn and shoot you from center but physically have to move to get LOS on you. Also it works best with bots that the reds think they have a chance of squishing, sometimes a red will ignore a Loki because his bot/weapons aren’t up to the job of hitting a stealthed target. 20) pay attention to what the blue healbots are doing. When you’re piloting a healbot you tend to be more aware of the overall battle situation and less tunnel vision focussed on your immediate enemy. If the healbots are pushing beacons get in there and help them because they’ve probably noticed something you’ve missed. Make the healbots life easier, they are trying to heal you and help the team so walk into their green circles, don’t run away. 3 blues in a green circle is much more of a problem for the reds than 3 bots near a green circle. 21) one little trick is that if you lock down the red, either with LD ammo or pulsar/shredder, you can push them out of the circle while they are locked down. It can be highly amusing if you can push them out of the circle into an obstacle and pin them between the obstacle and your bot while you remain inside the circle.
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Zavratatar
GI. Patton
Posts: 148
Karma: 218
Pilot name: Zavratatar
Platform: iOS
Clan: иυκε
League: Champion
Server Region: Europe
Favorite robot: Strider
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Post by Zavratatar on Jul 9, 2020 4:00:07 GMT -5
Thanks ѻﻭɼﻉ , great post. Any advice on how to manage a team of low levelled champs against a red team with one dominant, maxed meta dude? The higher the rating of the highest player in the red team, the weaker his team is in comparison to yours (HFB did a huge analysis on this last season, where the ratio of his teammates rating vs the rating of the 5 "entourage" reds kept getting lower and lower the higher his own rating got). This means that if the top dog on the other team is bigger than you are, his entourage teammates are individually worse than your teammates are. This can be hard to identify early but if you recognise the player or see the kill counter start ticking up godlikes for him... You can try this one: If you feel that you're good enough to wade through his teammates, but the big player will take you out, force an engagement close to their home spawn but away from beacons. An example is going for the C beacon (the one inside the wreck) on Dreadnaught and then pushing straight out through the wreck and fighting around the cover available near their spawn point. This will tie up 1-2 of his players, letting you hopefully churn through them at about the same rate as he is churning through yours, meanwhile he is fighting yours on beacons, where they can respawn to hold him off, while you're drawing players away from beacons and leaving his other teammates (weaker than yours) isolated on the beacons they have or in their own pushes. If he wants to solve this he has to come for you himself, which means he's not pushing any beacons either. Essentially you're trying to create one of those matches where he'll be fighting 3 robots alone on a beacon and when he dies he realises his team is 2-3 on beacons and goes "?whiskey tango foxtrot? is my team doing" and then he sees them all hanging around spawn, chasing a ravana or a loki to no avail... Last thing to remember is that the game will probably come down to if you can kill his titan or not. If you don't already have at least 1 bot specifically designed to murder a maxed ming/nodens, you'll see your plan come crumbling down just short of the finish line in many a game as he clears out all your teammates and recovers from a severe beacon disadvantage. You'll need to scrub out as many of his teammates' big bots (look for cryo juns, igniter leeches etc) as possible before he drops the titan, so they interfere as little as possible with the "boss battle".
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Post by Sebenza 21 on Jul 9, 2020 6:12:09 GMT -5
Thanks for the break down, I'll try to give this a go, if I can pick this "Boss" early enough.
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Post by Deadeye on Jul 9, 2020 15:32:49 GMT -5
This only applies to BR mode and I know ѻﻭɼﻉ and some others know this, but it's almost impossible to respawn at a beacon when 2 or more members of the opposing team are on it. For instance, if BB and I are trying to turn a a solidly red beacon to blue from a red that's in the beacon zone, we must first kill him (and hope no other reds spawn to help him). If we are able to kill him, the combined speed at which 2 players turn the beacon white almost certainly prevents him from respawning there. I've only seen it happen once (literally only once) and I suspect it was because the player did as ѻﻭɼﻉ said and started the process of spawning his next bot before his current one died. There are too many options to click through to spawn it fast enough and once the beacon turns white. Turning a beacon white is more than half the battle in BR. So if you see someone fighting for a red beacon, don't just shoot at the enemy with him, get in the zone and kill the enemy to ensure no enemies spawn and ruin your hard work.
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Post by BB on Jul 10, 2020 3:57:46 GMT -5
This only applies to BR mode and I know ѻﻭɼﻉ and some others know this, but it's almost impossible to respawn at a beacon when 2 or more members of the opposing team are on it. For instance, if BB and I are trying to turn a a solidly red beacon to blue from a red that's in the beacon zone, we must first kill him (and hope no other reds spawn to help him). If we are able to kill him, the combined speed at which 2 players turn the beacon white almost certainly prevents him from respawning there. I've only seen it happen once (literally only once) and I suspect it was because the player did as ѻﻭɼﻉ said and started the process of spawning his next bot before his current one died. There are too many options to click through to spawn it fast enough and once the beacon turns white. Turning a beacon white is more than half the battle in BR. So if you see someone fighting for a red beacon, don't just shoot at the enemy with him, get in the zone and kill the enemy to ensure no enemies spawn and ruin your hard work. And clicking thru those options fast enough is a challenge unto itself, this is the reason why I keep my beacon bomb Fens in the middle slot of my hangar to make it easier for me to (click on) frantically mash down on my next drop choice.
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Post by Deadeye on Jul 10, 2020 7:58:40 GMT -5
This only applies to BR mode and I know ѻﻭɼﻉ and some others know this, but it's almost impossible to respawn at a beacon when 2 or more members of the opposing team are on it. For instance, if BB and I are trying to turn a a solidly red beacon to blue from a red that's in the beacon zone, we must first kill him (and hope no other reds spawn to help him). If we are able to kill him, the combined speed at which 2 players turn the beacon white almost certainly prevents him from respawning there. I've only seen it happen once (literally only once) and I suspect it was because the player did as ѻﻭɼﻉ said and started the process of spawning his next bot before his current one died. There are too many options to click through to spawn it fast enough and once the beacon turns white. Turning a beacon white is more than half the battle in BR. So if you see someone fighting for a red beacon, don't just shoot at the enemy with him, get in the zone and kill the enemy to ensure no enemies spawn and ruin your hard work. And clicking thru those options fast enough is a challenge unto itself, this is the reason why I keep my beacon bomb Fens in the middle slot of my hangar to make it easier for me to (click on) frantically mash down on my next drop choice. Smart!
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Post by Killua on Nov 9, 2021 13:09:58 GMT -5
I often contributed to full squad vs squad tactics as a former officer of theU. This is what I emphasized as we engage in full squad v squad beacon battles…
1. Comms are prioritized for rotation. A player on comms will replace the player not available on comms, this will give us the best chance for coordination 2. In the opening of the match, we recommend the following: Two Players defending (D) Home and home flank beacons. Three players (A), attack primary center beacons. This should be our strongest bots in this assault team. One player (N) focusing on negative space and weakly defended enemy beacons. This should be a very fast bot; the focus is to keep the reds “unbalanced”. 3. When a Player A is destroyed, a defending player will move forward to attacking/defending Center Beacon (this is our rotation). The destroyed player will defend home/flank. When multiple players are moving to take our base, player N will support defense. 4. Titans out at 5 minute mark; should start dropping Titans, however, when enemy drop theirs and attack beacons, we should start to bring our Titans out. 5. Ideally 2 Nodens, 3 Assault (Minos, Arthur, Sharanga, Luchador, Murometz), only 1 plasma Ming. The Ming’s role is to keep Sharanga, Luchador and Nodens in check. 6. If we are up on the ribbon and have 3 beacons, Titans should refrain from advancing until coordinated with a healer. This is unless they can capture an undefended red beacon safely.
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