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Post by ⓣⓡⓘⓒⓚⓨ48 on Oct 20, 2020 9:47:58 GMT -5
So, one thing I haven't seen delved into in a comprehensive way on here, is tactics.
A few posts have had a word here or there about them, but there isn't a single thread that discusses them. Basically, it can be a large write up or a single tip, but post your tactics that helped you even if you posted them in another thread before, let's get them concentrated in one thread! Maybe, if this thread fills up, we can either edit this OP with everyone's tips/tricks or, we can create a new thread that is a consolidation of anything we discuss here... but for now, feel free to ask questions about any particular tactic or tip that is posted here.
A few random KS tips and a RM tip to get things rolling...
KillShot - Don't use your Dash as an opener in an engagement, if you can help it, unless it is against a bot that will go down from a single hit. Always try to wear it down and take it out with weapons if possible... saving the Dash for serious situations... like when you are out in the open and fighting a Jug, you kill it's shield and eat about half of their HP, but then your weapons are reloading so you need to finish it off... or you need to escape after getting surrounded, or you need to cross a sniper lane of fire. There are definitely times when attacking Leroy Jenkins style with the KS is the right thing and it can boost your kill scores to crazy levels... but I still try and keep it as a finisher move or an escape move if possible.
Killshot - Melee Dash: When an enemy will be killed by a dash and is just about to be rounding a corner, time your dash so that you hit the corner itself, just before they get around it. The splash should hit them, if it is done right, before they get a chance to shoot you.
Killshot - Melee Dash: You can traverse elevation changing obstacles like stairs and ledges while in the dash. On a platform above your target? They don't see you? Wait till they pass then dash into them from the flank from above... you won't fly over them as long as they are not directly underneath you.
Killshot - this bot has the BEST jink and jive ability. You can quickly change direction, back and forth, and it is possible to dodge all, or most, of a volley of RPGs. If you are real lucky or super skilled, can mitigate (maybe not eliminate) the threat from MRs.
RM12 - If your target is a group of Red bots that are a little spread out, but still concentrated on an area, like a beacon, aim at the edge of one side of the group with your crosshair, and then strafe a step or two in the direction of the bots' spread (not too many since a small movement is multiplied at range!). You have more rockets than an 8, so you can cover a larger area. You don't want to do too much or you lose the concentrated hit, but if the group isn't compact enough to get all of the hits if you just shoot standing still, this will help cover the whole group in small increments, rather than moving/aiming the weapon back and forth, which is MUCH less precise. The direction you step can vary, but the point is that you are moving the weapon's platform, not the weapon, itself.
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Post by Redfiend on Oct 21, 2020 23:28:28 GMT -5
Stasis Beam/Thermal Lance: When ammo gets low, burst fire them in half second intervals. Status effects won't wear off until the afflicted mech stops recieving damage from the source of the debuff for about a second. The short reload timer leaves just enough time for the status effects to wear off. It only regenerates the same ammo amount the weapon would auto-reload in that time period. So constantly firing to empty is the same as firing just little enough to keep the beams from going into cooldown, except the latter keeps the status effects live.
RPG/Missile rack: letting these rip at an opponent who's back is against the wall is an ideal scenario. If the rockets miss and hit the wall, and the splash hits them, it will count as flank damage.
Killshot: Always take your corners wide while advancing. Keep the angle narrow if the enemy is advancing towards you. Keeping a wide berth on offense gives you better field of view, and the ability to make a hasty retreat with a 90° turn and a dash towards the cover. Keeping the angle narrow on retreat minimizes exposure from the mech turning the corner, and forces that enemy to expose themselves to sight lines your allies can assist you from.
CPC: if you're running light mechs, do light mech things. Unless you're creating a 2 V 1 scenario in your favor, or drawing fire that will open the enemy's flank to allies, don't just camp an area trying to chew through something bigger than you.
Minimap: The minimap highlights the mech your targeting box is currently on with a broken circle. It's the only way to aim Mortars properly. Getting an idea of how the speed of the mechs translates to the minimap can give you knowledge of what's where, even if you don't have a sight line, or if the enemy disappears from the hud.
Long Arms: focus less on reactive aiming and focus on pre-aiming. Have your bullseye where you know they'll pass while strafing, and time the shots. Trying to track with LA's is extremely difficult unless you're in the dishonorable club of playing a mobile game on MK through an emulator.
General: it's safe to bait Missile Racks from 40M+ with any bot 5kmph and faster(everything but Brickhouse, Juggernaut and Guardian). Since they fire in mandatory succession, making a MR AI waste their magazine is one of the few ways to deal with the Juggies and Ares that tend to run around with them further up.
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Post by ѻﻭɼﻉ on Oct 24, 2020 14:04:00 GMT -5
DITCH & GUARD In the beacon rush mode of War Robots, one important tactic used is ditching a mech to respawn at a beacon in order to guard it, whether you see an enemy closing on a distant beacon, or they are closing on you and you have low hp or you are in a mech that will not be able to scrap with the opponent, resulting in your death and your beacon stolen. There are other reasons you might do that as well that doesn’t necessarily have to do with beacon zones, such as getting to a teammate or target quickly by ditching and respawning a new mech near them. This tactic is also very important in Mech Arena. So how do you do this? In the upper left corner of the HUD/UI is a cog (pictured below). You tap this, tap select a new mech, and finally, select your desired drop point. I have found this feature incredibly useful.
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Post by nocluevok on Oct 24, 2020 14:34:19 GMT -5
Having trouble hitting targets with that shiny new longarm? I know I did until I reduced the camera sensitivity to 35. It isn't enough to make your bot turn like a slug and still improve accuracy.
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Post by reconnecting on Oct 24, 2020 15:00:54 GMT -5
DITCH & GUARD In the beacon rush mode of War Robots, one important tactic used is ditching a mech to respawn at a beacon in order to guard it, whether you see an enemy closing on a distant beacon, or they are closing on you and you have low hp or you are in a mech that will not be able to scrap with the opponent, resulting in your death and your beacon stolen. There are other reasons you might do that as well that doesn’t necessarily have to do with beacon zones, such as getting to a teammate or target quickly by ditching and respawning a new mech near them. This tactic is also very important in Mech Arena. So how do you do this? In the upper left corner of the HUD/UI is a cog (pictured below). You tap this, tap select a new mech, and finally, select your desired drop point. I have found this feature incredibly useful. Underrated post. You win 100 internets. 👍
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Commander Dog
Destrier
Posts: 90
Karma: 100
Pilot name: Commander Dog
Platform: Android
Clan: BBC
League: Diamond
Server Region: Europe
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Post by Commander Dog on Oct 24, 2020 15:06:57 GMT -5
Having trouble hitting targets with that shiny new longarm? I know I did until I reduced the camera sensitivity to 35. It isn't enough to make your bot turn like a slug and still improve accuracy. I didn't know this. Thankyou!
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Post by nocluevok on Oct 24, 2020 15:14:44 GMT -5
ѻﻭɼﻉ does ditching a bot count as a kill for the reds?
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Post by ѻﻭɼﻉ on Oct 24, 2020 16:06:29 GMT -5
ѻﻭɼﻉ does ditching a bot count as a kill for the reds? yes, i don’t recommend this in tourney mode, otherwise it is not relevant if you accomplish important combat tactics in WM beacon mode
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Post by Danny Linguini on Oct 24, 2020 16:39:46 GMT -5
ѻﻭɼﻉ does ditching a bot count as a kill for the reds? yes, i don’t recommend this in tourney mode, otherwise it is not relevant if you accomplish important combat tactics in WM beacon mode Good advice. No point whatsoever in ditching in TDM. I definitely do this in CPC, though, usually if my current mech is near death and I see a red headed for a blue CP. The new spawn is instant if you manually ditch, unlike the pause you get if you get killed. And I get a lot of angry death faces in return when I’ve done it.
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Post by punishingcossack on Oct 24, 2020 18:12:13 GMT -5
as a followup, unlike in War Robots, if a beacon is being neutralized, the enemy can't drop in to defend. Many times, in the early game, if I take out a lone enemy on a red beacon w/ KS, I will dash in to start flipping the beacon right away.
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Post by punishingcossack on Oct 24, 2020 18:13:48 GMT -5
DITCH & GUARD In the beacon rush mode of War Robots, one important tactic used is ditching a mech to respawn at a beacon in order to guard it, whether you see an enemy closing on a distant beacon, or they are closing on you and you have low hp or you are in a mech that will not be able to scrap with the opponent, resulting in your death and your beacon stolen. There are other reasons you might do that as well that doesn’t necessarily have to do with beacon zones, such as getting to a teammate or target quickly by ditching and respawning a new mech near them. This tactic is also very important in Mech Arena. So how do you do this? In the upper left corner of the HUD/UI is a cog (pictured below). You tap this, tap select a new mech, and finally, select your desired drop point. I have found this feature incredibly useful. i noticed something interesting yesterday. I was guarding a beacon, and I got EMP-ed by a Zephyr. I was about to die, so I tried to ditch, but I had to wait a few seconds before I dropped in, and the amount of time I had to wait seemed to sync up w/ the duration of the EMP ability. A similar situation hasn't arisen since then, but if someone could try this out and report back, it would be nice.
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