Starting any new venture might seem daunting at first. Fortunately, War Robots is no grim business, so smoothen those scrunched eyebrows! I mean, FM9’s Fantastic Facts to Fabulousness in here to help after all.
Whether you want to zip around the battlefield, grabbing those beacons; or light up enemy robots with hot, loving plasma, you have to know your W-R-R-s. What’s that? Glad you asked!
W for Weapons
One of the most integral parts of War Robots is its vast array of weapons available at your disposal. Understanding how they function is the difference between you walking away victorious from a ferocious firefight and your robot gracing the ground as a smoking heap of junk.
Weapons in War Robots can be classified in many ways, but the primary distinction that’ll catch your eye is the hardpoint classes Light, Medium and Heavy, seen as weapon slots on your robots. As a rule of thumb, this medium of nomenclature reflects their power and range. However, like in all things in life, it has its exceptions.
The first thing that one needs to know about weapons is its RANGE. See that number that pops up when you click on the tooltip for a weapon?
It describes the max effective range of that weapon, the maximum distance it can put a dent on your opponent so to speak. Some weapons like Thunder, Scourge, Storm, Punishers and Molots cause more damage the nearer they are to the target.
So, you’d want to keep your opponent within that range if you want your weapons to hit, and conversely, move away beyond that range to get out of range of your opponent’s crosshairs.
Next up, is Weapon Ammo type. War Robots has got 4 main types of weapons spread across the three hardpoints: Kinetic, Energy, Splash, Homing and Special. Each weapon has a different effectiveness according to its ammo type.
- Kinetic weapons like Punisher, Molot, Kang Dae, Nashorn, Thunder, Storm need a direct line of sight to inflict damage and usually have a medium reload time and medium damage. They can be blocked by both physical and energy shields but cause 2x damage to physical shields.
- Energy weapons like Magnum, Taran, Zeus, Trebuchet, Gekko, Scourge, Shocktrain need direct line of sight, and usually have high damage and short reload time. They bypass energy shields but can be blocked by physical shields
- Splash weapons like Pinata, Pin, Orkan, Tulumbus, Trident can work both with direct line of sight and can go around obstacles to some degree in an Area of Effectiveness (AOE) to inflict damage. They might have short to high reload times and small to massive damage. They can be blocked by energy shields.
- Homing weapons like Aphid, Hydra and Spiral do not need direct line of sight and usually have short to medium time to reload, and have small damage, but very good at flushing out enemies in cover. They can be blocked by both physical as well as energy shields.
- Special Weapon like Ember can bypass both physical and energy shields and also have splash effect. Even Shocktrain can be said to be a special weapon as it has the curious characteristic of being able to “bounce off” a target and hit additional targets for more damage.
Selecting weapons according to behaviours and situations is paramount to leaving your opponent a burning wreck and securing victory.
Another important part about knowing your Weapons are its Reload times. Some like the Magnum does not run out of ammo, and some like the Pinata continuously reload but can be more effective if not fired till they are at full capacity. But for weapons that do have hard reload, like Punishers that will not fire till they are replenished, it is important to engage opponents so you don’t run out of ammo mid-way. Fire-duck-reload, don’t go all Butch and Sundance my friend.
Feel all charged up to try out those new weapons? Hold on just a minute, we haven’t yet got to the most important part of knowing your WRR!
R for Robots
Now, this might seem a bit obvious since it’s all titular and all, but Robots really are the most crucial part of the game. The weapons might all change their effectiveness depending on the robot platform they are mounted on.
Like weapons, the robots have the primary classes Light, Medium and Heavy. These weight classes represent the Health Points of the robots as well as to the firepower they bring to bear. Generally, the Health increases while the speed decreases as you move up the classes.
What does that mean? Well, if you want to flit around the battlefield, and capture beacons, or confound opponents with your speed as you pepper them with shots, a light robot like Stalker or Gareth is your best bet. If being in an invincible tank smashing reds in righteous fury is more to your style, you’d be right home in the heavies, Lancelot or Leo.
As with weapons, the robots too have a secondary classification; Silver, WSP, Gold and the special kinds, the Influence Point and Components. This refers to the price you have to pay to obtain them from the shop. In correspondence to the rarity value of the currencies (Components> Influence Points>Gold>WSP>Silver), the robots of these classes follow the same pattern in being more effective than others of same weight class.
Those aren’t the only features of the robots. See that description on the tooltip of some robots?
That refers to a special ability that can be accessed by pressing this button that shows up in game screen of the robots possessing it, the special ability button. Robots in WR have a host of abilities that take combat to a whole new level. It can bring a slew of sneaky strategies to your battles; whether in the form of a Griffin jumping high to unload its deadly mass of rockets or a Carnage activating its rush to circle round its hapless opponent. How you operate your robot's abilities completely depend on you.
Phew! Almost done before you can go off and blast them reds to smithereens. After all, knowing the last R is left.
R for Range
I know, I know! But this isn’t a repetition of weapon range! This is your ranging area, where you roam, stalk and dominate your enemy, the battlefield.
War Robots has several different maps to play on. Chosen randomly, a game might take place on a smaller map like Dead City or a larger one like Springfield. Knowing the features of the maps makes you an incredible asset to your team.
Beacons are arguably the most important aspect of the game. The primary objective of each match is you capture and hold beacons longer than your opponents. Hence, knowing the beacon placements on each map is an immense help to your team.
But, to get to those beacons, you need to have secure routes where the sneaky reds can’t get to you, right? Here comes the terrain and covers factor of the maps. Each map is strewn with many obstacles that help you hide and strategize your movements. A good player can take advantages of these factors and bring decisive victories to their teams!
While this guide is designed to make you fabulous, this is also a very rough and primary guide. As you play on, you’ll yourself develop your own little strategies and playstyles and that, hundreds of ways of playing, hundreds of different ways of taking the game is what makes this game awesome.
And you know what? Have fun. Happy hunting.