Winning At War Robots
Fellow Pilots,
For my old fans, who number in the dozens or perhaps even less, "Winning at War Robots (Until They Change It)" was my first game-inspired piece. I submitted it to Pixonic for the writing contest this summer, and was selected as one of the winners. Yay! The stardom promised did not materialize, though ... my article was never added to the Iron Library or featured in-game. Boo! The winners, about twenty, were gathered together on a Discord server, ostensibly for the purposes of sharing ideas.
Then came the Dash robots ... Pixonic gave all of us two of our choice. I knew HeyChee would be a game-changing killer. HeyCheese have everything - mobility, durability, and crazy firepower. Between Boo and Koo, I was less sure. I went with the speed instead of the size. This was the start of a great thing - any time something new comes out, the writers get it "for testing," and the rest of you poor bastards are stuck trying to accumulate 10,000 components. Sorry about that. I mention it for two purposes: informing you about the lifestyles of the rich/famous semi-professional mobile game bloggers AND illuminating my perspective as a not-whale with whale gear. I do the whaling around here ... call me Ishmael.
As you've probably noticed, Pixonic launched a new web page last week, and it now features articles by yours truly on flanking and the Ember/Tempest heavy weapons (I will be posting them on this blog later in the week).
"Winning At War Robots" reflects my opinions about how to best play the game. Two things should be pretty obvious after reading, but they are worth saying: people disagree about these matters (in fact there are 57,281 documented ways to play the game), and I have cherry-picked data to illustrate my points. I’m only so good with numbers, Pixonic keeps its proprietary secrets tighter than the NSA, and this piece is not intended to be a dissertation (although it certainly is getting close!).
With that, take a look at this, and tell me what you see.
Wait, you can’t tell me anything, so I’ll tell you what you see. You see a hangar full of BRAWLERS. You see a guy who won 86% of his last 50 battles, and sits in the “League of Legends.” (After almost 12,000 victories, you damn well better be a legend. Even if your thumbs fall off and your wife has filed for divorce.)
Other meaningful facts: DEADHEAD OG once scored 1,588,665 in damage, and has notched 16 kills in a single battle. He was a seal clubber, too, because the odds of winning 62 evenly matched battles is about the same as the odds of Gisele Bundchen having your children.
Now, for a different – and markedly less successful - approach to the game:
While there may be a big skill difference between EXAM sys and Chief420, there’s more going on. I believe a “strike from long distance” mentality is causing Chief420 to lose. A lot.
No one cares about tennis anyway, but we wouldn’t worry if Chief420 was a tennis player. He would be the only one suffering the “agony of defeat.” But he’s not losing alone. Any team with Chief420 drops six of ten battles. That’s a really big deal.
This article is intended to assist you in building a winning hangar. If you don’t care about winning, I won’t judge you. Maybe you aren’t all that competitive. Maybe, like Chief420, you have a set of priorities that are more “organic.” Maybe you just like to play with strangely equipped long-range strikers. No problem. Reasonable people may disagree.
If you want to win, I have three simple suggestions. Take them in the spirit intended.
BUILDING A HANGAR OF BRAWLERS
“Everybody has a plan until they get punched in the mouth.” – Mike Tyson
You will run across lots of things when you play War Robots. You’ll see people bombarding from afar, looking for the best sniper cover, running in circles, and using every conceivable combination of robots and weapons. Invariably, however, these hapless bastards lose. They lose a LOT. And they lose to me (soon, to you), because they get punched in the mouth. Most successful hangars are brimming with robots that get to beacons by destroying everything in the way.
Brawlers (aka close-range bots, knife fighters, pugilists, thugs, goons, etc.) help the whole team. When a robot is destroyed, sending the pilot back to the spawn point, it creates undefended territory on the battlefield. Beacon capture becomes possible. A piece – often a powerful one – is removed from the chessboard, and the team is one step closer to elimination. It’s also demoralizing and causes a kid somewhere (I’m picturing Japan in my head) to wing his tablet against the wall.
Snipers, in contrast, may hurt the whole team. They don’t do enough damage to create space on the battlefield, and they don’t capture beacons. They can harass their opponents, but in most cases, can’t eliminate them.
When Mike Tyson said “Everybody has a plan until they get punched in the mouth,” he meant that plans inevitably change when the fighting starts and someone gets hurt. (He also meant that he was going to bite Evander Holyfield’s ear off to see if Evander would panic.) In our game, plans change once robots get destroyed. Pilots start forcing ill-suited robots into ill-advised movements. Your goal: be the destroyer. It’s a frame of mind, not a particular set of robots and weapons. The flip side of the same advice is not to panic if you lose a robot – get back out there and grab a beacon.
One caveat for the aggressive pilot: brawl smart. You don’t have to (and often can’t) kill everything in a single face-to-face encounter. If you can stick and move, you should. A great example is Shaolin Rogue’s highly entertaining “The Way of the Carnage.” Be everywhere, be nowhere – damage your opponents, then slip behind cover. Find targets of opportunity, then move to a new position.
LEVEL UP AND USE YOUR BEST ROBOTS
“One absolutely cannot tell, by watching, the difference between a .300 hitter and a .275 hitter. The difference is one hit every two weeks.” – Michael Lewis, in “Moneyball”
In case the parallel between War Robots and baseball isn’t obvious, small differences between weapon and robot levels don’t change the feel of the game. Your opponents do not explode upon beholding your awesomeness. You may not immediately realize that you have an advantage, but the wins will start adding up.
In the old days – before the fall of 2016 - battles matched pilots who selected similar levels of weapons and robots. This scheme was quickly exploited by heartless seal clubbers blasting newbies off the map. Whether predator or prey, you had to keep a balanced hangar or a few high level weapons would bring you into conflict facing experienced pilots and a lot of firepower.
The current rating/league system is more elegant, but matchmaking algorithms remain a mystery. War Robots isn’t chess, where only one player makes all the decisions and must take full responsibility for losing. There are six players on each team and winning/losing isn’t easily attributable to one pilot or another (yes, I know you always do the unselfish things it takes to win). Matchmaking is intended to pit you in battle against players who are winning the same battles you are.*
*unless you are playing in a squad. When you play in a squad, the matchmaking system prioritizes Champion-level pilots for anger, skill, and experience, and sends them text notifications to get them online and mash your face into the ground.
In its current iteration, the matchmaking system does not penalize you for “unbalancing” your hangar, or leveling up robots and weapons one at a time. Consequently, you can get a bit of an advantage by focusing your upgrade time on the robot and weapons you use most. This will allow it to remain on the field longer by virtue of having greater speed and durability. Finally, make sure to put your best robot on the field! If it sits in your hangar, it doesn’t give you any advantage.
MIX WEAPON TYPES
I like using mismatched weapons. On the same robot. I know, it’s War Robots heresy. Mixing weapons is rare. It’s ugly. It offends our sense of symmetry. It’s also harder, because it forces you to think more. It takes practice to hit your targets. But it works. It damages all your opponents, not just the unshielded ones you stumble across by luck and melt with energy weapons.
For your heavy weapon slot, I’m a big fan of the Thunder. It helps your team by knocking energy shields down (even around corners, because the edges of the shield appears before the robot does), and by knocking enemies down. Fully upgraded, it does over 16,000 damage per BOOM. As an aside, if you haven’t heard the Thunder in headphones, it’s a delight. Especially when you sneak up behind an unsuspecting enemy.
Some deadly mixed martial artists include:
MID and LONG RANGE SETUPS
In a five-slot hangar, I like four bare knuckle brawlers and one with greater range (my weapon of choice is the Trident Fury, effective up to 600 meters). I defend from a distance if my team is: protecting a lead, AND there is a viable firing position, OR all four brawlers are destroyed.
HOWEVER, if you were playing the game in May 2017, you got a very rude awakening along with the hot weather in June. The “Russian Death Button” (Pins/Talumbas) Griffin, which had been utilized only by stubborn old Soviet pilots, gained the ability to fire partial salvos and reload continuously. It may well turn out that the new META (“most effective tactic available”) means running more than one long-range robot.
Effective support means making smart choices. It is more a state of mind than a particular set of robots or weapons. Always keep your eye on the clock and the beacon bar, because battles are short and the tide can turn quickly.
Some pilots hold that certain maps dictate a different approach to hangar building; Springfield, Canyon, and Yamantau lack protective cover for much of the field. Snipers have lines of sight that extend over 1000 meters. If you’ve ever walked up the center ramp at Yamantau and been immediately toasted by an enemy firing squad perched on both bridges, you “get it.” While this is an unforgettable experience, I don’t think it’s advisable to build a hangar around it. These maps definitely require patience and persistence if you are using weapons that are ineffective beyond 300 meters, and they favor the weapon that can strike from long distance.
As an example, most maps have some cover near/around the center beacon. Use it! Waiting for Tridents to hit you is a suicide mission; capturing a beacon and slipping behind available cover is the expert-approved move. If you pilot a Stalker or Griffin, consider saving your special ability to exit the danger zone instead of using it to enter one.
ADD YOUR FIFTH (and SIXTH?) SLOT in 45 DAYS
If you are running a four-slot hangar with level 8 robots and about a dozen level 8 weapons, it will take six months or more to get the whole group to level 12. It will take more than one month to get everything to level 9. However, if you only upgrade the robots, you can get all four robots to level 12 in about 45 days. They will have almost 33% more health than their level 9 opponents. You might as well have another robot in the hangar. The weapon upgrades you’ve deferred are only 10% behind a pilot who upgrades according to Pixonic’s recommendations.
Here’s the strategy –
CASE STUDY, or, MORE CHERRY-PICKED DATA TO SUPPORT MY THEORIES
Josue 96 is a skilled player with over 3600 victories. He has reached the “Diamond II” league sporting an expensive (and fully upgraded) set of robots. Witness:
And yet, Josue 96’s teams have lost 34 (68%) of their last fifty battles!
On examining results from a battle (see below) where Josue 96 spent the full ten minutes in his Fury, scoring almost 1M damage only to lose, one of my clan mates said, “you can't blame him if he laid down such mighty suppression, his teammates clearly didn't have the power to capitalize on it.” My mate’s comment suggests one way to look at the loss: it’s your teammates’ fault! They lack “the power to capitalize.” Another possibility: like a ten-year old kid who wants to cut the whole neighborhood’s lawns with his dad’s crappy push mower, you may be providing a service that doesn’t quite get the job done. The truth is probably in the middle – the best players develop a very keen sense for what their team needs, whether it is a beacon, a tactical retreat, or just survival for 30 more seconds.
In my opinion, Josue 96 lost this battle on Yamantau by failing to bring his considerable brawling power into battle. He got nine kills, but it wasn’t enough to stop the blue team from getting the win.
Most snipers can’t come close to a million damage. Even when they do, it may not be enough to win the battle. My advice amounts to this: cap a couple contested beacons instead of engaging from 600 meters away. Your team will win more. Like the difference between a .275 hitter and a .300 hitter, the advantage you provide becomes clear over time.
EPILOGUE: WAR ROBOTS GIVETH … AND WAR ROBOTS TAKETH AWAY
Pixonic’s explicit goal for War Robots is to make it “better.” What this means to you: every now and then they will “buff” something weak into something strong, or “nerf” something strong to make it weaker. Pixonic calls it “rebalancing,” and a few of the changes over the last year include:
Your humble servant,
Ishmael/Ahab/Where y'at? phD
APPENDIX
Mixed weapons, or just plain mixed up? A taxonomy of robots less commonly observed in the field …
For my old fans, who number in the dozens or perhaps even less, "Winning at War Robots (Until They Change It)" was my first game-inspired piece. I submitted it to Pixonic for the writing contest this summer, and was selected as one of the winners. Yay! The stardom promised did not materialize, though ... my article was never added to the Iron Library or featured in-game. Boo! The winners, about twenty, were gathered together on a Discord server, ostensibly for the purposes of sharing ideas.
Then came the Dash robots ... Pixonic gave all of us two of our choice. I knew HeyChee would be a game-changing killer. HeyCheese have everything - mobility, durability, and crazy firepower. Between Boo and Koo, I was less sure. I went with the speed instead of the size. This was the start of a great thing - any time something new comes out, the writers get it "for testing," and the rest of you poor bastards are stuck trying to accumulate 10,000 components. Sorry about that. I mention it for two purposes: informing you about the lifestyles of the rich/famous semi-professional mobile game bloggers AND illuminating my perspective as a not-whale with whale gear. I do the whaling around here ... call me Ishmael.
As you've probably noticed, Pixonic launched a new web page last week, and it now features articles by yours truly on flanking and the Ember/Tempest heavy weapons (I will be posting them on this blog later in the week).
"Winning At War Robots" reflects my opinions about how to best play the game. Two things should be pretty obvious after reading, but they are worth saying: people disagree about these matters (in fact there are 57,281 documented ways to play the game), and I have cherry-picked data to illustrate my points. I’m only so good with numbers, Pixonic keeps its proprietary secrets tighter than the NSA, and this piece is not intended to be a dissertation (although it certainly is getting close!).
With that, take a look at this, and tell me what you see.
Wait, you can’t tell me anything, so I’ll tell you what you see. You see a hangar full of BRAWLERS. You see a guy who won 86% of his last 50 battles, and sits in the “League of Legends.” (After almost 12,000 victories, you damn well better be a legend. Even if your thumbs fall off and your wife has filed for divorce.)
Other meaningful facts: DEADHEAD OG once scored 1,588,665 in damage, and has notched 16 kills in a single battle. He was a seal clubber, too, because the odds of winning 62 evenly matched battles is about the same as the odds of Gisele Bundchen having your children.
Not going to happen.
Like DEADHEAD OG, EXAM sys wins a vast majority of the time. He’s Diamond league now, but he is not going to stay there. All five robots can move quickly, capture beacons, and hurt an opponent who lingers in the open.Now, for a different – and markedly less successful - approach to the game:
While there may be a big skill difference between EXAM sys and Chief420, there’s more going on. I believe a “strike from long distance” mentality is causing Chief420 to lose. A lot.
No one cares about tennis anyway, but we wouldn’t worry if Chief420 was a tennis player. He would be the only one suffering the “agony of defeat.” But he’s not losing alone. Any team with Chief420 drops six of ten battles. That’s a really big deal.
This article is intended to assist you in building a winning hangar. If you don’t care about winning, I won’t judge you. Maybe you aren’t all that competitive. Maybe, like Chief420, you have a set of priorities that are more “organic.” Maybe you just like to play with strangely equipped long-range strikers. No problem. Reasonable people may disagree.
If you want to win, I have three simple suggestions. Take them in the spirit intended.
- Build a hangar of brawlers.
- Level up and use your best robot.
- Mix your weapon types.
“Everybody has a plan until they get punched in the mouth.” – Mike Tyson
You will run across lots of things when you play War Robots. You’ll see people bombarding from afar, looking for the best sniper cover, running in circles, and using every conceivable combination of robots and weapons. Invariably, however, these hapless bastards lose. They lose a LOT. And they lose to me (soon, to you), because they get punched in the mouth. Most successful hangars are brimming with robots that get to beacons by destroying everything in the way.
Brawlers (aka close-range bots, knife fighters, pugilists, thugs, goons, etc.) help the whole team. When a robot is destroyed, sending the pilot back to the spawn point, it creates undefended territory on the battlefield. Beacon capture becomes possible. A piece – often a powerful one – is removed from the chessboard, and the team is one step closer to elimination. It’s also demoralizing and causes a kid somewhere (I’m picturing Japan in my head) to wing his tablet against the wall.
Snipers, in contrast, may hurt the whole team. They don’t do enough damage to create space on the battlefield, and they don’t capture beacons. They can harass their opponents, but in most cases, can’t eliminate them.
When Mike Tyson said “Everybody has a plan until they get punched in the mouth,” he meant that plans inevitably change when the fighting starts and someone gets hurt. (He also meant that he was going to bite Evander Holyfield’s ear off to see if Evander would panic.) In our game, plans change once robots get destroyed. Pilots start forcing ill-suited robots into ill-advised movements. Your goal: be the destroyer. It’s a frame of mind, not a particular set of robots and weapons. The flip side of the same advice is not to panic if you lose a robot – get back out there and grab a beacon.
One caveat for the aggressive pilot: brawl smart. You don’t have to (and often can’t) kill everything in a single face-to-face encounter. If you can stick and move, you should. A great example is Shaolin Rogue’s highly entertaining “The Way of the Carnage.” Be everywhere, be nowhere – damage your opponents, then slip behind cover. Find targets of opportunity, then move to a new position.
LEVEL UP AND USE YOUR BEST ROBOTS
“One absolutely cannot tell, by watching, the difference between a .300 hitter and a .275 hitter. The difference is one hit every two weeks.” – Michael Lewis, in “Moneyball”
In case the parallel between War Robots and baseball isn’t obvious, small differences between weapon and robot levels don’t change the feel of the game. Your opponents do not explode upon beholding your awesomeness. You may not immediately realize that you have an advantage, but the wins will start adding up.
In the old days – before the fall of 2016 - battles matched pilots who selected similar levels of weapons and robots. This scheme was quickly exploited by heartless seal clubbers blasting newbies off the map. Whether predator or prey, you had to keep a balanced hangar or a few high level weapons would bring you into conflict facing experienced pilots and a lot of firepower.
The current rating/league system is more elegant, but matchmaking algorithms remain a mystery. War Robots isn’t chess, where only one player makes all the decisions and must take full responsibility for losing. There are six players on each team and winning/losing isn’t easily attributable to one pilot or another (yes, I know you always do the unselfish things it takes to win). Matchmaking is intended to pit you in battle against players who are winning the same battles you are.*
*unless you are playing in a squad. When you play in a squad, the matchmaking system prioritizes Champion-level pilots for anger, skill, and experience, and sends them text notifications to get them online and mash your face into the ground.
In its current iteration, the matchmaking system does not penalize you for “unbalancing” your hangar, or leveling up robots and weapons one at a time. Consequently, you can get a bit of an advantage by focusing your upgrade time on the robot and weapons you use most. This will allow it to remain on the field longer by virtue of having greater speed and durability. Finally, make sure to put your best robot on the field! If it sits in your hangar, it doesn’t give you any advantage.
MIX WEAPON TYPES
I like using mismatched weapons. On the same robot. I know, it’s War Robots heresy. Mixing weapons is rare. It’s ugly. It offends our sense of symmetry. It’s also harder, because it forces you to think more. It takes practice to hit your targets. But it works. It damages all your opponents, not just the unshielded ones you stumble across by luck and melt with energy weapons.
For your heavy weapon slot, I’m a big fan of the Thunder. It helps your team by knocking energy shields down (even around corners, because the edges of the shield appears before the robot does), and by knocking enemies down. Fully upgraded, it does over 16,000 damage per BOOM. As an aside, if you haven’t heard the Thunder in headphones, it’s a delight. Especially when you sneak up behind an unsuspecting enemy.
Some deadly mixed martial artists include:
- The Answer*: Lancelot with Thunder, Orkan, and Taran.
- Thumper: Leo with Thunder, Pinata(s), and Magnum(s)
- Wrecking Ball: Boa with Thunder and Taran
- “Two-Face” Griffin or Rhino – Taran/Magnum on one side, Orkan/Pinata on the other
- The Face Melter: Galahad with Taran and Pinatas.
- Thunder and Lightning: Fury with Zeus and Tridents or Thunders
Tired of Ancilots? Meet the Answer.
MID and LONG RANGE SETUPS
In a five-slot hangar, I like four bare knuckle brawlers and one with greater range (my weapon of choice is the Trident Fury, effective up to 600 meters). I defend from a distance if my team is: protecting a lead, AND there is a viable firing position, OR all four brawlers are destroyed.
HOWEVER, if you were playing the game in May 2017, you got a very rude awakening along with the hot weather in June. The “Russian Death Button” (Pins/Talumbas) Griffin, which had been utilized only by stubborn old Soviet pilots, gained the ability to fire partial salvos and reload continuously. It may well turn out that the new META (“most effective tactic available”) means running more than one long-range robot.
Fury CAN and SHOULD move on the battlefield!!
Effective support means making smart choices. It is more a state of mind than a particular set of robots or weapons. Always keep your eye on the clock and the beacon bar, because battles are short and the tide can turn quickly.
Some pilots hold that certain maps dictate a different approach to hangar building; Springfield, Canyon, and Yamantau lack protective cover for much of the field. Snipers have lines of sight that extend over 1000 meters. If you’ve ever walked up the center ramp at Yamantau and been immediately toasted by an enemy firing squad perched on both bridges, you “get it.” While this is an unforgettable experience, I don’t think it’s advisable to build a hangar around it. These maps definitely require patience and persistence if you are using weapons that are ineffective beyond 300 meters, and they favor the weapon that can strike from long distance.
As an example, most maps have some cover near/around the center beacon. Use it! Waiting for Tridents to hit you is a suicide mission; capturing a beacon and slipping behind available cover is the expert-approved move. If you pilot a Stalker or Griffin, consider saving your special ability to exit the danger zone instead of using it to enter one.
No love: this Kang Dae Carnage stands alone, waiting patiently for Mr. Right to stroll up, take her hand, and ask her to dance. Effective support means getting into the mix!
ADD YOUR FIFTH (and SIXTH?) SLOT in 45 DAYS
If you are running a four-slot hangar with level 8 robots and about a dozen level 8 weapons, it will take six months or more to get the whole group to level 12. It will take more than one month to get everything to level 9. However, if you only upgrade the robots, you can get all four robots to level 12 in about 45 days. They will have almost 33% more health than their level 9 opponents. You might as well have another robot in the hangar. The weapon upgrades you’ve deferred are only 10% behind a pilot who upgrades according to Pixonic’s recommendations.
Here’s the strategy –
- Level the best robots you have to 12, one at a time.
- Earn daily gold by completing tasks. You can do this in half the gameplay time by playing every other day and doing four tasks at once. (Note: NEVER do tasks for workshop points. Change them for gold tasks. You earn 550 workshop points a day, over 15,000 a month.)
- Use the saved gold (about 100 daily or 3000/month) to buy the fifth slot.
Trying, unsuccessfully, to persuade pilots to use the “Ragin’ Cajun” (my Raijin) for cover. If you see a shield on the blue team, use it.
CASE STUDY, or, MORE CHERRY-PICKED DATA TO SUPPORT MY THEORIES
Josue 96 is a skilled player with over 3600 victories. He has reached the “Diamond II” league sporting an expensive (and fully upgraded) set of robots. Witness:
And yet, Josue 96’s teams have lost 34 (68%) of their last fifty battles!
On examining results from a battle (see below) where Josue 96 spent the full ten minutes in his Fury, scoring almost 1M damage only to lose, one of my clan mates said, “you can't blame him if he laid down such mighty suppression, his teammates clearly didn't have the power to capitalize on it.” My mate’s comment suggests one way to look at the loss: it’s your teammates’ fault! They lack “the power to capitalize.” Another possibility: like a ten-year old kid who wants to cut the whole neighborhood’s lawns with his dad’s crappy push mower, you may be providing a service that doesn’t quite get the job done. The truth is probably in the middle – the best players develop a very keen sense for what their team needs, whether it is a beacon, a tactical retreat, or just survival for 30 more seconds.
In my opinion, Josue 96 lost this battle on Yamantau by failing to bring his considerable brawling power into battle. He got nine kills, but it wasn’t enough to stop the blue team from getting the win.
Most snipers can’t come close to a million damage. Even when they do, it may not be enough to win the battle. My advice amounts to this: cap a couple contested beacons instead of engaging from 600 meters away. Your team will win more. Like the difference between a .275 hitter and a .300 hitter, the advantage you provide becomes clear over time.
EPILOGUE: WAR ROBOTS GIVETH … AND WAR ROBOTS TAKETH AWAY
Pixonic’s explicit goal for War Robots is to make it “better.” What this means to you: every now and then they will “buff” something weak into something strong, or “nerf” something strong to make it weaker. Pixonic calls it “rebalancing,” and a few of the changes over the last year include:
- Increased Carnage health
- Increased Rogatka’s health and speed, along with shorter cooldown for jumping
- Punishers and Molots were made to fire faster and do more damage
- Decreased Aphid accuracy
- Increased speed and health for Fury
Your humble servant,
Ishmael/Ahab/Where y'at? phD
Faculty Notes
Please consider becoming a supporter of War Robots University. Patreon makes it possible, and the U's backers become part of an exclusive Discord server. Your screenies and video of in-game heroics will be immortalized; your in-game name shall strike fear in your enemies!
Become a Patron!
If you read the U's blog, hit the subscribe button here - top right - and at our YouTube channel! We do not (and can not) spam or bother you. You get an email notification when we post new content. Email the faculty at warrobotsu@gmail.com.Until the introduction of the Greek bots, Pixonic provided component items to War Robots University's professors/pilots for review. The content of War Robots U is created and edited by its authors exclusively. For an explanation of the relationship between Pixonic and the U, read this post!
The U is not just a blog ... we are also iOS clans #48669, #141459, and #139479. We are always looking for champion-league pilots, and welcome skilled communicators from around the world.
Please consider becoming a supporter of War Robots University. Patreon makes it possible, and the U's backers become part of an exclusive Discord server. Your screenies and video of in-game heroics will be immortalized; your in-game name shall strike fear in your enemies!
Become a Patron!
If you read the U's blog, hit the subscribe button here - top right - and at our YouTube channel! We do not (and can not) spam or bother you. You get an email notification when we post new content. Email the faculty at warrobotsu@gmail.com.
Until the introduction of the Greek bots, Pixonic provided component items to War Robots University's professors/pilots for review. The content of War Robots U is created and edited by its authors exclusively. For an explanation of the relationship between Pixonic and the U, read this post!
The U is not just a blog ... we are also iOS clans #48669, #141459, and #139479. We are always looking for champion-league pilots, and welcome skilled communicators from around the world.
The U is not just a blog ... we are also iOS clans #48669, #141459, and #139479. We are always looking for champion-league pilots, and welcome skilled communicators from around the world.
If anyone tells you that you can’t contest the center beacon with your long-range robot, kindly provide them with the empirical proof, above.
APPENDIX
Mixed weapons, or just plain mixed up? A taxonomy of robots less commonly observed in the field …
What not to do: the Zenit-Trebuchet Carnage. Can’t hit close-up, can’t hit far away. Maybe that’s why he stands absolutely still.
Lancelot with Zeus, Hydra, and Taran – deadly from, well, nowhere. Battlefield awareness really matters: Dayshifter could engage me from 350M with all three weapons and I couldn’t touch him. Instead, he’s standing 64 meters away from annihilation.
I think it’s a Spiral in the left hand of our old friend the Rhino, along with Taran, Hydra, and Magnum. I like the ability to damage opponents from 600 meters, and the firepower up close is substantial. If your thumbs aren’t the size of sausages, you can probably use two weapons at once, so the Taran might be more effective on the right. It would also allow corner shooting.
Don’t hate because I’m beautiful! My “Answer” was placed on a team with this lovely golden bear painted Lancelot, wearing Orkans and Trident. What I like: the aesthetics and the ability to strike from 600 meters. What I’d like better: Thunder. The range is almost as long (500m), it takes Anciles out, and it reloads while firing.
This guy sent me to the scrap heap. The coroner identified his “Thunder and Lightning” Fury as the proximate cause of death.
Clan Neld is from Brazil, where mixing guided missiles, rockets, lasers, and bullets is accepted in society, like going topless at the beach.
This guy doesn't know a god damn thing-
ReplyDeleteExam sys is obviously a second account for someone which is how they have maxed player level with only level 8 & 9 bots and 454 victories
And he wasENTIRELY WRONG about Chief420 who has only 1 bot in his hanger with weapons higher than 500m range, while the majority of his equipped weapons are in the 300-350m range but even that 1 bot with longer range is medium-long max with just medium effective range.
What is holding the Chief back is partly his bot selection (Griffins are good, Golems have been made obsolete) and he calls himself Chief420 because he is "chiefing 420" which is to say is a committed pot smoker.
I also have about 2200 victories but I am closing in on expert 2 with no stealth/descend bots and the place I live gets terrible reception even on wifi, it's just bad enough to cause reconnecting issues that leaves my bot on the map getting shot while I wait to regain enough signal stability to control my bot again..... Much yelling at my phone occurs at such times :-(
I'm thinking of updating this article to reflect the current "hangar of brawlers" full of Spectres and Inquisitors. When it was written (summer 2017), Chief420's robots weren't as crazy as they look now.
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