Category:Game Mode

Introduction
Prior to 2017 War Robots had only single game mode - "Domination". This game mode was not sufficient for all player base because it favors faster robots and a winning strategy, for the most part, included capturing and holding beacons. Surprisingly enough, many top-tier players do not approve this game mode, especially on "long" maps, like Yamantau, Springfield and, to some extent, Canyon for the reason being "not enough silver could be generated by a knife fighters".

It is worth noting that upgrading hangar to maximum level is a tiresome and resource-hungry task, so players need to keep flow, and the more damage player deal - the better silver reward is. So to optimize silver rewards it's best to kill all enemy bots, and not just win by beacon control or timer. Another issue with this game mode is the fact that long and mid range setups (Trebuchet, Tulumbas, Trident, Zeus) got advantage on such maps, and can destroy cherished Lancelot hangar in a matter of minutes from safe range.

Another interesting perk of top-tier players, for the most part, is the total ignorance or long range setups, which usually render typical champion hangar helpless versus beacon runner\sniper team on long maps, leading to shameful loss and rage quit.

And because this is not acceptable for honorable top tier players, they tend to skip such maps altogether, playing only maps where enemy positions could be reached pretty fast, or there are plenty of cover.

One of the solutions proposed and accepted by Pixonic was the introduction of new game modes, which helps slow robots to reach enemy lines faster. So, starting 2017, War Robots introduced several new game modes.

Domination
Domination - the original, War Robots gameplay mode. Players spawn at their home spawns, need to capture beacons to win or to kill enemy bots. Up to the highest league, it's possible to use medium or even light bots, as well as close, medium and long-range fighters, depending on the map.

The game still can be won by a beacon control, even if the player is facing opponents with somewhat higher level of equipment (i.e. 4\4 vs 6\6 or 9\10 vs 12\12).

Overall, this mode favors more diverse hangar and cautious gameplay.

Beacon Rush
Beacon Rush - second gameplay mode, introduced in the fall of 2017; the only, however, pretty major, difference between Domination and Beacon Rush is the ability to select any allied beacon as the spawn location. However, it is possible only for the second bot. The first bot MUST be spawned at home spawn. Usage of light bots on long-range snipers is minimal.

Most often this type of games ends by eliminating the opposing side completely.

Overall, this mode favors hangars with a single fast but heavy hitting robot like Rhino, Rogatka, Doc, Galahad and the rest should be heavy, slow, close-range brawlers, due to ability to spawn exactly where all the action is.

Team Deathmatch - not yet in the game
Team Deathmatch - additional gameplay mode, introduced late autumn 2017, basically it's usual domination, but without the beacons. Players kill each other until there's nobody to kill, or until timer run out.

This mode was introduced to Test Server several times, but no good strategy is yet developed. Possibilities are to outfit entire team with hard-hitting long\midrangers and eliminate an entire enemy team, or use Homing Missile weaponry and run away and shoot to exhaust the enemy.

Overall, this type of game would generate silver income the best possible way.

Custom Matches - not yet in the game
While not actualy a "game mode" per se, it is the ability to play with the players of choosing at the map and the mode of choosing, instead of leaving all that to random.

It is worth noting that Gold and Silver rewards most probably be zero, as well as repair bills. So this mode is only good for tournaments, duels, tests and pre-defined matches, like "playing only single bot" or "use only of Zenit Schutze allowed".