Diep.io Wiki
Diep.io Wiki
(STARTING TO RAGE)
Tag: Visual edit
No edit summary
(38 intermediate revisions by 19 users not shown)
Line 1: Line 1:
 
{{Infobox
 
{{Infobox
 
|image = <gallery>
 
|image = <gallery>
Fighter final icon1.png|Old Colors
 
 
Fighter final icon2.png|New Colors
 
Fighter final icon2.png|New Colors
 
Fighter final icon1.png|Old Colors
 
</gallery>
 
</gallery>
 
|tier = 4
 
|tier = 4
Line 10: Line 10:
 
|id = 28
 
|id = 28
 
}}
 
}}
  +
{{About|the original [[Diep.io]] {{PAGENAME}}|the {{2|Arras.io}} equivalent|{{2|Fighter|f}}}}
The <b>{{PAGENAME}}</b> is a Class that was released as an unnamed class on June 3, 2016, and was given a name on June 4, 2016. The Fighter is an upgraded form of the [[Tri-Angle]], and as it is a [[Tiers|Tier]] 4 tank it doesn’t further upgrade. This Class was buffed on June 13, 2016 (although the exact changes are unknown).
+
The {{PA}} is a Class that was released as an unnamed class on June 3, 2016, and was given a name on June 4, 2016. The Fighter is of of the two tanks that upgrade from the [[Tri-Angle]], the other being the [[Booster]], and as it is a [[Tiers|Tier]] 4 tank it does not upgrade further. This Class was buffed on June 13, 2016 (although the exact changes to the Fighter are unknown).
   
 
== Design ==
 
== Design ==
It has five [[Cannons]]; two of them are on the back of the tank (same as its predecessor, the Tri-Angle) two are on the sides, and one on the front. It features the common circular base.
+
It has five [[Cannons]]; two of them are on the back of the tank (same as its predecessor, the Tri-Angle) two are on the sides, and one on the front. It features a common circular base.
 
The angles between Fighter Cannons clockwise from the front cannon are 90°, 60°, 60°, 60°, 90°.
 
The angles between Fighter Cannons clockwise from the front cannon are 90°, 60°, 60°, 60°, 90°.
   
Line 36: Line 37:
 
|HiddenStat4Val =
 
|HiddenStat4Val =
 
}}
 
}}
This tank has high recoil that speeds it up when it's moving forward. Its strongest [[Bullets]] are fired by the front gun, followed by the slightly weaker side guns and the much weaker back Cannons, which fires Bullets that last for only 1.6 seconds instead of 3. Upon upgrading from the Tri-Angle it receives a barrel on the left and the right. Its side guns used to have as much damage as the front gun, but it was nerfed.
+
The tank has high recoil that speeds it up when moving in the same direction it fires. Its strongest [[Bullets]] are fired by the front gun, followed by the slightly weaker side guns and the much weaker back Cannons, which fires Bullets that last for only 1.6 seconds instead of 3. Upon upgrading from the Tri-Angle it receives a barrel on the left and the right. Its side guns used to have as much reload as the front gun, but they were later nerfed.
   
 
== Strategy ==
 
== Strategy ==
Line 43: Line 44:
   
 
=== As the Fighter ===
 
=== As the Fighter ===
The Fighter is best described as a Basic Tank with forward recoil (as they both share the same stats for their main cannons). Unlike with the Booster the Fighter’s Side Barrels allow for decent cover when using Bullet Builds. All of the Fighter’s builds falling under one of the following categories: Glass cannons, Bullet Rammers and Rammers; with playstyles that are distinct to them.
+
The Fighter is best described as a Basic Tank with forwarding recoil (they both share the same stats for their main cannon). Unlike with the Booster, the Fighter’s Side Barrels allow for decent cover when using Bullet Builds. All of the Fighter’s builds fall under one of the following categories: Glass cannons, Bullet Rammers and Rammers; each with playstyles that are distinct to them.
  +
*One very useful strategy involves moving with the WASD or arrow keys while pressing E or Left-Click repeatedly. If done correctly, this will keep the rear cannons from recoiling the Fighter forward while shooting, allowing the player to keep its distance or retreat while covering its back as if a [[Tank|Basic Tank]].
*Approaching the enemy from their side or back and dashing in to deal damage while maintaining at least 1/3 to 1/2 of the screen’s distance is a viable strategy. The fast Bullet Speed should make up for the distance and do large damage, and hopefully, finish the enemy before they can react. Should the enemy be responsive and immediately turn its gun towards the player, it can either be dodged using the Fighter's high mobility or utilizing the target distance which was established earlier to escape.
 
  +
**Depending on the Fighter’s build- tap firing may let it perform hit and run attacks more safely, letting it face tanks like Destroyers and Bullet Spammers more directly, keeping the pressure for longer and eventually even kill them.
*It should be noted that the forward gun is as strong as the [[Tank|Basic Tank’s]], and adding points to Bullet Penetration, Bullet Damage, and Reload can actually allow the player to finish off [[Overlord]] and [[Necromancer]] Drones (even at maximum Drone Health) before they can reach the tank (provided the player wasn’t ambushed with no time to react). Without the backward recoil like with most high-Reload tanks ([[Sprayer]], [[Penta Shot]]), the Fighter can get close to the enemy while using its full power. It should be noted that this also keeps it from defending itself while running at full speed.
 
  +
**This also converts the Fighter into a bullet spammer, almost like a slow-firing [[Streamliner]].
*The powerful side-guns can be used to strafe the enemy. Combined with the Fighter's mobility, this is useful in attacking tanks camping around the [[Dominator]]s while still maintaining a large amount of forward recoil to avoid bullet streams. Circling around the Dominators can result in random kills. In addition, the side-guns are also a powerful deterrent against weaker tanks who distract the player from chasing the player's main target, forcing a one-on-one battle against it.<!--Not useful. Consider removing-->
 
 
*If using a high Bullet Speed build: Approaching the enemy from their side or back and dashing in to deal damage while maintaining at least 1/3 to 1/2 of the screen’s distance is a viable strategy. The fast Bullet Speed should make up for the distance and do large damage given the bullets connect, hopefully finishing the enemy before they can react. Should the enemy be responsive and immediately turn its gun towards the player, it should be either be dodged, using the Fighter’s high mobility or escaped utilizing the target-player distance which was established earlier.
*The forward recoil of the tank means that the rear guns leave a very long stream of Bullets in the flanks of the Fighter. This Bullet stream can be used as a shield when escaping enemies at low health. With the addition of swerving around to dodge the bullets of low-reload tanks that fire high/penetration damage (Snipers, Destroyers), aiming the rear Bullet stream against their bullets can neutralize or decrease the damage caused. This allows easy escape from losing battles, and the player can return again once health is sufficiently regenerated.
 
  +
*It should be noted that the forward gun is as strong as the [[Tank|Basic Tank’s]]. When using a Bullet Rammer builds (maxing out Bullet Stats such as Bullet Pen, Bullet Damage and Reload and ignoring Bullet Speed in favor of Health and Speed) could allow the player to tank at least 2-6 [[Overlord]] or 3-10 [[Necromancer]] Drones with its initial attack.
*While the natural high speed of the Fighter means that any tanks chasing the player can be outrun, keep in mind that some tanks such as the Tri-Angle, Booster, other Fighters, Destroyer, [[Hybrid]], or [[Annihilator]] can come close to reaching the player's tank, which can be dangerous if they are using a Bullet damage build, especially when the player is using a glass cannon build.
 
 
*The powerful side-guns can be used to strafe the enemy. Combined with the Fighter’s mobility, this could be useful to attack tanks camping around the [[Dominator]]s while still maintaining a large amount of forwarding recoil to avoid their bullet streams. The side-guns can also make for a powerful deterrent against weaker tanks who distract the player from chasing their main target.<!--Not useful. Consider removing-->
*The Fighter is one of the few tanks that can aggressively chase down Body Damage tanks due to its extreme movement speed and powerful front cannon. Players should not chase down rammers head-on, as that leaves little time to react should the rammer suddenly change direction and smash into the player instead. Its side Cannons can prove very useful when a rammer gets too close to it, as the player can circle around it while shooting it with their side Cannons. This strategy can be also useful against tanks with low Bullet Speed or reaction time.
 
  +
*The forward recoil of the tank makes it so that the rear guns leave a long stream of Bullets behind the Fighter’s flank. Depending on the build, this Bullet stream can be used to somewhat weaken incoming bullets before they hit the player. Or to keep (non Destroyer Branch) rammers from actually colliding with it.
*Glass Cannon builds are particularly atractive targets for snipers and bullet spammers. Because of this, crucial skills involve maintaining a fair target distance (1/3 to 1/2 of the monitor’s screen length) at all times and knowing when to escape. It is often suicidal to deal with high Reload tanks head-on. To have better control of the Fighter, players should travel horizontally, as it allows for a faster reaction time against unexpected enemies.
 
  +
*While the Fighter’s natural increased speed allows it to outrun most tanks, some classes such as other [[Tri-Angle]] branch users; or some of the [[Destroyer]] branch classes such as the [[Hybrid]], or the [[Annihilator]] can sort of keep up or even outrun the tank depending of their builds. This can be dangerous on the following scenarios: The formers if they are running a faster build than you. The latter if they are running Bullet Builds and you haven’t upgraded Bullet Speed.
*A skilled Fighter can kill a Penta shot if they always aim at the barrel firing towards them. However, a Pentashot shaking its barrels can out-penetrate the Fighter’s front cannon. Because of this it is advised to desist if the enemy tank seems particularly good at aiming while doing this.
 
 
*The Fighter is one of the few tanks that can aggressively chase down Body Damage tanks due to its extreme movement speed and powerful front cannon. If they are running Bullet Rammer builds, players, should be wary of chasing down rammers head-on, as that leaves little time to react should the rammer suddenly change direction and smash into the player instead. Make sure that the rammer is at least 50% HP before doing this.
 
*Glass Cannon builds are particularly attractive targets for snipers and bullet spammers. Because of this, crucial skills involve maintaining a fair target distance (1/3 to 1/2 of the monitor’s screen length) at all times and knowing when to escape. It is often suicidal to deal with high Reload tanks head-on. To have better control of the Fighter, players should travel horizontally, as it allows for a more reaction time against unexpected enemies.
 
*A skilled Fighter can kill a Penta Shot if they aim at the barrel firing towards them at all times. However, a Pentashot shaking its barrels can out-penetrate the Fighter’s front cannon (for it can group bullets from up to 3 cannons by doing this). In consequence, it is advised to desist should the enemy tank be particularly good at aiming while doing this.
   
 
=== Against the Fighter ===
 
=== Against the Fighter ===
*The biggest weakness of the glass-cannon build Fighter is its low Max Health and Regeneration. For this reason, several Classes of tanks can effectively take the Fighter on and come out victorious.
+
*The biggest weakness of the glass-cannon build Fighter is its low Health and Regeneration. Because of this, several Classes can sneak shots at the Fighter and force its retreat or kill it.
 
*Another way to kill a Fighter is by using focused bullet spammers (such as the [[Sprayer]],[[Auto Gunner]] or [[Triplet]]) and aiming in its direction until enough bullets connect.
**However, semi-ram and ramming Fighters have body damage upgraded, and in most cases max health has been upgraded.
 
  +
**The [[Auto-Gunner]] is the hardest counter against the Fighter, as it is not only particularly good at ghosting through the Fighter’s defense but it is also essentially immune to any ambush attempts due to the Auto Turret.
*Another way to kill a Fighter is by using a focused fire tank (like the [[Sprayer]]) and aiming accurately between the gaps of the Fighter's cannons.
 
  +
*Destroyers and Hybrids sporting Bullet Builds can take down careless Fighters head-on. Should the player ambush it or should the Fighter make careless moves? The extremely high burst damage should outright kill the fighter or take at least 50% of its HP.
*High-Reload tanks outfitted with a high Reload build usually result in any Fighter have second thoughts before engaging. Multiple-barrel tanks with focus fire like the [[Auto-Gunner]] should ideally be able to neutralize the single front gun of the Fighter while escaping from any of its attempts to flank using the natural backward recoil. This is more effective when teaming up with others and firing at the Fighter from 2 different directions, making it near impossible for the Fighter to dodge the combined Bullet storms.
 
  +
*If played right, the [[Overlord]] should be able to make use of its increased range to hit the Fighter’s blind spots (gaps between its guns) before it gets too close. Or overwhelm it with several drones (claw) while using its body as bait. Overlords doing this should beware of overextending, however, as the Fighter could turn around and kill them before they can retrieve their drones. Overlords, in general, should try for their drones to take as little damage as possible from the fighter’s bullets before connecting. Mostly because it makes their attacks more effective but also because Fighter’s bullet builds can outpace drone production in certain scenarios.
*Destroyers and Hybrids can easily make short work of the Fighter, should the player be able to ambush it or should the Fighter make careless moves. The absence of any focus fire (many guns facing the same direction) on the Fighter means that its Bullet stream can easily be neutralized in one shot of a larger Bullet.
 
 
**This technique can also work using the Necromancer but is riskier due to the slower Drone Speed and lack of natural Drone regeneration.
**However, the Fighter can take advantage of the slow Bullet Speed and low Reload by dodging the player's Bullet while charging at its target.
 
  +
*Rammer build users can sometimes work against bullet build Fighters, taking them down in one hit should the fighter make a mistake, be slow or not react in time. For in most cases this class is particularly phenomenal against rammer builds.
*If played right, an Overlord should serve as some of the most effective deterrents against a Fighter. An Overlord with maxed-out Drone Speed can take advantage of its range to attack the Fighter in its blind spots (gaps between its guns). This involves knowing the proper time to strike, as attacking too early can allow the Fighter to wipe off the player's Drones, take advantage of the temporary vulnerability by making a sharp turn and charging at the player, or simply escaping the Drones. If played right, ambushing a Fighter that comes within close quarters should make short work of it.
 
**However, the Overlord should be aware that skilled Fighters can dodge the Drones and kill the Overlord before it can retrieve its Drones.
 
**This technique can also work using the Necromancer but is riskier owing to the slower Drone Speed and lack of natural Drone regeneration.
 
*Ramming build tanks can also work against the Fighter and take it out with one hit, but requires ambush techniques to be used and high mobility to surprise it, as the Fighter is particularly phenomenal against rammer builds in most cases.
 
   
 
== Trivia ==
 
== Trivia ==
 
*The Fighter’s name was created by the fanbase, along with the Booster.
 
*The Fighter’s name was created by the fanbase, along with the Booster.
 
**The Fighter’s body design bears some resemblance to a Fighter jet, so it was likely to be an inspiration to its name.
 
**The Fighter’s body design bears some resemblance to a Fighter jet, so it was likely to be an inspiration to its name.
*Ironically,The Fighter, despite looking like it should be slower than the Booster, is actually so close to equal in speed to the Booster that the difference is almost unnoticeable. The reason why is that Fighters side Cannons actually give them knock back instead of disabling recoil.
+
*Ironically, the Fighter, despite looking like it should be slower than the Booster, is so close to equal in speed to the Booster that the difference is almost unnoticeable.
  +
*Most players often refer to Bullet Rammer build Fighters as Dragon Fighters.
*The Cannons on the back of the Fighter (together with the Tri-Angle and the Booster) have the lowest stock Bullet Damage in the game. Their Bullet Damage is 5 times lower than of a Level 1 Tank. In fact, it would take them 8 shots to destroy one [[Square]], 22 shots to destroy one [[Triangle]] and 108 shots to destroy one [[Pentagon]] with their non-upgraded rear Cannons.
 
 
*When its name was being decided, one of the choices was the name Master, which was a nod to [https://www.youtube.com/channel/UCYfybUu1hUKRZl3r7FYAgHg MasterOv]. Strangely, the name Master was the one that won, but the name Fighter was chosen over that name.
 
*When its name was being decided, one of the choices was the name Master, which was a nod to [https://www.youtube.com/channel/UCYfybUu1hUKRZl3r7FYAgHg MasterOv]. Strangely, the name Master was the one that won, but the name Fighter was chosen over that name.
**That name was later used for [[Factory|another tank]], which was later renamed Factory, therefore the name Master is currently unused.
+
**That name was later used for [[Factory|another tank]], which was later renamed Factory; therefore the name Master is currently unused.
*A Fighter moving backwards while firing with no Movement Speed and full Reload is the second slowest constant speed for a tank in the game. The first is the Booster doing the same.
 
   
 
== Gallery ==
 
== Gallery ==
 
<gallery>
 
<gallery>
FighterDestroyingPentagon (Close-Up).png|A Fighter destroying polygons.
+
FighterDestroyingPentagon (Close-Up).png|A Fighter on the Purple Team destroying polygons.
FighterDeathScreen.png|The death screen as a Fighter.
+
FighterDeathScreen.png|The death screen as a Fighter after being killed by a [[Pentagon]].
 
Screenshot 2018-04-04 at 7.32.18 PM.png|Another death screen as a Fighter.
 
Screenshot 2018-04-04 at 7.32.18 PM.png|Another death screen as a Fighter.
 
LoneFighterShooting.png|A lone Fighter shooting.
 
LoneFighterShooting.png|A lone Fighter shooting.
 
</gallery>
 
</gallery>
[[File:LoneFighterShooting.png|thumb|1x1px]]
 
 
{{TankNav|tier4}}
 
{{TankNav|tier4}}
 
{{Interlang
 
{{Interlang

Revision as of 13:17, 13 November 2019

The Fighter is a Class that was released as an unnamed class on June 3, 2016, and was given a name on June 4, 2016. The Fighter is of of the two tanks that upgrade from the Tri-Angle, the other being the Booster, and as it is a Tier 4 tank it does not upgrade further. This Class was buffed on June 13, 2016 (although the exact changes to the Fighter are unknown).

Design

It has five Cannons; two of them are on the back of the tank (same as its predecessor, the Tri-Angle) two are on the sides, and one on the front. It features a common circular base. The angles between Fighter Cannons clockwise from the front cannon are 90°, 60°, 60°, 60°, 90°.

Technical

The tank has high recoil that speeds it up when moving in the same direction it fires. Its strongest Bullets are fired by the front gun, followed by the slightly weaker side guns and the much weaker back Cannons, which fires Bullets that last for only 1.6 seconds instead of 3. Upon upgrading from the Tri-Angle it receives a barrel on the left and the right. Its side guns used to have as much reload as the front gun, but they were later nerfed.

Strategy

  • Strong Against: Distracted tanks whose Cannons are not facing the Fighter, Body Damage Tanks, Sniper Branches, Overseer branch (Factory excepted).
  • Weak Against: Tanks with good Bullet Penetration, high DPS (Damage Per Second) tanks.

As the Fighter

The Fighter is best described as a Basic Tank with forwarding recoil (they both share the same stats for their main cannon). Unlike with the Booster, the Fighter’s Side Barrels allow for decent cover when using Bullet Builds. All of the Fighter’s builds fall under one of the following categories: Glass cannons, Bullet Rammers and Rammers; each with playstyles that are distinct to them.

  • One very useful strategy involves moving with the WASD or arrow keys while pressing E or Left-Click repeatedly. If done correctly, this will keep the rear cannons from recoiling the Fighter forward while shooting, allowing the player to keep its distance or retreat while covering its back as if a Basic Tank.
    • Depending on the Fighter’s build- tap firing may let it perform hit and run attacks more safely, letting it face tanks like Destroyers and Bullet Spammers more directly, keeping the pressure for longer and eventually even kill them.
    • This also converts the Fighter into a bullet spammer, almost like a slow-firing Streamliner.
  • If using a high Bullet Speed build: Approaching the enemy from their side or back and dashing in to deal damage while maintaining at least 1/3 to 1/2 of the screen’s distance is a viable strategy. The fast Bullet Speed should make up for the distance and do large damage given the bullets connect, hopefully finishing the enemy before they can react. Should the enemy be responsive and immediately turn its gun towards the player, it should be either be dodged, using the Fighter’s high mobility or escaped utilizing the target-player distance which was established earlier.
  • It should be noted that the forward gun is as strong as the Basic Tank’s. When using a Bullet Rammer builds (maxing out Bullet Stats such as Bullet Pen, Bullet Damage and Reload and ignoring Bullet Speed in favor of Health and Speed) could allow the player to tank at least 2-6 Overlord or 3-10 Necromancer Drones with its initial attack.
  • The powerful side-guns can be used to strafe the enemy. Combined with the Fighter’s mobility, this could be useful to attack tanks camping around the Dominators while still maintaining a large amount of forwarding recoil to avoid their bullet streams. The side-guns can also make for a powerful deterrent against weaker tanks who distract the player from chasing their main target.
  • The forward recoil of the tank makes it so that the rear guns leave a long stream of Bullets behind the Fighter’s flank. Depending on the build, this Bullet stream can be used to somewhat weaken incoming bullets before they hit the player. Or to keep (non Destroyer Branch) rammers from actually colliding with it.
  • While the Fighter’s natural increased speed allows it to outrun most tanks, some classes such as other Tri-Angle branch users; or some of the Destroyer branch classes such as the Hybrid, or the Annihilator can sort of keep up or even outrun the tank depending of their builds. This can be dangerous on the following scenarios: The formers if they are running a faster build than you. The latter if they are running Bullet Builds and you haven’t upgraded Bullet Speed.
  • The Fighter is one of the few tanks that can aggressively chase down Body Damage tanks due to its extreme movement speed and powerful front cannon. If they are running Bullet Rammer builds, players, should be wary of chasing down rammers head-on, as that leaves little time to react should the rammer suddenly change direction and smash into the player instead. Make sure that the rammer is at least 50% HP before doing this.
  • Glass Cannon builds are particularly attractive targets for snipers and bullet spammers. Because of this, crucial skills involve maintaining a fair target distance (1/3 to 1/2 of the monitor’s screen length) at all times and knowing when to escape. It is often suicidal to deal with high Reload tanks head-on. To have better control of the Fighter, players should travel horizontally, as it allows for a more reaction time against unexpected enemies.
  • A skilled Fighter can kill a Penta Shot if they aim at the barrel firing towards them at all times. However, a Pentashot shaking its barrels can out-penetrate the Fighter’s front cannon (for it can group bullets from up to 3 cannons by doing this). In consequence, it is advised to desist should the enemy tank be particularly good at aiming while doing this.

Against the Fighter

  • The biggest weakness of the glass-cannon build Fighter is its low Health and Regeneration. Because of this, several Classes can sneak shots at the Fighter and force its retreat or kill it.
  • Another way to kill a Fighter is by using focused bullet spammers (such as the Sprayer,Auto Gunner or Triplet) and aiming in its direction until enough bullets connect.
    • The Auto-Gunner is the hardest counter against the Fighter, as it is not only particularly good at ghosting through the Fighter’s defense but it is also essentially immune to any ambush attempts due to the Auto Turret.
  • Destroyers and Hybrids sporting Bullet Builds can take down careless Fighters head-on. Should the player ambush it or should the Fighter make careless moves? The extremely high burst damage should outright kill the fighter or take at least 50% of its HP.
  • If played right, the Overlord should be able to make use of its increased range to hit the Fighter’s blind spots (gaps between its guns) before it gets too close. Or overwhelm it with several drones (claw) while using its body as bait. Overlords doing this should beware of overextending, however, as the Fighter could turn around and kill them before they can retrieve their drones. Overlords, in general, should try for their drones to take as little damage as possible from the fighter’s bullets before connecting. Mostly because it makes their attacks more effective but also because Fighter’s bullet builds can outpace drone production in certain scenarios.
    • This technique can also work using the Necromancer but is riskier due to the slower Drone Speed and lack of natural Drone regeneration.
  • Rammer build users can sometimes work against bullet build Fighters, taking them down in one hit should the fighter make a mistake, be slow or not react in time. For in most cases this class is particularly phenomenal against rammer builds.

Trivia

  • The Fighter’s name was created by the fanbase, along with the Booster.
    • The Fighter’s body design bears some resemblance to a Fighter jet, so it was likely to be an inspiration to its name.
  • Ironically, the Fighter, despite looking like it should be slower than the Booster, is so close to equal in speed to the Booster that the difference is almost unnoticeable.
  • Most players often refer to Bullet Rammer build Fighters as Dragon Fighters.
  • When its name was being decided, one of the choices was the name Master, which was a nod to MasterOv. Strangely, the name Master was the one that won, but the name Fighter was chosen over that name.
    • That name was later used for another tank, which was later renamed Factory; therefore the name Master is currently unused.

Gallery