Diep.io Wiki
Diep.io Wiki
Tag: Visual edit
No edit summary
(17 intermediate revisions by 9 users not shown)
Line 1: Line 1:
 
{{Infobox
 
{{Infobox
 
|image = <gallery>
 
|image = <gallery>
 
Tri-angle final icon2.png|New Colors
 
Tri-angle final icon1.png|Old Colors
 
Tri-angle final icon1.png|Old Colors
Tri-angle final icon2.png|New Colors
 
 
</gallery>
 
</gallery>
 
|tier = 3
 
|tier = 3
Line 12: Line 12:
 
{{About|the original [[Diep.io]] {{PAGENAME}}|the {{2|Arras.io}} equivalent|{{2|Tri-Angle|f}}}}
 
{{About|the original [[Diep.io]] {{PAGENAME}}|the {{2|Arras.io}} equivalent|{{2|Tri-Angle|f}}}}
 
{{For|the red [[Polygon]]|Triangle}}
 
{{For|the red [[Polygon]]|Triangle}}
The <b>{{PAGENAME}}</b> is a tank that shoots three [[Bullets]] from its three [[Cannons]]. It branches off from the [[Flank Guard]].
+
The {{PA}} is a tank that shoots [[Bullets]] from its three [[Cannons]] and branches off from [[Flank Guard]] at [[Levels|Level]] 30.
 
 
== Design ==
 
== Design ==
  +
The Tri-Angle features a circle body with a [[Tank|Basic Tank's]] cannon mounted at the front, and two propulsion barrels on its rear.
The Tri-Angle has one front Cannon and two Cannons on its back end, resembling a triangle-like figure. Due to its two back Cannons, the Tri-angle is one of the fastest tanks (while facing forward of course) in Diep.io. The angles between Tri-Angle Barrels clockwise from the front Cannon are: 150º, 60º, & 150º.
 
   
 
== Technical ==
 
== Technical ==
Line 35: Line 34:
 
|HiddenStat3Val =
 
|HiddenStat3Val =
 
|HiddenStat4Val =
 
|HiddenStat4Val =
}}The Tri-Angle has three [[Barrels]]. One faces the front and the two other at the back. It has a great Movement Speed, thus it suffers a recoil that speeds it up while going forward when firing. The front Barrel shoots bullets that has a the amount of Bullet Speed, Penetration, Damage and Reload as the Flank Guard. The bullets fired by the barrels at the back are weaker and last only for 1.5 seconds instead of 3 seconds.
+
}}The Tri-Angle has three [[Barrels]]. One faces the front and deals considerable damage. The other two are much weaker and are mostly only used for propulsion. When moving in the same direction it shoots, the recoil from the rear-barrels will propel the tank forwards, potentially doubling its speed (depending on the amount of [[Stats#Reload|Reload]] it has) in the process. All 3 [[Cannons]] have the same reload as a [[Tank]] of the same build. However, while projectiles fired from the main cannon are just as durable, Bullets fired by the barrels at the back are just 20% as strong. They despawn in about half the time (1.5 Seconds).
   
 
== Strategies ==
 
== Strategies ==
*<i>Strong Against:</i> Low reload tanks, [[Drones|Drone]] tanks, Assassin branch, Slow tanks.
+
*<i>Strong Against:</i> Assassin branch, [[Drones|Drone]] tanks, Low-level tanks, Slow tanks.
*<i>Weak Against:</i> High RoF tanks, High DPS, Trapper branch.
+
*<i>Weak Against:</i> High Burst-Damage tanks, High DPS tanks, Spread-spammers.
   
 
=== As the Tri-Angle ===
 
=== As the Tri-Angle ===
  +
Unlike other classes, the Tri-Angle branch is particularly flexible with the builds they can use. (Due to their innate forward-recoil). All of the Tri-Angle’s builds fall under one of the following categories: Glass cannons, Bullet Rammers, and Rammers; each with playstyles that are distinct to them.
*As a Body Damage build, the player should use their speed to avoid projectiles rather than trying to fire at it to reduce damage taken. If hellooyou encounter a [[Smasher]] (which can upgrade its stats up to 10 instead of 7), try to tap it to test its stats. If the Smasher regenerates very quickly from the ram, just run, you have no chance in a 1v1 unless it actually has lower body stats than you. If it doesn't, you might have a chance by tapping it, regenerating, tapping it again until its health gets low enough for you to kill it. But keep in mind that this is a risky strategy, and if you don't react at the right time the Smasher will "one-ram" you.
+
*As a [[Builds#Rammers|Body Damage build]], the player should use their speed to avoid projectiles (As the knockback received will slow them down), and charge at the enemy if distracted, or if the enemy is not on the 'Weak Against' list. If they encounter a [[Smasher]] (which can upgrade its stats up to 10 instead of 7), try to tap it to test its stats. If the Smasher regenerates very quickly from the ram, refrain from making contact. If it doesn't, you might have a chance by tapping it, regenerating, tapping it again until its health gets low enough for you to kill it. Beware, however, that the Smasher's momentum is so big that if it suddenly changes directions and hits, you will die.
*The player should avoid charging at their enemy head on; especially if they are firing at the player. Instead, try to weave in through the projectiles and slowly get closer so the opponent can be struck. If this tactic fails, consider finding a new target to take on. The player can also circle the enemy and slowly spiral in closer, although this doesn’t always work and the player may need to retreat.
+
*Players using this tank should avoid charging at their enemy head-on, especially if they are being fired at. Instead, try to weave in through the projectiles and slowly get closer until the opponent can be struck. If below 30% HP the player should consider retreating, regen its health and try again.
*Think twice before entering a fight with many Bullets, or Bullet spammers. Due to the low amount of shots fired from the front, the Tri-Angle is not ideal for Bullet-Bullet shielding and it is sometimes fatal to enter a shower of high-penetration Bullets.
 
  +
*Think twice before entering a fight when a high Burst-Damage tank like the [[Destroyer]] is near, since unless you have a large amount of health, one bullet at the right angle could potentially one-shot you.
*As a Bullet Damage Tri-Angle, the player should only consider putting two points into Bullet Speed. Two points are just enough to keep up with a max speed and Reload Tri-Angle. This, combined with maxing Bullet Penetration can create a Bullet wall that both serves as protection or as offensive fire.
+
*As a Bullet Rammer Tri-Angle, the player should only consider putting up to two points into Bullet Speed. Two points are just enough to keep up with a max speed and Reload Tri-Angle. This, combined with maxing Bullet Penetration can create a Bullet wall that serves for both protection and offensive fire.
*It is the choice of the player whether they want to upgrade health or speed points.
 
  +
*It is the player’s choice of the amount of health they want to upgrade at the cost of speed. It should be noted, however, that the most efficient way to spend Health points past level 36 (durability-wise), is to always invest 1 or 2 more points on Body Damage than Max Health.
*The player should use speed to their advantage. They should either face away from enemies to run, or face towards them to close the gap. Maxing out reload and movement speed will increase this effect. Due to the Tri-Angle being a very fast tank, it is useful for its speed in order to catch up to tanks.
 
  +
*Due to the player’s forward recoil — retreating from a fight may be difficult when using bullet builds. As one would have to completely turn to achieve max speed — but wouldn't be able to protect its rear that way. ‘Tap-firing’, or clicking the mouse repeatedly over a short time will stop the rear-cannons from firing every time, allowing you to move at normal speed while shooting backward. This lets you put some distance between you and the enemy before turning around and retreating fully.
*The Tri-Angle is very effective against [[Overseer]], [[Overlord]], [[Manager]] and [[Necromancer]]. The player should try and bait out the spawned Drones to attack them and make a sharp turn for the opposing tank , placing themselves between the drones and the tank's body, and ram into them. The player's back cannons also weaken the spawned Drones, making it effective at wearing them down.
 
  +
*Due to its high Front-Cannon’s DPS, the Tri-Angle is very effective against [[Overseer]], [[Overlord]], [[Manager]] and [[Necromancer]] (As the enemy drones usually can't be respawned faster that they can be taken out). However, one should keep in mind that the momentum or burst damage of multiple drones is still extremely high, and thus a certain distance should be kept until an opening arises.
*The [[Sniper]] and its upgrades are usually easy prey. The player should use their movement speed and dexterity to avoid the projectiles and close in for the kill while also taking minimum damage. Snipers shouldn’t be a problem since they have low reload.
 
  +
*The [[Sniper]] and its upgrades are usually easy prey when moving forwards, due to their low reload. The player should use their movement speed and dexterity to avoid the projectiles or tank them with their Bullet-Cloud, closing in for the kill while taking minimum damage. If not facing (and thus shooting towards) the Sniper, however, the player should retreat, turn or try to put some distance between them and the enemy. Projectiles not previously weakened by the Front-Cannon can still deal considerable damage.
*Avoid Body Damage tanks at all costs. The player can lose a great deal of health by simply ramming into them. The player should try to see signs of Body Damage tanks, such as low damage projectiles, no projectile penetration or high Movement Speed of the tank.
 
  +
*The slower you go, the more bullets you can group in front of your tank, the bigger your momentum is/more damage you can tank.
*[[Destroyer]] and [[Hybrid]] are major threats to a body damage Tri-Angle. Their projectile recoil, combined the fact that they can either build Body Damage or Bullet Damage makes it very difficult to ram into them. The player should try to bait it into chasing them, and make a sharp turn to kill them off-guard before they charge up another bullet.
 
  +
*When charging in a given direction and unsure of what’s ahead, releasing the WASD keys regularly (while shooting continuously), will allow you to slow down your tank on demand so that your Bullet-Cloud or Shield can be momentarily strengthened.
  +
*Avoid collisions with Body Damage tanks before you weaken them. Bullet-Rammer builds can use their Bullet-Clouds to severely weaken Rammers before colliding with the tanks themselves. However, due to their still very high momentum — if the rammer changes directions quickly it could still kill you (Given its health was high enough or that it managed to avoid your cloud).
 
*[[Destroyer]]s and [[Hybrid]]s are major threats to a body damage Tri-Angle. Their projectile’s recoil, combined with the fact that they can either build Body Damage or Bullet Damage makes it very difficult to ram into them. If one wants to kill this tank, they should try to bait the Destroyer into chasing them, then making a sharp turn as soon as they boost. This allows you to kill them before they have the time to reload another bullet.
   
 
=== Against the Tri-Angle ===
 
=== Against the Tri-Angle ===
Line 57: Line 59:
 
*If the player is a basic tank, they should move to the side sharply as the Tri-Angle comes in to ram them. Its momentum and the user’s shock will make it fly way past the player. This ought to be done multiple times and the Tri-Angle should simply give up. The player should remember to stay away from the border or Maze walls when doing this.
 
*If the player is a basic tank, they should move to the side sharply as the Tri-Angle comes in to ram them. Its momentum and the user’s shock will make it fly way past the player. This ought to be done multiple times and the Tri-Angle should simply give up. The player should remember to stay away from the border or Maze walls when doing this.
 
*As an Overseer, Overlord, Necromancer, or Manager, the player should avoid trying to send their [[Drones]] directly at the Tri-Angle. Chances are, the opposing Tri-Angle may see this as an opportunity to strike back, most likely destroying the player. Instead, the player should keep their Drones around them and try to find cover from other tanks.
 
*As an Overseer, Overlord, Necromancer, or Manager, the player should avoid trying to send their [[Drones]] directly at the Tri-Angle. Chances are, the opposing Tri-Angle may see this as an opportunity to strike back, most likely destroying the player. Instead, the player should keep their Drones around them and try to find cover from other tanks.
*Using the [[Destroyer]] branch might also be an effective counter, as the Destroyer’s [[Bullets]] deal a very large amount of damage. Although the Tri-Angle can be extremely fast, its bullets are weaker than a normal tank’s would be, the Destroyer Bullets will be able to pierce through its bullets and kill it. If it uses a Bullet [[Builds|Build]], however, the player could retreat, as their recoil could make them fast enough to outrun it.
+
*Using the [[Destroyer]] branch might also be an effective counter, as the Destroyer’s [[Bullets]] deal a very large amount of damage. Although the Tri-Angle can be extremely fast, its bullets are weaker than a normal tank’s bullets would be, the Destroyer Bullets will be able to pierce through its bullets and kill it. If it uses a Bullet [[Builds|Build]], however, the player could retreat, as their recoil could make them fast enough to outrun it.
   
 
==[[Achievements]]==
 
==[[Achievements]]==
Line 69: Line 71:
 
==Trivia==
 
==Trivia==
 
*The Tri-Angle’s name is based upon the “triangle” shape.
 
*The Tri-Angle’s name is based upon the “triangle” shape.
*The Tri-Angle along with the [[Fighter]] are the second fastest branches in diep.io, the first being the [[Booster]].
+
*The Tri-Angle along with the [[Fighter]] are the third-fastest branches in diep.io, the second being the [[Booster]] and the first being [[Annihilator]].
   
 
== Gallery ==
 
== Gallery ==

Revision as of 11:46, 6 January 2020

For the red Polygon, see Triangle.

The Tri-Angle is a tank that shoots Bullets from its three Cannons and branches off from Flank Guard at Level 30.

Design

The Tri-Angle features a circle body with a Basic Tank's cannon mounted at the front, and two propulsion barrels on its rear.

Technical

The Tri-Angle has three Barrels. One faces the front and deals considerable damage. The other two are much weaker and are mostly only used for propulsion. When moving in the same direction it shoots, the recoil from the rear-barrels will propel the tank forwards, potentially doubling its speed (depending on the amount of Reload it has) in the process. All 3 Cannons have the same reload as a Tank of the same build. However, while projectiles fired from the main cannon are just as durable, Bullets fired by the barrels at the back are just 20% as strong. They despawn in about half the time (1.5 Seconds).

Strategies

  • Strong Against: Assassin branch, Drone tanks, Low-level tanks, Slow tanks.
  • Weak Against: High Burst-Damage tanks, High DPS tanks, Spread-spammers.

As the Tri-Angle

Unlike other classes, the Tri-Angle branch is particularly flexible with the builds they can use. (Due to their innate forward-recoil). All of the Tri-Angle’s builds fall under one of the following categories: Glass cannons, Bullet Rammers, and Rammers; each with playstyles that are distinct to them.

  • As a Body Damage build, the player should use their speed to avoid projectiles (As the knockback received will slow them down), and charge at the enemy if distracted, or if the enemy is not on the 'Weak Against' list. If they encounter a Smasher (which can upgrade its stats up to 10 instead of 7), try to tap it to test its stats. If the Smasher regenerates very quickly from the ram, refrain from making contact. If it doesn't, you might have a chance by tapping it, regenerating, tapping it again until its health gets low enough for you to kill it. Beware, however, that the Smasher's momentum is so big that if it suddenly changes directions and hits, you will die.
  • Players using this tank should avoid charging at their enemy head-on, especially if they are being fired at. Instead, try to weave in through the projectiles and slowly get closer until the opponent can be struck. If below 30% HP the player should consider retreating, regen its health and try again.
  • Think twice before entering a fight when a high Burst-Damage tank like the Destroyer is near, since unless you have a large amount of health, one bullet at the right angle could potentially one-shot you.
  • As a Bullet Rammer Tri-Angle, the player should only consider putting up to two points into Bullet Speed. Two points are just enough to keep up with a max speed and Reload Tri-Angle. This, combined with maxing Bullet Penetration can create a Bullet wall that serves for both protection and offensive fire.
  • It is the player’s choice of the amount of health they want to upgrade at the cost of speed. It should be noted, however, that the most efficient way to spend Health points past level 36 (durability-wise), is to always invest 1 or 2 more points on Body Damage than Max Health.
  • Due to the player’s forward recoil — retreating from a fight may be difficult when using bullet builds. As one would have to completely turn to achieve max speed — but wouldn't be able to protect its rear that way. ‘Tap-firing’, or clicking the mouse repeatedly over a short time will stop the rear-cannons from firing every time, allowing you to move at normal speed while shooting backward. This lets you put some distance between you and the enemy before turning around and retreating fully.
  • Due to its high Front-Cannon’s DPS, the Tri-Angle is very effective against Overseer, Overlord, Manager and Necromancer (As the enemy drones usually can't be respawned faster that they can be taken out). However, one should keep in mind that the momentum or burst damage of multiple drones is still extremely high, and thus a certain distance should be kept until an opening arises.
  • The Sniper and its upgrades are usually easy prey when moving forwards, due to their low reload. The player should use their movement speed and dexterity to avoid the projectiles or tank them with their Bullet-Cloud, closing in for the kill while taking minimum damage. If not facing (and thus shooting towards) the Sniper, however, the player should retreat, turn or try to put some distance between them and the enemy. Projectiles not previously weakened by the Front-Cannon can still deal considerable damage.
  • The slower you go, the more bullets you can group in front of your tank, the bigger your momentum is/more damage you can tank.
  • When charging in a given direction and unsure of what’s ahead, releasing the WASD keys regularly (while shooting continuously), will allow you to slow down your tank on demand so that your Bullet-Cloud or Shield can be momentarily strengthened.
  • Avoid collisions with Body Damage tanks before you weaken them. Bullet-Rammer builds can use their Bullet-Clouds to severely weaken Rammers before colliding with the tanks themselves. However, due to their still very high momentum — if the rammer changes directions quickly it could still kill you (Given its health was high enough or that it managed to avoid your cloud).
  • Destroyers and Hybrids are major threats to a body damage Tri-Angle. Their projectile’s recoil, combined with the fact that they can either build Body Damage or Bullet Damage makes it very difficult to ram into them. If one wants to kill this tank, they should try to bait the Destroyer into chasing them, then making a sharp turn as soon as they boost. This allows you to kill them before they have the time to reload another bullet.

Against the Tri-Angle

  • A Tri-Angle can easily be countered by other Tri-Angles or Boosters. Machine Guns, Sprayer, Gunners, Hybrids or Triplets, as their projectiles and high fire rate simply go through the Tri-Angle’s projectiles while also being able to protect themselves from Body Damage Tri-Angles.
  • If the player is a basic tank, they should move to the side sharply as the Tri-Angle comes in to ram them. Its momentum and the user’s shock will make it fly way past the player. This ought to be done multiple times and the Tri-Angle should simply give up. The player should remember to stay away from the border or Maze walls when doing this.
  • As an Overseer, Overlord, Necromancer, or Manager, the player should avoid trying to send their Drones directly at the Tri-Angle. Chances are, the opposing Tri-Angle may see this as an opportunity to strike back, most likely destroying the player. Instead, the player should keep their Drones around them and try to find cover from other tanks.
  • Using the Destroyer branch might also be an effective counter, as the Destroyer’s Bullets deal a very large amount of damage. Although the Tri-Angle can be extremely fast, its bullets are weaker than a normal tank’s bullets would be, the Destroyer Bullets will be able to pierce through its bullets and kill it. If it uses a Bullet Build, however, the player could retreat, as their recoil could make them fast enough to outrun it.

Achievements

  • I’ve got places to be — Upgrade to Tri-Angle.
I've got places to be
Upgrade to Tri-Angle

Trivia

  • The Tri-Angle’s name is based upon the “triangle” shape.
  • The Tri-Angle along with the Fighter are the third-fastest branches in diep.io, the second being the Booster and the first being Annihilator.

Gallery