Community Discussions
Explore the latest discussions and community conversations related to this domain.
Fun new in-browser clicker auto-battler hybrid game where you strategically place items to maximize your party's stats
Main Post: Fun new in-browser clicker auto-battler hybrid game where you strategically place items to maximize your party's stats
Top Comment:
For a game about positioning your stuff precisely, new gear yeeting itself into your setup and displacing everything you have going on is pretty awful.
Gethybrid.io ?
Main Post:
So i've been looking for online microjob sites, and a prticular one called GetHybrid.io popped up, there isn't mych information about it, and the few posts i found were mostly either sceptical or positive, so i tried to give it a try, singed up and right now i have this page infront of me https://imgur.com/a/ExRRZ i heard that u need to get approved by email first, so i'm assuming that page will change after the fact, i was wondering if any of y'all had experience with this website, and if u could maybe give me some advice ?
P.S: will keep the thread updated if anything changes
Top Comment:
I was with the site last year (up 'til April). It was okay. I made about $200 over the three months I was there.
I stopped getting tasks after I asked a question about a task that wasn't offering pay.
I can't remember if I was approved by email. Was a while ago.
You could search Reddit and see what comes up. There was a group set up for it a while back.
Whats the point of hybrid cloud?
Main Post:
Hi all,
I don’t really understand the point of a hybrid cloud. Why would you sync up on premise servers to the cloud and then not go fully cloud and ditch the on premises stuff?
I understand that the on premises infrastructure was a big investment, but don’t the benefits of the cloud and its features far outweigh the benefits of an on premises setup in most cases?
What do you guys think?
Pardon me if im being ignorant, I’ve been in the IT field for 1.5 years.
Top Comment:
Because the cloud is not the answer to life, the universe and everything. It's not magical.
Some workloads live easily there, like email and collaboration. Those TB or industrial drawings used by graphics workstations or this critical app on a segmented network that is forbidden to communicate with anything else ? Not so much.
Confidentiality, performance and cost are parameters that often show on premise solutions still have a long life ahead.
THE UNOFFICIAL GUIDE TO THE HYBRID (TRIAL) : r/Diepio
Main Post: THE UNOFFICIAL GUIDE TO THE HYBRID (TRIAL) : r/Diepio
What is the best Hybrid build?
Main Post:
I've been testing around in sandbox for a good combination but I just can't seem to be happy with it so I'm going on Reddit in order to see if anyone has a good suggestion
Top Comment:
There is no best hybrid build for it is very flexible in how it can be built.
Bullet speed, bullet damage and movement speed are usually maxed or close to it, but can be varied. Reload varies the most on a hybrid build and there is no objective best value for reload, though it typically ranges from 0 to 5 with values in the middle being not uncommon.
Both regen and health/body damage are useful to hybrid.
The most generic build is: 0/2/3/7/7/7/0/7 but that's not the only build that people like, even in general and you might desire more reload if you're having trouble getting away from overlord.
Hybrid Builds
Main Post:
I've played hybrid, but I want to know a build that is the best for the forces that diep.io holds. Please describe why you chose that build.
Top Comment: Hybrid is very flexible in how it can be built and there isn't a best build, just a range of builds that work better than the rest of the possible builds. Personally, I would build hybrid with the following guidelines: Movement speed is always maxed... This is ideal for positioning, dodging without having to shoot and ambushing without having to shoot so you're ready to shoot... Movement speed based movement is overall faster than recoil based movement. Relying too much on recoil to dodge or escape can make your movements predictable for watching snipers that can tell where you're going to be. It's hard to move against your own recoil so movement speed is preferable here as well. 2) Reload can be any value, typically 0 to 5. You may want more than 0 if you're having trouble with overlord. It still helps to have a decent amount of reload to move with if you need extra movement. However, hybrid can opt for low reload because ideally, you only want to shoot once and you want that shot to kill the opponent. 3) Penetration and damage are 'usually' 7, but damage can be 6 or even 5. The one shot, one kill mentality plays here. A maxed bullet can receive damage from enemy bullets and still kill a 2 health, 3 body damage tank... With reduced damage, you need to aim at the foe very accurately and possibly around their bullets instead of through them. 4) Bullet speed is usually 7, but can be lower. This depends on how good your aim is and how close you can get to your opponent. If you have an amazing aim, ambushing ability and reflexes, you might be able to pull off 5 bullet speed. 5) The remainder can be poured into regen/health/body. Hybrid is one of the best users of health and body damage. With increased durability, it not only makes up for its low defence when you exclude its escape abilities, but can be used aggressively as well. Such as maintaining an ambush position despite taking some scrapes to do so and running through individual bullets just to ambush someone from an unexpected angle, especially if they're not really looking where they're shooting, or they're thinking that stray enemy/ally bullets would ensure that someone wouldn't be there. Health and body damage can put in some work for hybrid and hybrid can easily afford it. For maximum durability, keep body damage 1 or 2 points ahead of health. It can also slightly reduce the knock back of enemy bullets by effectively 'killing' them faster, in exchange for reducing the amount of time they need to interact with you to inflict full damage, but assuming most bullets don't graze you, this ratio is more durable than pure health and it's still possible for bullets to graze you anyway. My personal build is: 0/2/3/7/7/7/0/7 with a few reload variations based on taking points from health, body damage, bullet speed and bullet damage in order to increase reload in certain situations.
Solace's Hybrid guide
Main Post:
Hybrid guide by Solace
But isn’t Solace a ranger player? I hear you ask.
Actually for me hybrid is the tank I get highscores the most consistently with, and the tank I feel most comfortable playing most of the time, so I decided to write this, hoping it will help other people understand the tank better.
This isn’t supposed to be a complete guide to hybrid, but I’ve tried to cover some principles from my play that I’m fairly confident are actually good technique and not just solace being weird. I prefer to play FFA so that’s what most of this guide is based on, but you can extend the principles to pretty much any mode.
My credentials for writing this guide - https://imgur.com/a/SWGps
Basic principles
Hybrid is primarily an ambush tank. Wherever possible you want to take your opponents fast and by surprise from directly above and below; killing them in one hit before they know you’re there. If it isn’t obvious, directly above and below gives the target the least time to react and move out of the way of your bullet, which is pretty easy to do if they see it coming from further away. Unfortunately, this is pretty difficult most of the time, not just because hitting something with just one bullet is hard, but also because tanks tend to either be able to see you coming with a bigger FOV or just shoot loads of bullets everywhere.
So it’s really important to play hybrid without rushing too much. Be patient, and worry about defending yourself always over killing something else. Opponents may defend flawlessly and be completely unkillable, and that’s ok. What matters is staying alive and killing what you can. There will usually be an opportunity to make a perfect attack and kill something eventually providing you’re still alive to take it. The biggest danger is to not be hunted down by something really determined to kill you, but luckily hybrid both has the speed to be able to outrun most things, and also a devastating surprise attack that can catch anything that chases it off-guard, which almost always happens if something chases you for long enough.
Builds
Hybrid can be built with more versatility than nearly everything else and still be effective. Personally I think having lots of movement speed is really useful, both offensively and defensively. With high speed and a bit of recoil you can outspeed the vast majority of tanks in the game to escape bad situations, allowing you to get far enough away to potentially surprise something chasing you. Offensively, you can surprise at higher speeds – getting into position faster to take a shot or take advantage of a situation. In addition, you can close in faster when making an attack – getting closer before having to fire. Furthermore, you can move fast without having to fire to recoil, meaning you’re always ready to fire at something unexpected that could otherwise kill you, and you can also dodge much easier without having to rely on recoil, freeing up the ability to shoot back at the thing that’s shooting at you while still dodging it.
With high movement speed, you can vary the rest of your stats quite a bit (though its advisable to have some bullet power if you want to kill anything). If you don’t have high speed, I highly recommend putting on strong bullets and a high amount of reload to make it easier to shoot away threats.
I don’t actually like using full power bullets (7/7/7 in bullet speed/pen/damage), it feels a bit wasteful and I always feel like the points are used better elsewhere. My favourite is 7/6/6 – full speed for greatest chance of hitting things from far away, and enough power to one hit kill most things. In general, I find the things that you can’t one hit kill with weaker bullets don’t pose that much of a threat anyway; in order to get enough health to tank your bullet they have to sacrifice something else, usually bullet speed and/or movement speed. This makes it either harder for them to hit you (letting you get closer and so increace your chances of getting a hit), or harder for them to dodge you. Opponents with glass builds that are hard to approach or hit in the first place are more of a danger for me, so I’m generally happy with 7/6/6. 6/6/6 also works fine, but it’s a bit harder to hit stuff (especially snipers). 7/7/6 and 6/7/6 are also perfectly fine, and I’ve used all of them to decent effect. I wouldn’t recommend putting anything less than 6 in bullet speed though, things become much harder to hit quickly and it increases the chance of a skilled opponent dodging everything, which is not what you want.
Right now, for FFA I feel like the strongest build is probably 3/0/1/7/6/6/3/7 (you can rearrange the health stats however really). Apart from my success with it unnamedsniper has reached almost 1.5m with it and tunafishki has reached 1.9m, which means it’s not just me I guess. It’s also a slight variant of lagbreaker’s famous 3m build with a bit more health. However, that’s just personal opinion, and you should all experiment with lots of different builds and see what works for you.
Aiming – defeating the frame-of-reference illusion
I’m not that good at aiming really, but with any tank that relies on aiming this is the single biggest thing people struggle with (as far as I can tell). When you play diep your screen moves along with you, as we all know. The thing is this means that things moving at the same speed as you tend to seem like they’re not moving, because although they might be moving relative to the map, they’re not moving relative to you. Unfortunately, this causes people to aim at where the target is going to be relative to them (like shooting straight at something that’s moving with the same velocity as you), not where it is going to be relative to the map, which is where you should be aiming. If you’ve ever felt like you shoot better while not moving as fast then you probably have noticed this issue, but pretty much everyone falls for it, even if they don’t realise (as far as I can tell anyway) For an example of this, see this point in lagbreaker’s 3m hybrid run: https://youtu.be/WnDOQWecvO4?t=79
As you can see, lagbreaker fires the first shot straight at the booster, but misses, because both of them were moving down and to the right at the same speed. Lagbreaker adjusts for this for the second shot, by shooting at where the booster is going to be relative to the map, not relative to the hybrid. Missing with one shot can often break the frame-of-reference illusion, but we want to be able to hit with our first shot ideally, and ensure the maximum possible accuracy on every shot.
So, there’s two very simple things you can do. Imagine the point in space your opponent is going to move into next, and aim for that point. This way you can hopefully account for most of the strange variables we have going on and focus down to where the tank is going to be when your bullet hits. By this you have to understand I mean a physical point on the map, you don’t really want to think about aiming at the tank itself at all. I’m always aiming at a point in space where the tank is going to move into.
You also need to remember that you’re always moving across the map. This might sound really obvious but the display makes it often feel almost like the map is moving around you, resulting in aiming relative to you rather than relative to the background. Forgetting this is pretty much the main reason why my aim suddenly gets terrible occasionally, and on remembering it I improve again.
Back before the pattern change the background grid was bolder, so it felt more like you were actually moving over the map, rather than now when the grid is barely visible and so doesn’t serve its purpose as well, making avoiding this illusion harder than it used to be. It’s still perfectly possible to play avoiding falling for this most of the time though; I turn off the background grid entirely when I play.
Aiming – staying calm
The thing about aiming at the speed that you need to, is that it’s basically an instinctive process. You don’t have the time to check everything is perfect in the fraction of a second before firing. That’s why I think it’s important to keep the frame-of-reference illusion away all the time, not just when you’re shooting; when you’re shooting you don’t have to mentally adjust for the illusion, your mind is already thinking the right way.
So aiming has to be a habit, something instinctive, so that your reactions work perfectly naturally. To get this to happen, you have to sort of “let go” of trying to consciously control your shooting. You can’t really get yourself to aim better by demanding of yourself that you will aim better and concentrating hard. Instead I find it better to practice without trying to control your aim, but try and stay always perfectly calm and relaxed, and teach your automatic brain to take over the job. The conscious brain has the much more important job of making strategic decisions when you’re in a game, deciding where you need to go, when you need to retreat and what you want to attack. Don’t worry about shots that missed, the reality is that even the best hybrid players will miss more than they hit, and that’s ok. Worrying about something that happened in the past won’t change the future, and it will just distract you.
Space
Hybrid has the sad problem that it tends to like having space around it while struggling to make it. It’s easy to get surrounded by bullet tanks and get trapped unexpectedly, while struggling to protect yourself from all directions at once, and your bullet struggles to clear an escape route. Hybrid’s best defence is running fast, and obliterating the chaser, something it’s very good at as long as there’s somewhere to run to. So always be wary of what’s going on around you, just because you can’t see something doesn’t mean you can’t get a good idea of where it is. Try and keep escape routes open to empty space all the time, and never get too close to the side walls (especially corners) if you can help it, or you end up with a lot less places to run to.
One of my theories is that the best players tend to learn a sort of “premonition” of what’s going to happen around them. I feel like the best way to achieve it is to not focus too much on any single opponent, but always keep watching everything and trying to work out as much as you can about your surrounding opponents and their position and threat level. The goal is not to get into a position where you’re under pressure and have no escape routes. It’s impossible to prepare for everything so always try and stay in the best possible situation even when it looks safe – things can come out of nowhere sometimes (especially in teams).
Recoil
There are more or less 4 ways to move when you recoil:
*Push recoil: moving in the same direction you just fired, “pushing” into the recoil
*Resting recoil: not moving in any direction in the moment you fire
*Dash recoil: moving in the opposite direction you fired in
*Swerve recoil: moving perpendicular to the bullet you just fired
For me, hybrid’s dash recoil speed is its biggest strength and biggest weakness. The speed boost lets you move around lots faster than other tanks if you have lots of movement speed, and lets you move as fast as most other tanks even when you don’t have much movement, letting you spend those points somewhere else. The flipside is you tend to go flying into whatever direction you happened to recoil in without any real protection until you can fire again, and unlike other fast tanks you can’t change direction after you’ve recoiled. A seemingly clear direction can be hiding something unexpected that can sometimes wipe you out before you can fire to protect yourself.
The worst surprises tend to come vertically, where you can’t see as far so I never recoil vertically unless it’s an emergency. If I need to move up and down fast I zig zag recoiling diagonally; it’s not as fast as going straight up, but it’s safer and a bit faster than going straight without recoiling. Also anything trying to follow you will get confused as your bullets always head off in different directions.
Pay attention to where your recoil takes you and learn how far you expect to jump with each recoil. Before you ever recoil to move you should know exactly where you want to end up, not just firing in a direction and hoping; after you’ve fired you can’t change your mind. I prefer to only recoil to move sparingly and just move normally most of the time (although I do also tend to like max movement speed, reducing my reliance on dash recoil). When I do recoil I try to jump to somewhere I’ve checked out recently, or otherwise wouldn’t expect anything to be in (e.g. a focused spammer had just shot over that area). A couple precise quick recoils can jump you right around an opponent, giving it a surprise from a completely different direction.
I tend to use resting recoil when I’m ambushing something. It carries you back slightly giving you a bit of space, but doesn’t take you anywhere really fast like dash recoil, so it’s safer from the unexpected. It feels a bit weird at first to just release all the movement keys the moment you fire, but you can get used to it quite quickly
Push recoil is best for blocking bullets efficiently and pressing opponents in 1v1 (I’ll say more later)
Swerve recoil is more dangerous, especially if you’re slow because you can’t swerve very fast. If you shoot at something and swerve to the side then you take yourself out from behind the partial shield of your bullet, making you more vulnerable. However you can swerve to keep the bullet between you and the target if you need to (more below).
Blocking
This is actually the big thing annihilator has over hybrid. The bigger bullet doesn’t make that much difference for me when I’m actually trying to hit things (and if you miss you can always fire again), but annihilator’s bigger bullet is much better at clearing incoming bullets. Hybrid can still do it pretty well though. When blocking, use swerve recoil and steadily back off (most of the time this is safer than just flat out running away; keep the bullet you just fired between you and the thing who’s shooting at you. Even when firing to block bullets, think about where the enemy is moving. If you fire to where the enemy is going to be then the bullets they’re shooting at you will get blocked better by the bullet you’ve already fired, giving you more time before you have to fire to block again, letting you move to a better position or get out of there.
1v1
Hybrid is rubbish at straight 1v1, where you both sit there and shoot at each other (or launch drones or whatever), but sometimes you need to be able to do this, at least to get away. Also, there are some tanks like ranger that you can’t surprise, so you either need to run from them (the more advisable option really because ranger cuts hybrid to pieces most of the time), or fight them head on (which I do because I’m crazy, idk). While it’s hard to surprise anything with a slightly bigger FOV than your own (e.g. overlord, sniper, skimmer, gunner trapper), it’s still possible if they move wrong and/or have slow reactions. Anything above that is pretty much unsurprisable unless they’re really stupid.
Basically, we need to hit something that knows we’re there while not getting shot ourselves. Your instinct tends to be to block the bullets coming at you right now, and target the enemy when you have a chance, but I actually find the best thing to do is to always aim at where the enemy is going to be. If you just shoot to clear bullets coming at you right now, the opponent will just move around you and shoot bullets from a different angle all the time until you die. If you aim every shot as a leading shot onto the opponent than you’ll be blocking the bullets that they are going to shoot at you – the bullets they’re going to shoot at you next will be towards you and hence along the same path that you hopefully just shot your bullet if you predicted where they’re going to be right. Also, the opponent also has to keep constantly dodging (or blocking) your bullets, which distracts them from hitting you and forming a plan to kill you. And you might even just hit and kill them which is always a bonus.
Try to make your dodges precise and elegant, and play to always keep the bullet you just fired between you and the target. So, if they swerve one way while the bullet is in flight swerve the other into the “safe path” left by the bullet’s shadow. With a bit of practice, you should almost be able to see where the safe path of your bullet is instinctively and so move correctly without really noticing you’re doing it. Ideally, you’d want to push recoil into every bullet.
Glass builds, or near glass with high reload and movement are best at forcing the opponent back quickly, and are the best 1v1ers in general, but any mistake you make can be costlier with only limited health. Fast, lower reload builds can also still do this but you have do dodge a lot more and so can’t advance as effectively. It’s preferable to fall back and try and prepare a surprise attack wherever possible with these, and I’d only ever use it to fight unsurprisable snipers. With a faster, lower reload build vs snipers it’s better to not fire and keep moving forwards and dodging each incoming bullet (do this horizontally not vertically so you have more time to dodge) until you squash the sniper into something, only firing if you couldn’t dodge a shot and are about to get hit. Slower builds with high reload can 1v1 to survive ok, but can’t push the opponent back and win nearly as well. Falling back slightly and waiting for the enemy to make a mistake is often a good option, but if the 1v1 becomes a 2 or 3v1 on you unexpectedly you can find yourself in a very bad position – slow and unable to block bullets from multiple enemies at once. Surprising is still better if you can get away safely whenever. If you want to be insane like me you can try shooting to cover yourself and then recoiling directly towards the opponent (obviously success with something like that is.... temperamental).
Drones
People never really pay that much attention to the drones, although you should; they’re important. When a hybrid moves normally the drones tend to float in a circle in place until the hybrid gets a certain distance away, and then they dart forward to catch up to you, unless they’re distracted by shapes or an enemy (go look at this yourself to get a feel for it). Keep an eye on this and you’ll get a feel for how you expect your drones to move.
Drones only seem to target either enemies and shapes that are nearby, but if they target a fleeing enemy they’ll stay tracking it over a much larger range (it’s about as if you drew a circle around your tank that just touches the top and bottom of your screen). Outside this max range they won’t target or track anything.
When you’re trying to ambush something, if possible don’t let your drones get ahead of you as they attack shapes; they can give away your position. Luckily most spammers destroy most of the shapes around them so the job isn’t that hard. Just make sure your drones are close to you and don’t jump ahead as much as possible. It’s also helpful to have your drones close to because they can act as a bit of a shield at the point of ambush; you can recoil backwards slightly when you fire and your drones will stay in place and block some of the return fire if you miss. Don’t rely on this, drones are unpredictable and can sometimes be duds (have no health left), but it works pretty well.
Additionally, if you can get yourself and drones close enough that the drones decide to target the opponent, the opponent will often move predictably as they spot the incoming drones and defend, forgetting in that split second about hybrid’s main weapon. Therefore, they move predictably and give you an easy shot. I can only really get my drones to do this when I’m attacking if I have 7 movement speed, but it works pretty well when something is chasing you too. As you’re retreating your drones are lagging behind you, so sometimes rather than overspeeding to compensate like I described earlier, I try to get into a position to unexpectedly move back towards the chaser, causing my drones to target them and giving me a chance at a shot. It’s still much safer to keep running though; this is a bit of a risky play.
Matchups
I’m not doing the exhaustive list here, but these are just a few tips for fighting some opponents
Focus spammers
Standard ambushing works best here. Twin and triplet are probably the weakest of the standard focus spammers against you, lacking recoil to dodge and having fairly dodgable bullets. Machine gun and especially sprayer is more formidable, with recoil to help dodge your bullets, a more powerful stream that covers a wider area, and an unpredictable bullet pattern that makes dodging a lot more difficult. Keep your distance if you have to – they can’t chase that well while firing at you, so if they recoil towards you, you can use this to launch a surprise attack. Sprayers can also block even 7/7 bullets just by pointing at them, so your surprise has to be good enough that they don’t have time to shoot at the bullet (especially with weaker bullets). However if a sprayer traps itself/you trap it, it will often have to point in a certain direction to recoil out of a bad situation, so that gives you a potential easy shot. Autogunners are just as bad. They’re easier to hit but they can spray their bullets everywhere; it’s about impossible to take no damage (which is really bad if you don’t have regen and are trying to get a clear 30 secs to regenerate). They also have an auto cannon that will track you, and if they’re smart enough to use it then you could be in for a hard time. Also without recoil they can chase you easily. However, they really struggle to block your bullets and you should still outrun a 7ms AG without too much difficulty with any good build. When targeted by the auto cannon I find it best to back off enough to get it to forget you if possible, so you can come in for a surprise without being tracked and shot at.
Octo tank and triple twin
Triple twin is easier than all of the above. Triangulate its location and it’s direction of movement by watching streams from multiple cannons before you get close enough to see it, so you can come in for the perfect surprise attack (remember you want to go to where it WILL be, not where it is now). Octo is exactly the same, but a bit more challenging. A higher bullet speed octo is actually often easier for me to kill often because bigger gaps between bullets let you get closer without having to shoot, and the greater speed offers more up-to-date information on where the bullet was shot from (and hence where the octo is). 5/7/7/7/7 glass builds or similar can be a problem though, especially if the octo is good enough to move erratically so it’s hard to home in on its position. Don’t worry if you can’t get close and DON’T let yourself take loads of damage trying to sneak up on an octo, that’s a stupid way to die. If they chase you directly octos can’t hide their movement as easily, giving you a much easier ambush opportunity, so it’s usually better if the octo gets aggressive on you somehow. Be extra careful of side walls and other enemies here though, that’s how octos kill (squashing you into something). Hurricanes are more annoyingly hard to kill than glass but pose much less threat as well. I tend to ignore them unless I can catch them with an ambush as they head up or down.
Fighter/bullet tri-angles
Because fighters fly everywhere so fast it’s pretty easy to take them by surprise at least once. However, a fast fighter will be very hard to hit even with a good surprise. Bullet tri-angle builds come in a large variety, but universally they will try and chase you to a side wall and trap you there.
Note on side walls
If something is able to chase you to a side wall they are always able to kill you. While you’re running you can both shoot at and back away from the opponent at the same time – two ways to keep yourself safe. But when you reach the side wall, you can only either shoot at the opponent and be unable to move, or try and escape fast down the wall which means using recoil and so leaving you entirely vulnerable. So obviously NEVER let yourself retreat into a wall – if you can’t kill something as they push you to the wall then you’ll definitely not be able to kill them when trapped against the wall, but for some reason I watch as hybrids run to the wall and die over and over in games. Instead when running I always try and run to where there’s lots of safety and space, even if it means not getting away from the opponent as fast, because running fast into a bad situation is going to make you look like a bit of an idiot when the thing chasing you finds you there. Anyway, back to bullet triangles...
Bullet tri-angles cont.
So the reason I mention all this is that bullet tri-angles are the ultimate chasers. Giving ground to them continuously is almost always a bad idea because most can’t be outrun, and they can manoeuvre much much easier when chasing you than when you force them to attack a mostly still target. Slow examples that are out runnable are really easy to kill because if they can’t keep up with you then they tend to have very low movement speed and struggle to dodge your bullets, meaning a normal surprise attack or just straight up walking up and shooting them are viable. Faster bullet tri-angles are much more of a problem. Winning in a straight 1v1 is still entirely possible on most, but only if you can get close enough. I tend to try and move back as little as I possibly can while remaining safe and push into every shot. The intention is to force the bullet tri-angle to turn back at least briefly if you can’t hit it. Unlike other tanks they can’t shoot directly at you and back off at the same time easily, so to retreat they must turn the front cannon away from you and give you respite. Never give the chance to enter the chase that bullet tri-angles excel at. In the seconds the opponent turns away, it gives a chance to change position, and maybe get far away enough to try for another surprise attack when the bullet tri-angle comes back. You want to get them in and out of your FOV as much as possible to maximise your chance of killing with an ambush while not doing this by running yourself into a side wall; it’s a tricky balance. Higher bullet speed examples are much more dangerous for obvious reasons, but even a low bs tri-angle can sometimes weave their bullets dangerously around you, so make sure you keep yourself in a safe position and clear bullets whenever you can (Ambush is still always better than 1v1).
Auto 5
About the nastiest tank you can face that has the same FOV as you. Hard to get close to with all around auto targeting, and small fast bullets that are hard to block and dodge. Luckily the fast glass builds that can chase you down are extremely rare (auto 5 is a great tank but almost no good players seem to use it). Run if you have to, sometimes these are just unkillable. You can once again locate them from outside your FOV by triangulating their position based on the bullets being fired at different angles, and I’ve occasionally got off-screen kills by shooting at where I expect the auto 5 to be from below them without them knowing you’re there, but you still have to be pretty lucky to have a chance of this working.
Gunner trapper
Quite similar to auto 5 with lots of small fast powerful bullets, and can see you coming due to a greater FOV (though at least it can’t auto track you outside it’s FOV like A5). Another very dangerous opponent if played well, but once again it almost never is. This time however you’re fairly unlikely to be chased all across the map, as to chase you at high speeds GT needs to abandon its trap defences, making it a lot more vulnerable. Never walk into a GT trap nest, you will turn yourself into free food.
Auto-trapper
Like a more defensive gunner trapper. Rarely killable unless they chase you recklessly, but just run away and you shouldn’t be in much danger.
Streamliner
Even more FOV, nasty as A5/GT. But once again almost every streamliner is an idiot and I tend to be able to somehow surprise almost every one I come across. This one can chase you very well if it’s smart, but a fast glass build is pretty delicate, so use that to your advantage if possible.
Predator
Really lethal if it spots you. If you get targeted, it’s a survival game until the predator gets distracted (don’t try anything offensive). On the other hand, when scoping they’re very vulnerable to surprise from other directions so it’s perfectly possible to notice them shooting at something (pred bullets are very distinctive), then sneaking around and ambushing them while they’re scoping. Don’t worry if it doesn’t work, and never stay too close for too long though. Once again, there are genuinely predators bad enough to just walk up to and kill sometimes which is always fun, but don’t expect that sort of thing.
Assassin branch
The “true” counters of the destroyers. Ranger in particular is a godlike enemy, absolutely unsurprisable, and able to track you down from across the map. They also shoot bullets surprisingly faster than predators, which makes their attack a lot more lethal (even though predator has more raw power), because you can easily block any amount of sniper power with a hybrid bullet, providing you have the chance to see it coming and shoot. So fear the ranger. Luckily most rangers/stalkers don’t last long in FFA, and in teams a base is always available, so as long as you can survive for a bit you should live through it. As I mentioned before any sniper is killable just by walking up to them while dodging if they're bad enough (try to chase them into a side wall), but a skilled sniper will normally be able to escape this while doing lots of damage to you. If the sniper keeps circling you trying to get around your defence instead of just retreating, it's usually too good to kill directly and you're probably in quite a lot of danger.
Factory
Idk really, run away and hope you catch it without drone cover is the best I can really do. Be really careful of being squashed into a wall.
Necromancer
Depends how good it is. Don’t get too close unless you can destroy all the drones. Again necro will squash you quite easily into a wall if it gets the chance and have drones, so if the necro is good be very careful, a repel wave can push you easily into a bad position.
Battleship
Hybrid’s other technical top-level counter. However unlike snipers you often have a better idea of where they are, so run and shoot ftw. Somehow, I end up ambush killing loads of battleships actually, if they don’t have much movement speed and don’t know how to use battleship. Luckily again nobody really knows how to use battleship to its full hybrid destroying potential so generally you can just survive until something else kills it.
Overlord
Fk this tank.
Ask JB for some gifs
Low level overseer
This is the actual most dangerous thing for a hybrid as far as I can tell. It shouldn’t be, but most people don’t know how to use BS, A5 or snipers, and LOTS of people know how to use overlord because ‘omg I’m so pro look I just kill everything with overlord it’s easy’. Anyway, once you kill the overlord, you get back something much smaller and faster but just as deadly. All you can hope is that your resident salty overlord is so salty that they kill themselves trying to kill you, or can’t accept that a non-drone class might possess skills and hence underestimate you multiple times.
Low level sniper
For those too salty to have the patience to get to overseer. Technically more of a threat due to being smaller, faster and more impossible to hit. However unlike overseer they can’t block your surprises with drones, so I like to run fast and then unexpectedly dash back, catching them as they recoil to chase me up or down (risky though). As long as you don’t die the environment will either kill them or turn them into overseers, neither of which really fixes the problem but oh well.
Rammers
People say hybrid is great against rammers, and that’s true of the bad ones (and smashers, I'm talking mainly booster and annihilator ram here). But rammers kill me more than lots of tanks that are supposed to counter hybrid. The problem is that a) you can’t 1 hit kill them and b) they know this and so can make suicidal charges at bad times. The moment after you fire you’re completely helpless, and a vertical charge at that time is the big risk. Be very careful whenever there’s a rammer around, and don’t get annoyed and start chasing it with recoil everywhere, you’ll usually get caught out (glass builds are an exception, they can chase rammers as long as you’re very careful).
Penta-shot and Spread-shot
Everyone’s favourite tanks. Although neither are technically as good at fighting hybrid as lots of other tanks, they’re often played much better, and so end up being more of a threat. Both can be triangulated due to the spread nature of their bullets for the best ambush, though this is much easier with spread. Spread is also easier to hit in an ambush; a fast glass penta using recoil is almost impossible to hit. Never keep trying to fight one of these if they know exactly where you are, run and try again. The big risk is getting sandwiched between it and something else, where the spread of the bullets prevent you escaping; minimise the time you have to spend close to these tanks. A really pro penta is probably the scariest chaser you can have, due to the way it flies out of nowhere and immediately covers the entire area in bullets, but lots of players get overexcited chasing you and recoil recklessly, giving you a very easy kill if you catch them recoiling vertically. The other advantage they have apart from immense speed is that they can push aside most other tanks to get to you, where lots of other chasers would have to fight through the environment to keep chasing you. Lots of people will try to shoot a streamliner but everybody runs from penta. I know of a couple glass penta and glass spread mains that are basically guaranteed to kill me if they find me at a high score; sometimes there isn’t anything you can do
Other destroyers
Destroyer 1v1s are scary. I prefer to try running and ambushing whenever I can but it’s less reliable than with other tanks. If the opponent has just shot then ambushing is easy (but you have no way of knowing this usually), otherwise they can shoot right back, blocking your bullet, or actually ambushing you back if you misjudge position. I like to attack while letting myself fall back and trying to bait the opponent into recoiling after me (works best if you have more movement speed). If the opponent matches you in everything then I try 1v1 (or alternatively go straight to 1v1 if they look really bad).
In a destroyer 1v1 never ever swerve recoil. Make sure you always fall directly behind your bullet, minimising being exposed. The goal is to push the opponent into a wall where they’re unable to fall back to defend themselves and are therefore easy to kill. Keep pushing forward whenever you can, but don’t go overaggressive. Try to steadily and systematically advance, blocking or dodging each incoming attack while maintaining a safe distance. Destroyers are always scared of each other, so you want to make your opponent keep moving back to feel safe, until they cannot move back anymore. Unfortunately, that means you need to be willing to play closer to your opponent than they are to you, as well as to actually do that without dying. If the opponent is skilled enough to resist this (I’ve only ever seen a couple of examples of this), try to bring the 1v1 around the map to give you the greatest advantage. In a battle of persistence, the winner will be the one who survives both the enemy destroyer and the rest of the environment the best.
That last sentence actually sums up hybrid play pretty well... to be the winner you can’t necessarily kill the environment like some other tanks cough overlord cough, but you will succeed by simply staying alive, and taking advantage of every opportunity that presents itself. And nobody is perfect... I regularly fail in stupid ways to things I know were coming. Everyone does sometimes.
Hope that was informative without too much rambling, thanks for reading :D
tl;dr: If you think that this was too long wait till you see my ranger one.... I’m not joking
EDIT: Added sections on penta/spread and rammers
Top Comment:
Thanks, now I have something to read until next year.
Hybrid being Hybrid : r/FortNiteBR - Reddit
Main Post: Hybrid being Hybrid : r/FortNiteBR - Reddit
I Found an AMAZING Hybrid Build!
Main Post:
The build is 5/7/0/7/7/7/0/0. I got 100K with it and it killed an overlord, an octotank, a body damage booster, and many more players. This build is amazing, only thing that stands a chance in combat might be triplet or pentashot.
Top Comment:
No idea how so many people survive with 0 speed. Lots of em on the forums here and they do pretty well apparently. I don't see much of it in game so it must be an elite build.
Hybrid Sucks
Main Post:
Hold on, before you downvote this, just think about it. The reason everyone hates Overtrapper and thinks it's underpowered is because it's barely an upgrade from the Trapper. Well, isn't the Hybrid the same kind of upgrade? It added two small drones that barely do anything. They can't protect against Crashers that much because there's probably a square nearby and they go for it and when they come back, it has already hit you. I'm not saying it's not powerful, I'm saying that its upgrade is completely useless. It gets all of its power from the Destroyer. The only reason people use it is because it's the only upgrade from the Destroyer and has no drawbacks over the Destroyer. :(
Top Comment:
The two little doritos are pretty useful for four reasons : crashers, shapes, little players, rammers.
About the crashers, everything has already be said : they help to protect you from them.
About the shapes, they help to manage a path, especially in TDM where you could have to get back to the base.
Also, in TDM, something annoying are the little players, under 3k, who believe they can kill you. They aren't a threat in themselves, but are very dangerous when a bigger player aim at you.
Then, the rammers. Sometimes, the drones are the two little amount of damage that achieve the killing of a rammer, or protect yourself to be rammed. Just happened to me today.