3 levels of triangles. the fourth level (square) is permanent (does not charge further).[quote=“anothergod, post:185, topic:2181”]
What are the different properties of the different levels?
[/quote]
level 1s (L1s) are the fastest, smallest triangles. they do not need to be charged, although there is a brief cooldown after release before another can be fired. L1s will dissipate upon striking anything (be it a wall, a player, another triangle, a square, or the ball). they are most useful for tackling (striking another player with your projectile), canceling (striking another player’s projectile with your own, which causes both to dissipate), dribbling (striking the ball repeatedly to gain momentum and avoid the vulnerability of charging), and, perhaps most importantly, reversing (striking a slammed ball (indicated by the solid, thick tail trailing behind the ball) in order to alter its vector while maintaining or amplifying its speed).
level 2s are the “optimal” triangles. your bread and butter. you will spend most of your time in a typical game charging and firing L2 after L2. the ‘why’ of this assertion will become more clear in light of the properties of the other triangles. L2s do not dissipate upon striking a ball*. they do, however, dissipate when striking any other object in the game. L2s generate significantly more thrust on the ball than L1s. L2s can also “balance” on a ball and strike a ball repeatedly, causing the ball to cross long distances with a single projectile’s influence. a significant fundamental of the game is learning how to maximize L2 production. you want to get your timing tight enough that you can match or outpace other players’ production rate, lest you be continually pushed back. the act of two players trading L2s on one or more balls is called “dueling” by the community, and it is the backbone of every competitive videoball match. taking advantage of L2s’ property of being able to strike multiple balls is absolutely vital for advancing your level of play.
level 3s are large, slow-moving projectiles that cause any ball struck by them to “slam” at high speeds across the playing field. these triangles are flashy but dangerous, as even a lowly L1 can reverse the vector of a slammed ball, allowing players to punish you for your greed. like L1s, L3s dissipate upon striking any other object in the game, including balls. the projectiles are, however, large enough to strike two balls simultaneously, causing them both to go “supersonic” (community term).[quote=“anothergod, post:185, topic:2181”]
When do you want to drop blocks?
[/quote]
depends on who you ask. watch videos on my youtube channel, or play with me online. there are only two players who consistently use squares online (on steam): myself and Teodoro Fuentealba. personally, i think squares are incredibly useful for reneging on charged L3s, barricading the goal in 3v3s (where trying to fight for field space with your teammates can be highly detrimental), placing one behind a ball close to flush with a wall to clear it, and “holding” a square to deflect incoming shots. they are a suitable response to in-game lag, as well, so that’s worth keeping in mind.
*there are several exceptions to this rule, which are beyond the scope of this post