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It's like Agar.io, with guns!
http://diep.io/ is a game made by the creators of Agar.io , released on 15th of April, 2016 about tanks fighting each other. It contains very strong RPG Elements , many different tank classes with many playstyles, and several modes including FFA, Survival, 2 teams, 4 teams, Domination, Tag, Maze, and Sandbox.
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The aim of the game is simple: Top the scoreboard. To do this, you control a "tank" represented by simple shapes. You earn points by destroying the shapes that spawn all over the map (squares, triangles, and pentagons) or destroying other tanks. When you first start, you're effectively limited to shapes, as you lack the firepower and durability necessary to fight. Your only hope at this point if you run into an enemy is to flee, since tanks become slower as they level up unless they upgrade speed. After earning enough points, you'll go up a level, gaining an upgrade point to improve your stats. After enough levels, you'll be able to choose a new tank, with features like additional gun barrels or different bullet types. Eventually, you become strong enough to survive the crasher attacks in the "pentagon nest", where high value pentagons are common and even more valuable alpha pentagons can spawn, allowing you to level up more quickly. If you survive long enough, you will eventually reach the final level, 45, earning an end game tank and a last upgrade point. At this point, if you invested your points wisely, you are finally able to engage in combat with relative safety against anyone but other level 45s, though certain lower level tank builds may still be able to defeat you if you aren't careful.

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Diep.io contains examples of:

  • Beef Gate: The Crashers, which furiously defend the Pentagon Nest. Newly-spawned tanks simply cannot deal with a Zerg Rush of these.
  • BFG: The Destroyer branch, which branches out of Machine Gun. It fires MASSIVE bullets but takes a while to reload.
    • Taken Up to Eleven with the Annihilator, with a barrel that's bigger than the main body of the tank itself.
  • Bladder of Steel: You'll need one of these if you're playing in a mode without team bases. Even if you're hiding in a base, a Troll on your team can just push you out.
  • Boss Battle: There are currently 5 unique bosses that can spawn every 20 minutes or so. These specialized tanks have a lot of health and generally have high offensive power, but give a huge XP reward when killed.
  • Boring, but Practical: A lot of the tanks are this. It's most seen in the tanks known as "Bullet Spammers" such as Sprayer, Triplet, and Spread Shot, where their playstyles mostly involve spamming in the general direction of the enemy. Yet these tanks are some of the strongest in the game when it comes to direct firepower.
    • Keeping the Basic Tank until Level 45. Its nature as a Jack-of-All-Stats makes it surprisingly effective as a direct combat unit, since you don't sacrifice any of your original statistics for upgrades (in fact, the Basic Tank actually has the sixth most powerful bullets of any playable tank).
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  • Bottomless Magazines: A default tank can reload in half a second, and it never runs out of ammo. The Overseer branch can only have so many drones out at a time, but it has a limitless amount of them waiting to be deployed. The only tank with limited ammo is the Necromancer, which is an Overseer that gains more drones by destroying squares.
  • Bullet Hell: In the middle of the map, the constant bombardment of bullets from high-level tanks can flood the screen with shots. It's even more evident in team modes when all the teams are brawling in the middle.
  • Character Class System: You start out as a basic tank with all-around stats, and at Level 15 you can upgrade into one of four classes, then upgrade again at 30 and 45.
  • Collision Damage: Nearly everything in the entire game dishes this out. Including you. And you can even increase how much of this you cause! The Smasher is a class of tanks that specializes in this, sacrificing its guns for expanded speed, health, and collision upgrade trees.
  • Color-Coded Multiplayer: In the team-based modes. Taken Up to Eleven in modes with 4 teams.
  • Close-Range Combatant: Any tank if you make a rammer build. Generally the Booster and the Smasher branch.
  • Death of a Thousand Cuts: Gunner's branch and the Battleship deal low damage per bullet/drone but can churn them out at an incredible rate. In Battleship's case, enemies on the receiving end of the drone swarm will either take massive damage or get Zerg Rushed to death.
  • Difficult, but Awesome:
    • The Destroyer Branch. These tanks have incredibly slow firing speeds and their bullets are very slow, but they have massive bullets that do devastating damage, usually enough to One-Hit Kill any tank that isn't a boss or a rammer.
      • The Rocketeer is even harder to aim than your standard Destroyer, due to the thruster of the bullet kicking in around a second after firing. However, these bullets hit hard.
    • The Overseer, and it's main upgrade, the Overlord. They utilize controllable Drones instead of standard bullets that can deal enough damage to shred even armored targets quickly and block enemy fire, but because you have no other defense apart from a small group of relatively slow drones, they have to always be in the right place at the right time.
    • Then we have the Necromancer. Another upgrade from the Overseer, this tank cannot produce its own drones, instead having to infect squares by touching them or using existing drones to touch them. Because of this, extremely careful management of your drones is necessary, because unlike Overseer, you can't get them back reliably. However, you have an extremely high drone count, giving you immense firepower, and can Zerg Rush most enemies to death easily, however experienced players can make use of it's repel function to surround and confuse enemies.
  • Drone Deployer:
    • The Overseer and it's entire branch, able to control groups of triangular drones to shred enemies or defend themselves.
    • Some classes such as Hybrid and Overtrapper have drones that are AI controlled and serve as additional support.
    • The Factory crosses into Minion Master territory, with controllable drones that can shoot at targets.
  • Emergent Gameplay: You should adapt your choice of tanks and build depending on the dominant type of tank.
  • Exactly What It Says on the Tin: Most of the tank names:
    • The Booster: It boosts itself using the recoil from its barrels.
    • The Hybrid: It has both a Destroyer barrel and 2 Overseer drones.
    • The Overtrapper: It has both a Trapper barrel and 2 Overseer drones.
    • Any of the Auto-hybrid tanks.
  • Glass Cannon: A popular build is to pour all your upgrades into damaging stats and leave none for health stats. You won't be able to last a second against a bombardment of shots but will be able to take massive chunks out of people's health bars.
  • Guide Dang It!: Figuring out the entire tank-upgrade tree. Of course, you can always access it by pressing Y, but then you'd need to somehow know that the Y button does something.
  • Guns Akimbo: The Flank Guard branch. Taken Up to Eleven with the Octo Tank: It's 8 guns akimbo!
  • Invisibility: The Stalker, Landmine, and Manager classes can all activate this after staying still for a while. However, taking any damage will instantly uncloak them. Stalkers and Managers can go invisible again quickly, but Landmines take a while for their stealth to kick in...
  • The Juggernaut: Arena Closers just simply cannot be stopped. Justified, since their only purpose is to wipe a server of players.
  • Lightning Bruiser: Rammers with max speed in general, but mostly the Booster due to it's increased movement speed. Using a rammer build, you will move faster than practically any other tank, be able to tank everything that's not a Destroyer round and can crush the health bars of anything you can slam yourself into. However, getting close enough to do that is the problem.
  • Magikarp Power: Want to explore the Smasher class of tanks? You can only select that upgrade by being a Level 30 basic tank, a tank most people don't think of playing past level 15.
  • Mercy Invincibility: All newly-spawned players get a 15 second period of invincibility to rebuild their stats and class, which will end if you move or shoot.
  • Mighty Glacier: Aside from player-made builds that focus on this type of gameplay, we have the Dominator Turret. Completely immobile, but it makes up for that with a massive health pool and nigh-unstoppable bulletsnote .
    • In terms of playable tanks, we have the Destroyer-class tanks. It moves rather slowly without using its gun to give it a boost, but its bullets can kill almost anything that isn't a boss, Alpha Pentagon, or green shape in one hit.
  • Mook Maker: The drone classes would be pretty useless if they couldn't produce their own minions.
  • More Dakka: The Twin branch in a nutshell. Some of Machine Gun's upgrades qualify too. It really shows something about this game that you can use your sheer volume of bullets as a shield.
    • Some of the tanks shoot smaller bullets, but make up for it with sheer output. Special mention goes to the Streamliner (diep's closest equivalent to a minigun) and the Spreadshot.
  • Necromancer: One of the tanks is literally named this, but it can infect squares to fight for it, akin to how necromancers can control the undead.
  • No Ontological Inertia: Averted. The tank's bullets can still kill you after they die. Played straight with the drone tanks.
  • Purposely Overpowered:
    • The Arena Closer is a prime example. It is completely invulnerable, fires massive, high-velocity bullets, and can One-Hit Kill essentially anything in the game. Their only purpose is to sweep players off servers in case of a server update or when a game is won.
    • The Mothership and Dominators. Each of these boasts incredible HP and has enough firepower to easily annihilate almost any other tank. However, they are the main targets in their respective game modes, so anyone playing as one will need all that health and firepower to survive.
    • The Bosses. Well, what did you expect?
  • Ramming Always Works: Any ramming build in a nutshell.
    • This was also how a majority of Mothership games ended: due to both Motherships having the exact same stats, all you had to do was wait until you gained the health advantage...
  • Recoil Boost: Most tanks will generate small amounts of recoil when firing, which can be used to your advantage to move around faster. Notable users of this feature include the Tri-Angle branch and the Destroyer branch (sans Skimmer).
  • Regenerating Health: Players very slowly regenerate their health at all times: Upgrading Health Regeneration will increase the rate at which health is recovered. Playable tanks and polygons will also naturally regenerate their health at a fast rate after spending 30 seconds without taking any damage.
  • Sentry Gun: The Auto 3 and Auto 5 have sentry guns, as well as Auto Trappers and Auto Smashers who use these to make up for not being able to shoot. The Defender boss has these as well.
  • Shoot the Bullet: This is actually encouraged, as players with higher bullet damage and bullet penetration can actually knock down bullets that have less, essentially overwhelming players that can't match their firepower. However, small bullets have been known to "ghost" through other bullets, making them harder to shoot down.
  • Spread Shot: One of the tanks is named this. It has one medium barrel positioned normally, and a lot of smaller ones around a 180-degree angle. There is also the Penta Shot, originating from the same class as the Spread Shot, which has five barrels to shoot with.
  • Stone Wall: The Trapper branch, for the most part: The traps have limited range, but can block incoming bullets with relative ease. They shine in team-based gamemodes, where they can protect teammates against enemy spam.
  • Tank Goodness: Built from the ground up to be this.
  • Trap Master: The entire Trapper branch can do this- or they can just shoot directly onto other tanks.
    • The stealth tanks (such as the Landmine), only you are the trap.
  • The Minion Master: The Overseer branch, who uses drones rather than bullets. Some of the Overseer's upgrades use different kinds of minions, like the Factory which commands an army of miniature tanks and the Necromancer which converts squares into its minions.
  • Weaponized Exhaust: To an extent, considering that all "thrusters" are simply modified cannons. That being said, the back cannons of the Tri-Angle, as well as the Rocketeer's projectiles, are sometimes more useful than the main bullets themselves.
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