History GameBreaker / FirstPersonShooter

12th Jun '16 2:38:33 AM Fallingwater
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** The Railgun is ''VideoGame/QuakeII'''s version of a sniper rifle. Its base damage is 150, enough to kill most enemies in one shot.

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** The Railgun is ''VideoGame/QuakeII'''s version of a sniper rifle. Its base damage is 150, enough to kill most enemies in one shot. It's also deliciously imbalanced in multiplayer, as 150 damage is enough to kill any player who hasn't found a megahealth or a suit of armor. In any map that has a railgun and a player proficient in its use, boosting one's health is an absolute necessity after you spawn - just getting in random fights as you'd do otherwise is guaranteed to get you pureed as soon as the railgunner spots you.
12th Jun '16 2:21:20 AM Fallingwater
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* Before it was [[{{Nerf}} patched to be weaker]], the fully upgraded dispersion pistol in ''VideoGame/{{Unreal}}'', when used with the power amplifier, could kill any standard enemy in a single shot (including the rock-throwing MiniBoss; the end boss required only a few more). Even without the power amplifier it was easily one of the most powerful weapons, though it was hard to land hits on rapidly moving targets. The Combat Assault Rifle in ''Return to Na Pali'' was similarly overpowered, being the only {{hitscan}} weapon without some sort of drawback ''and'' allowing the player to use both fire modes at the same time.

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* Before it was [[{{Nerf}} patched to be weaker]], the fully upgraded dispersion pistol in ''VideoGame/{{Unreal}}'', when used with the power amplifier, could kill any standard enemy in a single shot (including the rock-throwing MiniBoss; the end boss required only a few more).MiniBoss. Oh, and '''the final boss'''). Even without the power amplifier it was easily one of the most powerful weapons, though it was hard to land hits on rapidly moving targets. The Combat Assault Rifle in ''Return to Na Pali'' was similarly overpowered, being the only {{hitscan}} weapon without some sort of drawback ''and'' allowing the player to use both fire modes at the same time.
12th Jun '16 2:19:04 AM Fallingwater
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* In ''VideoGame/RedFaction'', aside from the pistol, its infamous rail driver is a sniper rifle with quite abundant ammo (it can hold eleven rounds and almost every group of mercenaries has someone with it), instantly kills whoever you hit (even the final boss if she's without her shield), and can both ''see and shoot through walls''.

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* In ''VideoGame/RedFaction'', aside from the pistol, its infamous rail driver is a sniper rifle with quite abundant ammo (it can hold eleven rounds and almost every group of mercenaries has someone with it), instantly kills whoever you hit (even the final boss if she's without her shield), and can both ''see and shoot through walls''. The game attempts to balance this by having your enemies equip it as well - and, in contrast to some other games that have penetrating weaponry, the bad guys will one-shot ''you'' through walls with it, causing many a frustrating death.
12th Jun '16 2:12:49 AM Fallingwater
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* ''Any'' FPS that forgets to assign a maximum fire rate to one or more semi-automatic weapons. None are more blatant than the original Red Faction's pistol. Killing another player from full health and full armor in 200ms flat with the very weapon you ''spawn'' with... yeah.

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* ''Any'' FPS that forgets to assign a maximum fire rate to one or more semi-automatic weapons. Used with fast fingers if you want to put in the effort, or with an auto-clicking macro software if you don't, such weapons can turn out to be more powerful than the game's ultimate end-level guns.
**
None are more blatant than the original Red Faction's pistol. Killing another player from full health and full armor in 200ms flat with the very weapon you ''spawn'' with... yeah.
6th Jun '16 12:31:03 AM crazyrabbits
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* ''GameBreaker/{{Doom}}''



* ''VideoGame/{{Doom}}'' has several.
** The Artifact from Doom 3: Resurrecton Of Evil. You start the game with it and, although it doesn't do anything until after you beat the first boss, once you do it immediately becomes a GameBreaker. Then after you beat the second and third bosses it gets so game-breaking it's not even funny. Let's face it, it's hard to be afraid of the hordes of Hell when you can [[BulletTime slow time to 1/5th of normal]], [[NighInvulnerability run through a storm of fireballs without receiving a scratch]] and [[SuperStrength splatter enemies across the landscape with nothing but your fists]].
** The BFG in Doom 1's multiplayer, due to the aforementioned ability to fire off a shot in one room, run over to another player, and then hitscan frag them without them even knowing. They could even kill you first, and ''still'' get nailed by the hitscan! This is all possible because the BFG9000 is Doom is the most complcated weapon in possibly all of gaming history.
*** In single player, it isn't any less powerful. Its attack covers an extremely large area & deals massive amounts of damage per hit.
*** The BFG is so overpowered it turns the boss monsters into jokes, as each will die in two or three good hits (in fact the Spider Mastermind can be killed in one hit if done at point blank range), and the final boss of the sequel was specifically designed in a way to make the BFG useless against it.
** The Plasma Rifle is the first game has a high rate of fire, great damage, and fairly abundant ammunition. Point at enemy, hold down trigger, and wait for it to die.
** The Soul Cube is pretty damn broken, too. It homes in on the enemy with the most HP and heals you as it slices, dices and makes julienne demon slaw.
** In a more retro tone, when a source port is used, the now-ubiquitous keyboard + mouse combo turns the original games' '''[[HarderThanHard Nightmare!]]''' difficulty playable even by a relatively unskilled player, while Ultra-Violence becomes a walk in the park. The monsters were never coded to deal with a player as agile as they are with this combination, even when auto-aim is disabled, and are little more threatening than glorified zombies that can fire projectiles, especially when it comes to open areas. The Cyberdemon is a particularly egregious victim due to the ease of circlestrafing. [[GenreSavvy Most custom maps take note of this, and scale the difficulty accordingly.]]
** ''VideoGame/Doom2016'' has the BFG/Ammo Boost rune combo. In this game, the BFG is just as powerful as the original but balanced out by only having three shots, and it can only be reloaded with rather rare pickups around the level. However, the fully boosted Ammo Boost gives you a rather high chance to receive BFG ammo when you Glory Kill enemies, essentially allowing you to spam the game's most powerful weapon with impunity.
3rd Jun '16 2:25:34 PM EricNeoMatrix
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Added DiffLines:

** ''VideoGame/Doom2016'' has the BFG/Ammo Boost rune combo. In this game, the BFG is just as powerful as the original but balanced out by only having three shots, and it can only be reloaded with rather rare pickups around the level. However, the fully boosted Ammo Boost gives you a rather high chance to receive BFG ammo when you Glory Kill enemies, essentially allowing you to spam the game's most powerful weapon with impunity.
25th May '16 12:28:21 PM ArJayKay
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* ''VideoGame/CallOfDutyBlackOps3'': The [=BlackCell=] rocket launcher in multiplayer. It comes with four rockets, can lock onto targets (all Scorestreaks and the Safeguard robot) quickly, and due to its quick reload, is able to be spammed repeatedly at targets. Many players have found it frustrating that their high-tier Scorestreaks are destroyed as soon as they enter the battlefield especially if the [=BlackCell=] user is equipped with the Engineer perk, which lets them see just called in enemy scorestreaks on the mini-map. The [=BlackCell=] is also capable of direct-impact killing enemy players caught between the launcher user and ground targets (ground-deployed Scorestreaks and the Safeguard robot).

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* ''VideoGame/CallOfDutyBlackOps3'': ''VideoGame/CallOfDutyBlackOps3'':
**
The [=BlackCell=] rocket launcher in multiplayer. It comes with four rockets, can lock onto targets (all Scorestreaks and the Safeguard robot) quickly, and due to its quick reload, is able to be spammed repeatedly at targets. Many players have found it frustrating that their high-tier Scorestreaks are destroyed as soon as they enter the battlefield especially if the [=BlackCell=] user is equipped with the Engineer perk, which lets them see just called in enemy scorestreaks on the mini-map. The [=BlackCell=] is also capable of direct-impact killing enemy players caught between the launcher user and ground targets (ground-deployed Scorestreaks and the Safeguard robot). As a result, the launcher's reload speed was nerfed while scorestreak health was increased.
** The "Holy Trinity" of submachine guns in the game, aka the Kuda, VMP and Vesper. Each has their own quirks, but each absolutely dominates the field in their own special way, even against assault rifles. The Kuda is an all around submachine gun that is good at range and in close quarters, with good accuracy and damage. The VMP has a beefy 40 round magazine to start, a high fire rate and excellent damage, meaning it will win in most toe to toe engagements. The Vesper has a 30 round magazine like the Kuda, but has an obscene fire rate, making it unmatched in close quarters. Add in the Fast Mag or Extended Mag attachments, and its nigh unbeatable. Its not unusual to see games dominated by someone using one of these three guns, usually with a 2.00 or more kill/death ratio. As a result, [[https://www.reddit.com/r/blackops3/comments/454zwy/den_kirson_black_ops_iii_update_notes_02092016/ all of the submachine guns were stealth nerfed in a patch]] with the Vesper getting the absolute worst of it. [[https://www.youtube.com/watch?v=OsPfRLGwbh4 This video sums up the dire situation the submachine gun class is now facing.]]
** The P-06 burst sniper rifle has extremely high penetration power, making it a force to be reckoned with if FMJ is attached. On a more general note, snipers have ZERO penalty from suppressors in this game, in contrast to the range/damage penalty of other games, so you could get shot through a wall and not even know where the shooter came from!
** While the Specialist weapons in general are intentional game breakers [[DifficultButAwesome in the right hands]], some are far and away stronger than the others.
*** The Reaper's Scythe, a [[GatlingGood minigun]] that folds out of his arm. Not only is it insanely accurate and extremely lethal, but thing thing can utterly wreck scorestreaks. Even a poor player can easily get quad kills without much trouble when using it and a good player can wreck an entire team twice over. The only balancing factor is that it is the slowest charging special in the game.
*** Firebreak's [[VideoGameFlamethrowersSuck Purifier is]] [[AvertedTrope so insanely overpowered that it's ridiculous]]. Unlike the Scythe where getting a kill requires a few seconds of aiming, a player using the Purifier only has to ''graze'' a player with the flame and it's an automatic kill. It's not unheard of Purifier users to set their sensitivity to insane levels, run into a room filled with enemies, spin around really fast and come out with 7 or 8 kills. Facing a Purifier user at mid-range or closer is absolute suicide, as most of the time the player cannot do enough damage in the time before the flame kills them. Oftentimes, even if you kill them first, the flames will graze you enough for them to pull a TakingYouWithMe.
*** Battery's War Machine is your average Noob Tube taken UpToEleven, being easy to aim, spam, and able to decimate entire rooms with its grenades, whether it's a direct impact or from a split grenade. Flak Jacket only protects against the latter.
*** Ruin's Gravity Spikes comes out fast and has a deceptively large range. It's slightly mitigated by the fact that it can be interrupted by killing the player in midair, as well as the fact that many players telegraph when they're going to use it by boosting as high as they can before they land, in an effort to make themselves harder to hit but leaving them open to attack longer.
*** Spectre's [[AbsurdlySharpBlade Ripper]] is basically Modern Warfare 2's Commando lunge all over again. It also has an insanely fast recharge timer.
*** Prophet's [[LightningGun Tempest]]. You will learn to fear its [[HellIsThatNoise distinctive zapping sound]]. Anyone hit with its beam will be instantly killed before you can say "FUCK!" And if there are many players grouped together, that's bad news, since the beam can spread and chain targets.
14th May '16 12:14:54 PM Kadorhal
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* ''VideoGame/{{Halo|Combat Evolved}}'''s plasma pistol. In addition to firing a powerful, homing charge-up shot (see more info below), players with rapid-twitch reflexes could fire off regular shots at an extremely high rate, even faster than the Plasma Rifle, in a DeathOfAThousandCuts fashion. Was altered in subsequent games. However, the "rapid-twitch" came back (sort of?) in Reach, and could be shot even ''faster.'' It was practically a sub-automatic weapon.
* Otherwise entirely forgettable game ''Gore'' had the pistol working like this, which could make it preferable to the machine gun.
* ''VideoGame/CallOfDuty''

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* ** ''VideoGame/{{Halo|Combat Evolved}}'''s plasma pistol.pistol did this. In addition to firing a powerful, homing charge-up shot (see more info below), players with rapid-twitch reflexes could fire off regular shots at an extremely high rate, even faster than the Plasma Rifle, in a DeathOfAThousandCuts fashion. Was altered in subsequent games. However, the "rapid-twitch" came back (sort of?) in Reach, and could be shot even ''faster.'' It was practically a sub-automatic weapon.
* ** Otherwise entirely forgettable game ''Gore'' had the pistol working like this, this as well, which could make it preferable to the machine gun.
* ''VideoGame/CallOfDuty''''VideoGame/CallOfDuty'':



** In ''[[VideoGame/ModernWarfare Call of Duty: Modern Warfare 2]]'', the OneManArmy perk allows one to swap weapon classes by using the bag placed in secondary weapon slot. It becomes a makeshift [[BottomlessMagazines infinite ammo]] bag which repeatedly replenishes M203 GrenadeLauncher rounds. It is not uncommon to spot players [[GrenadeSpam spamming grenades]] across the map.
** ''VideoGame/CallOfDutyBlackOps'' fixed it especially sneakily by causing the rifles to jam if they fire too fast. However when it comes to submachine guns [[note]]and [[NonIndicativeName [=AK74u=]]], a stockless [=AKS-74u=] carbine assault rifle somehow classified as a submachine gun[[/note]], the Rapid Fire attachment is notorious for being able to spraying enemies to death without proper aiming.

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** In ''[[VideoGame/ModernWarfare Call of Duty: Modern Warfare 2]]'', ''VideoGame/ModernWarfare 2'', the OneManArmy perk allows one to swap weapon classes by using the bag placed in secondary weapon slot. It becomes a makeshift [[BottomlessMagazines infinite ammo]] bag which repeatedly replenishes M203 GrenadeLauncher rounds. It Worse is not uncommon that it was easy to spot players fire into the sky at specific angles from certain spots on the map to hit the enemy on the ''entire opposite side'' - objective-based modes like Domination became a joke because, barring being inside a big, sturdy building, the objectives would just [[GrenadeSpam spamming grenades]] across the map.
explode every couple seconds]], making it near-impossible to actually capture them.
** ''VideoGame/CallOfDutyBlackOps'' fixed it especially sneakily by causing the rifles to jam if they fire too fast. However when it comes to submachine guns [[note]]and [[NonIndicativeName [=AK74u=]]], a stockless [=AKS-74u=] carbine assault rifle somehow the weapons classified as a submachine gun[[/note]], guns, the Rapid Fire attachment is notorious for being able to spraying spray enemies to death without proper aiming.



*** They put in an item that allows you to temporarily see your opponents...''through walls.'' [[TheyJustDidntCare During a time when rampant hacking was on the rise and the player base was getting increasingly irate. They put it in the cash shop, when most game hacks would allow you to do the same for free and with no time limit.]]

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*** They put in an item that allows you to temporarily see your opponents...opponents ''through walls.'' [[TheyJustDidntCare During a time when rampant hacking was on the rise and the player base was getting increasingly irate. They put it in the cash shop, when most game hacks would allow you to do the same for free and with no time limit.]]



** In the Original mod, there was also the riot shield, a CT specific equipable that when activated, shielded the user from any and all fire coming toward them, the only weak spot was the users feet. Furthermore, while it was supposed to only be useable with a pistol, hacks made it possible to use larger weapons with it. Next to the AWP, it was the most banned item in the original ''Counter-Strike''.
** The automatic snipers used to be joke weapons - they were very expensive, heavy, inaccurate and lacked punch. However, an update greatly reduced their recoil and buffed their damage. Now, unless your opponent has lots of backup or is a crack shot with fast reflexes, they don't stand a chance. It is just as heavily banned as the AWP.
** One of the limiting factors on all the sniper rifles - the lack of crosshairs, forcing you to use the scope for aimed shots - was also rather easily countered. Some players just marked the crosshairs when they were visible with anything they could think of (small bits of dampened paper, a snip of tape or sticker, making a small smudge, etc.), and they had an instant low-tech solution to the lack of crosshairs. In response to this unscoped shots were made to no longer hit exactly where the crosshairs would be, instead landing randomly few degrees off center.

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** In the Original original mod, there was also the riot shield, a CT specific equipable CT-specific equippable that when activated, shielded the user from any and all fire coming toward them, the only weak spot was the users feet. Furthermore, while it was supposed to only be useable usable with a pistol, hacks made it possible to use larger weapons with it. Next to the AWP, it was the most banned item in the original ''Counter-Strike''.
** The automatic snipers used to be joke weapons - they were very expensive, heavy, inaccurate and lacked punch. However, an update greatly reduced their recoil and buffed their damage. Now, unless your opponent has lots of backup or is a crack shot with fast reflexes, they don't stand a chance. It is They are just as heavily banned as the AWP.
AWP, and simply getting a kill with one when they're not banned will immediately prompt the entirety of both teams to use them exclusively.
** One of the limiting factors on all the sniper rifles - the lack of crosshairs, forcing you to use the scope for aimed shots - was also rather easily countered. Some players just marked the crosshairs when they were visible with anything they could think of (small bits of dampened paper, a snip of tape or sticker, making a small smudge, etc.), and they had an instant low-tech solution to the lack of crosshairs. In response to this unscoped shots were made to no longer hit exactly where the crosshairs would be, instead landing randomly landing a few degrees off center.off-center.



*** The real game breaker in ''[=HL2=]: Deathmatch'' is the magnum. You can fire 6 fairly rapid shots before reloading, as opposed to the crossbow's 1 shot. The hit is instantaneous, making long-range sniping vastly more effective. It deals 75 points of damage, which means against anyone with 1-50 suit its strength is effectively the exact same as the crossbow's. And to top it all off, while headshots with a crossbow are impossible, a headshot with a magnum will kill '''anyone''', even if they have full health and 200+ suit. It's the most powerful--and probably most often used--weapon in Deathmatch, and for a number of very good reasons.

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*** The real game breaker in ''[=HL2=]: Deathmatch'' is the magnum. You can fire 6 fairly rapid shots before reloading, as opposed to the crossbow's 1 shot. The hit is instantaneous, making long-range sniping vastly more effective. It deals 75 points of damage, which means against anyone with 1-50 suit its strength is effectively the exact same as the crossbow's. And to top it all off, while headshots with a crossbow are impossible, a headshot with a magnum will kill '''anyone''', even if they have full health and 200+ suit. It's the most powerful--and powerful -- and probably most often used--weapon used -- weapon in Deathmatch, and for a number of very good reasons.



* The ''[[VideoGame/GoldenEye1997 GoldenEye]]'' engine has some weird quirks, of which the most broken is how explosions work. Seemingly, rather than just assign an [=AoE=] of flat damage, the explosions are a series of concentric damage rings; trouble is, they don't all happen at once. Instead, the explosion is a ''very'' protracted damage source which is always at least ''somewhat'' larger than the explosion effect itself. Explosions in this game can last quite a long time, and any destructable object in the environment explodes, (barrels, crates, file cabinets...) and any explosion will cause any explodable object to blow up itself. Add to this that walls in the engine don't obstruct splash damage, that explosions are one of the most powerful damage dealers, that explosions both stunlock the player and shove them backwards, and that they kill any normal enemy who touches the blast area ''at all'', and you have a recipe for lots of exploits and / or swearing. Explosives are basically unplayable in [[OneHitKill Licence To Kill]] mode, since they can still be fatal even when the explosion has almost entirely vanished.
** In addition, ''VideoGame/PerfectDark'''s bots can't see any kind of trap, so they award the player large numbers of free kills by blundering into mines placed in plain sight. And the developers, having fixed none of the explosion mechanics, decided that the game really needed a rapid-fire semi-automatic grenade launcher with a fast reload.

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* The ''[[VideoGame/GoldenEye1997 GoldenEye]]'' engine has some weird quirks, of which the most broken is how explosions work. Seemingly, rather than just assign an [=AoE=] of flat damage, the explosions are a series of concentric damage rings; trouble is, they don't all happen at once. Instead, the explosion is a ''very'' protracted damage source which is always at least ''somewhat'' larger than the explosion effect itself. Explosions in this game can last quite a long time, and any destructable object in the environment explodes, (barrels, crates, file cabinets...) and any explosion will cause any explodable other exploding object to blow up itself. Add to this that walls in the engine don't obstruct splash damage, that explosions are one of the most powerful damage dealers, that explosions both stunlock the player and shove them backwards, and that they kill any normal enemy who touches the blast area ''at all'', and you have a recipe for lots of exploits and / or swearing. Explosives are basically unplayable in [[OneHitKill Licence To Kill]] mode, since they can still be fatal even when the explosion has almost entirely vanished.
** In addition, SpiritualSuccessor ''VideoGame/PerfectDark'''s bots can't see any kind of trap, so they award the player large numbers of free kills by blundering into mines placed in plain sight. And the developers, having fixed none of the explosion mechanics, decided that the game really needed a rapid-fire semi-automatic grenade launcher with a fast reload.



** The Farsight XR-20 from ''VideoGame/PerfectDark''. It sports an X-Ray scope that can see through walls, fires rail beams with infinite penetration, and ''it tracks your enemies for you''. Also: [[OneHitKill INSTANT DEATH!]] Oh, you have a shield? Fine, the first shot will just instantly destroy it. Hope you can get across the whole level before your opponent shoots again!

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** The Farsight XR-20 from ''VideoGame/PerfectDark''.''Perfect Dark''. It sports an X-Ray scope that can see through walls, fires rail beams with infinite penetration, and ''it tracks your enemies for you''. Also: [[OneHitKill INSTANT DEATH!]] Oh, you have a shield? Fine, the first shot will just instantly destroy it. Hope you can get across the whole level before your opponent shoots again!



*** The best part is that if the poison would normally be still in duration when a player dies, it'll be in effect when they respawn. That means you can have half of your life ripped off just for eating a knife when you were next to dead.

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*** The best part is that if the poison would normally be still in duration when a player dies, it'll be in effect when they respawn. That means you can have half of your life ripped off immediately after respawning just for eating a knife when you were next to dead.



* A rare ''single player'' game breaker in the first level of ''The World Is Not Enough''. Go to the safety deposit room and hit the alarm, which fails the mission. Grab the stuff in the box and run for the door. Mission complete in 15-20 seconds.

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* A rare ''single player'' game breaker in the first level of ''The World Is Not Enough''.''VideoGame/TheWorldIsNotEnough''. Go to the safety deposit room and hit the alarm, which fails the mission. Grab the stuff in the box and run for the door. Mission complete in 15-20 seconds.



** The fully upgraded dispersion pistol isn't the only one. Every weapon in Agepack3 and [=MentalPack1=], and some weapons in the Uber2 and Uber4 mods, were HUGE Game Breakers. Mentalpack1's laser minigun shoots lasers and spits out explosive blue shells that will kill Skaarj warriors in one hit. The Flakrifle from the uber2 mod is the Flak Cannon and Shock Rifle crafted into this. It deals one shot kills on any standard enemy and can kill the rock-throwing MiniBoss in a few hits. The assault rifle from the uber4 mod fires bullets inhumanly fast. The Agemag shoots weird things that will destroy Skaarj and Brutes in a few shots. The military minigun shoots out overpowered bullets and can fire out rockets at will. Even the final boss is a joke with these overpowered weapons.

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** The fully upgraded dispersion pistol isn't the only one. Every weapon in Agepack3 [=Agepack3=] and [=MentalPack1=], and some weapons in the Uber2 [=Uber2=] and Uber4 [=Uber4=] mods, were HUGE Game Breakers. Mentalpack1's game breakers. [=Mentalpack1=]'s laser minigun shoots lasers and spits out explosive blue shells that will kill Skaarj warriors in one hit. The Flakrifle from the uber2 mod is the Flak Cannon and Shock Rifle crafted into this. It deals one shot kills on any standard enemy and can kill the rock-throwing MiniBoss in a few hits. The assault rifle from the uber4 mod fires bullets inhumanly fast. The Agemag shoots weird things that will destroy Skaarj and Brutes in a few shots. The military minigun shoots out overpowered bullets and can fire out rockets at will. Even the final boss is a joke with these overpowered weapons.



** In addition, jets demolish the maps. Tanks are slow and have no defense against them, barring a lucky hit from the main cannon (only guaranteed if the pilot is dumb enough to fly directly at the tank from an angle its main gun can reach), so it's all too common to be driving along, and being hit with bombs (one salvo is a kill) before you even heard the jet over your tank's roar. [=APCs=] suffer the same problem, but without the one-hit-kill-if-lucky possibility. Mobile AA can kill a jet fast...but only if the jet is distracted, because, as mentioned above, they'll be targeted easily. Jeeps and FAV (Fast attack vehicles) can almost outrun a jet...if you're lucky. And if you're in a fully loaded transport copter, that's six easy kills for a pilot, because those are flying tanks without the armour. Basically, jets are way too overpowered, because they can blow away any vehicle in a single bomb salvo, and any copter, transport or attack, can easily be cut down.

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** In addition, jets demolish the maps. Tanks are slow and have no defense against them, barring a an extremely lucky hit from the main cannon (only guaranteed if the pilot is dumb enough to fly directly at the tank from an angle its main gun can reach), so it's all too common to be driving along, and being hit with bombs (one salvo is a kill) before you even heard the jet over your tank's roar. [=APCs=] suffer the same problem, but without the one-hit-kill-if-lucky possibility. Mobile AA can kill a jet fast...but only if the jet is distracted, because, as mentioned above, they'll be targeted easily. Jeeps and FAV (Fast attack vehicles) can almost outrun a jet...if you're lucky. And if you're in a fully loaded transport copter, that's six easy kills for a pilot, because those are flying tanks without the armour. Basically, jets are way too overpowered, because they can blow away any vehicle in a single bomb salvo, and any copter, transport or attack, can easily be cut down.
9th Mar '16 1:02:55 AM Mhazard
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** In ''[[VideoGame/ModernWarfare Call of Duty: Modern Warfare 2]]'', the OneManArmy perk allows one to swap weapon classes by using the bag placed in secondary weapon slot. It becomes a makeshift [[BottomlessMagazines infinite ammo]] bag which repeatedly replenishes M203 & GP25 GrenadeLauncher rounds. It is not uncommon to spot players [[GrenadeSpam spamming grenades]] across the map.
** ''VideoGame/CallOfDutyBlackOps'' fixed it especially sneakily by causing the rifles to jam if they fire too fast.

to:

** In ''[[VideoGame/ModernWarfare Call of Duty: Modern Warfare 2]]'', the OneManArmy perk allows one to swap weapon classes by using the bag placed in secondary weapon slot. It becomes a makeshift [[BottomlessMagazines infinite ammo]] bag which repeatedly replenishes M203 & GP25 GrenadeLauncher rounds. It is not uncommon to spot players [[GrenadeSpam spamming grenades]] across the map.
** ''VideoGame/CallOfDutyBlackOps'' fixed it especially sneakily by causing the rifles to jam if they fire too fast. However when it comes to submachine guns [[note]]and [[NonIndicativeName [=AK74u=]]], a stockless [=AKS-74u=] carbine assault rifle somehow classified as a submachine gun[[/note]], the Rapid Fire attachment is notorious for being able to spraying enemies to death without proper aiming.
9th Mar '16 12:57:02 AM Mhazard
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** In ''[[VideoGame/ModernWarfare Call of Duty: Modern Warfare 2]]'', the OneManArmy perk allows one to swap weapon classes by using the bag placed in secondary weapon slot. It becomes a makeshift [[BottomlessMagazines infinite ammo]] bag which repeatedly replenishes M203 & GP25 GrenadeLauncher rounds. It is not uncommon to spot players exploiting this by spamming grenades across the map.

to:

** In ''[[VideoGame/ModernWarfare Call of Duty: Modern Warfare 2]]'', the OneManArmy perk allows one to swap weapon classes by using the bag placed in secondary weapon slot. It becomes a makeshift [[BottomlessMagazines infinite ammo]] bag which repeatedly replenishes M203 & GP25 GrenadeLauncher rounds. It is not uncommon to spot players exploiting this by [[GrenadeSpam spamming grenades grenades]] across the map.
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