History GameBreaker / FirstPersonShooter

15th Aug '16 11:53:27 AM Kadorhal
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* ''VideoGame/CallOfDuty'':
** A number of semi-automatic rifles in the series fall prey to this, with the weapons having no or so little recoil that console players could use "modded" controllers to press the trigger inhumanly fast and PC players could bind fire to their mouse wheel, instantly emptying the magazine and killing any player they're aiming at.
** In ''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. Worse is that it was easy to 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 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 the weapons classified as submachine guns, the Rapid Fire attachment is notorious for being able to spray enemies to death without proper aiming.

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* ''VideoGame/CallOfDuty'':
** A number of semi-automatic rifles in the ''VideoGame/CallOfDuty'' series fall prey to this, with the weapons having no or so little recoil that console players could use "modded" controllers to press the trigger inhumanly fast and PC players could bind fire to their mouse wheel, instantly emptying the magazine and killing any player they're aiming at.
** In ''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. Worse is that it was easy to 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 explode every couple seconds]], making it near-impossible to actually capture them.
**
at. ''VideoGame/CallOfDutyBlackOps'' fixed it especially sneakily by causing the semi-auto rifles to jam if they fire too fast. However when it comes to the weapons classified as submachine guns, the Rapid Fire attachment is notorious for being able to spray enemies to death without proper aiming.fast.



* The Model 1887 shotgun in ''Modern Warfare 2'', prior to patching. It almost always instantly kills the target (even ''without'' Stopping Power), and can still hit at a long range despite [[ShortRangeShotgun the typical uselessness of shotguns in this series]]. Here's the real kicker: ''they can be dual-wielded.'' Infinity Ward themselves acknowledged the problem and issued a patch to [[{{Nerf}} "balance"]] it, drastically lowering its effective range.. Unfortunately the first patch only applied to its ''akimbo'' version, meaning a single 1887 is just as bad (or good, depending on what side of the weapon you're on) as it always was. Furthermore, using the Bling perk for two weapon attachments - Full Metal Jacket and Akimbo - would effectively give you the pre-patched version of the dual 1887s, as well as the increased penetration of FMJ. A second patch reduced this problem.

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* The Model 1887 shotgun in ''Modern Warfare 2'', prior to patching. It almost always instantly kills the target (even ''without'' Stopping Power), and can still hit at a long range despite [[ShortRangeShotgun the typical uselessness of shotguns in this series]]. Here's the real kicker: ''they can be dual-wielded.'' Infinity Ward themselves acknowledged the problem and issued a patch to [[{{Nerf}} "balance"]] it, drastically lowering its effective range.. Unfortunately the first patch only applied to its ''akimbo'' version, meaning a single 1887 is just as bad (or good, depending on what side of the weapon you're on) as it always was. Furthermore, using the Bling perk for two weapon attachments - Full Metal Jacket and Akimbo - would effectively give you the pre-patched version of the dual 1887s, as well as the increased penetration of FMJ. A second patch reduced this problem. A second, slightly-less-broken but still powerful shotgun is the starting SPAS-12, which due to a glitch has its maximum range fluctuate between normal shotgun range and the ranges of the submachine guns. Add Stopping Power and you've got guaranteed one-shot kills at distances other non-1887 shotguns could only dream to even register a hit with.



** The UMP 45, unless a submachine gun is supposed to be able ''to kill a target in three bullets while silenced'' and still allow incredible mobility while running and aiming.
** Can't leave out the Noob Tube/One Man Army/Danger Close combination. The Grenade Launcher (or "Noob Tube") is, as in ''Call of Duty 4'', very powerful. However, you only get two grenades from spawning. The One Man Army perk allows the player to switch between classes on the fly, including to the class they are switching from. This allows an infinite stream of grenades to toss with only a short delay in switching between classes. Danger Close deals more explosive damage with a larger area of effect.
*** It should be noted that since the Grenade Launcher has reliable pinpoint accuracy, players can learn spots to stand in and where to aim in the sky so that they can infinitely spam explosives from across the map on contested points, like flag/bomb sites.
*** And the Scavenger perks allows you to refill your ammo from dead opponents, including grenades. Opponents you likely ''just killed with your grenade launcher''.

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** The UMP 45, unless a submachine gun is supposed to be able ''to to kill a target in three bullets while silenced'' silenced and still allow incredible mobility while running and aiming.
aiming. Not to mention as well that its damage values and ranges are closer to those of the high-end assault rifles, so even at extreme ranges it'll only take one extra bullet to kill someone.
** Can't leave out the Noob Tube/One Man Army/Danger Close combination. The Grenade Launcher (or "Noob Tube") is, as in ''Call of Duty 4'', very powerful. However, you only get two grenades from spawning. The One Man Army perk perk, in return for replacing that class's secondary weapon allows the player to switch between classes on the fly, including to the class they are switching from.from, with a full replenishment of all ammo to accompany the switch. This allows an infinite stream of grenades to toss with only a short delay in switching between classes. Danger Close deals more explosive damage with a larger area of effect. \n*** It should be noted that Worse is that, since the Grenade Launcher grenade launcher has reliable pinpoint accuracy, players can learn spots it was easy to stand in and where to aim in fire into the sky so that they can infinitely spam explosives at specific angles from across certain spots on the map to hit the enemy on contested points, the ''entire opposite side of the map'' - objective-based modes like flag/bomb sites.
***
Domination became a joke because, barring being inside a big, sturdy building, the objectives would just [[GrenadeSpam explode every couple seconds]], making it near-impossible to actually capture them. And the Scavenger perks allows you to refill your ammo from dead opponents, including grenades. Opponents grenades - opponents you likely ''just just killed with ''with your grenade launcher''.launcher''. It got so bad that later games never had a perk even ''close'' to resembling One Man Army, and set it so Scavenger bags didn't drop from explosive kills or replenish grenade launcher rounds.



* Some of the more controversial gamebreakers are found in ''VideoGame/CallOfDutyBlackOps''. The Famas and its {{expy}}, the AUG, are both hated and loved for their insane rate of fire (second only to the G11 within its bursts), powerful damage (second only to the Stoner63 as far as full-auto DPS is concerned), and high accuracy. The AK-74u with the [[MoreDakka Rapid Fire]] attachment also gets a lot of approval and disapproval. Although it gets some extra recoil (countered by the also common Grip attachment), its rate of fire is increased to a rate that competes with the Famas and AUG, essentially making it a lighter yet slightly weaker version of them. What makes the Famas, AUG, and AK-74u so controversial is the fact that they're unlocked early (14, 17, and 26), so higher level players generally don't have the upper hand just because they're at a higher level, which was considered to be one of the problems with the aforementioned Akimbo Model 1887s.

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* Some of the more controversial gamebreakers game-breakers in the series are found in ''VideoGame/CallOfDutyBlackOps''. The Famas and its {{expy}}, the AUG, are both hated and loved for their insane rate of fire (second only to the G11 within its bursts), powerful damage (second only to the Stoner63 as far as full-auto DPS is concerned), and high accuracy. The AK-74u with the [[MoreDakka Rapid Fire]] attachment also gets a lot of approval and disapproval. Although it gets some extra recoil (countered by the also common Grip attachment), its rate of fire is increased to a rate that competes with the Famas and AUG, essentially making it a lighter yet slightly weaker version of them. What makes the Famas, AUG, and AK-74u so controversial is the fact that they're unlocked rather early (14, 17, and 26), so higher level players generally don't have the upper hand just because they're at a higher level, which was considered to be one of the problems with the aforementioned Akimbo Model 1887s.



* [=MW3=] raised the bar with [=SMGs=]; particularly the [=PP90M-1=] and [=MP7=]. The former had incredibly fast fire rates and could hold a massive 54 rounds with Extended Mags, becoming a proverbial bullet hose (note its nickname was [[MeaningfulName the 'Super Soaker' or 'Water Pistol gun']]; the latter had virtually no recoil, and the recoil it did have was easily mitigated. It was common to see players being ''sniped'' by a no-recoil silenced [=MP7=].

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* [=MW3=] ''Modern Warfare 3'' raised the bar with [=SMGs=]; particularly the [=PP90M-1=] and [=MP7=]. The former had incredibly fast fire rates and could hold a massive 54 rounds with Extended Mags, becoming a proverbial bullet hose (note its nickname was [[MeaningfulName the 'Super Soaker' or 'Water Pistol gun']]; the latter had virtually no recoil, and the recoil it did have was easily mitigated. It was common to see players being ''sniped'' by a no-recoil silenced [=MP7=].
15th Aug '16 11:00:54 AM Kadorhal
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* ''VideoGame/CallOfDutyGhosts'' had ''integrated attachments'', meaning certain guns had traits that were automatic, meaning you could potentially have 4 attachments on a single gun. Of note was the integrated suppressor, which gave certain weapons unmatched playability, as they were always silenced, and could run 3 attachments over the standard 2, gaining an edge over non-integrated weapons. The [[MeaningfulName Honey Badger]] was the most prevalent, being the go-to weapon for most players when starting a new character, given it also unlocked the majority of stealth perks for no cost, making a very powerful class available from the get-go.

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* ''VideoGame/CallOfDutyGhosts'' had ''integrated attachments'', ''integrated'' attachments, meaning certain guns had traits that were automatic, meaning you could potentially have 4 attachments on a single gun. Of note was the integrated suppressor, which gave certain weapons unmatched playability, as they were always silenced, and could run 3 attachments over the standard 2, gaining an edge over non-integrated weapons. The [[MeaningfulName Honey Badger]] was the most prevalent, being the go-to weapon for most players when starting a new character, given it also unlocked the majority of stealth perks for no cost, making a very powerful class available from the get-go.



** The [=War Machine=], if not already OP in multiplayer, is even more broken in Campaign. Unlocked at Level 15 (about 70% through the Campaign, if you are playing on Hardened or above), it comes as a Secondary Weapon, with 8 shots in the clip, and 8 in the reserve, totaling up to 16 shots total. Unlike previous iterations of the War Machine, Black Ops 3's War Machine shoots an underbarrel shot (rather than the traditional straight-shot rocket launcher) that, once hitting a surface, releases 3 small balls in a large spread that do a small hop and then cause a massive explosion. With the War Machine, all you have to do is find cover, shoot above the cover at varying angles, and it no time everyone is dead. What makes it broken, however is its' semi-automatic fire rate, and doubled with the fact that it does 3x the damage if your target is in close range. Top it all off with the fact that most boss enemies (like the P.A.W.W.S) can be taken out in 4 SHOTS, which roughly accounts to about 1.5 seconds. And to end it off, if you have the Copycat tac-rig equipped, have fun getting infinite ammo every 2 seconds.

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** The [=War Machine=], War Machine, if not already OP in multiplayer, is even more broken in Campaign. Unlocked at Level 15 (about 70% through the Campaign, if you are playing on Hardened or above), it comes as a Secondary Weapon, secondary weapon, with 8 shots in the clip, cylinder and 8 in the reserve, totaling up to 16 shots total. reserve. Unlike the previous iterations iteration of the War Machine, Machine in ''Black Ops 2'', Black Ops 3's War Machine shoots an underbarrel shot (rather than the traditional straight-shot rocket launcher) that, once a grenade which, upon hitting a surface, releases 3 three small balls in a large spread that do a small hop and then cause a massive explosion. With the War Machine, all you have to do is find cover, shoot above the cover at varying angles, and it in no time everyone on the other side of that cover is dead. What makes it broken, however is its' its semi-automatic fire rate, and doubled with the fact that it does 3x the damage if your target is in close range. Top it all off with the fact that most boss enemies (like the P.A.W.W.S) can be taken out in 4 SHOTS, ''four shots'', which roughly accounts amounts to about 1.5 seconds. And to end it off, if you have the Copycat tac-rig equipped, have fun getting infinite ammo every 2 seconds.
13th Aug '16 5:51:02 PM UmbrellasWereAwesome
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*** The battle rifle essentially obsoletes most other weaponry save for power weapons, thanks to almost all the guns in the game being fairly short range, and BR's being frequently massively abundant if not just starting equipment. How was this an improvement from ''VideoGame/{{Halo 2}}''[='s=] BR? Other weapons weren't quite so useless as covered minimal distance, and the gun wasn't hitscan in ''Halo 3'', plus it had a spread with the damage being coded to only count the damage counted from the bullets in the burst which hit the target, rather than counting the whole burst as hitting if a single bullet made impact. Still, though, 4-shot kills.

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*** The battle rifle essentially obsoletes most other weaponry save for power weapons, thanks to almost all the guns in the game being fairly short range, and BR's [=BRs=] being frequently massively abundant if not just starting equipment. How was this an improvement from ''VideoGame/{{Halo 2}}''[='s=] BR? Other weapons weren't quite so useless as covered minimal distance, and While the gun wasn't hitscan in ''Halo 3'', plus it hitscan, and had a spread with the damage being coded to only count the damage counted from the bullets in the burst which hit the target, rather target (rather than counting the whole burst as hitting if a single bullet made impact. Still, though, impact), its 4-shot kills.kill capability made up for it.
13th Aug '16 5:48:01 PM UmbrellasWereAwesome
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*** ''Halo 2'' had some other issues that became more apparent in large scale objective based gametypes: the first was the rocket launcher's lock-on ability which effectively made all vehicles death traps, the banshee could avoid the rocket by rolling but only if the pilot knew he was being fired at, knew from which direction, was facing the right direction and timed the roll totally perfectly. The sniper rifle was also a complete beast, even if you didn't make the headshot its rate of fire was so high you could easily do double body shots. Teams spent entire matches just fighting for possession of these weapons simply because once a team had them all the outcome of the game was usually a foregone conclusion since the other team could no longer use vehicles nor walk anywhere and invariably got bottled up and slaughtered and the issue was only compounded by the utter worthlessness of the SMG spawning weapon at any range greater than ten feet. Notice how the rocket lock on never returned in the later games.
*** Creator/{{Bungie}} tried to rectify some of these issues in subsequent games; in ''VideoGame/{{Halo 3}}'', the lock-on function was given to the nearly useless support weapon, the Missile Pod, which was almost useless against Banshees (the only aerial vehicle on all but one map)[[note]]The rocket launcher proper got its lock-on back in subsequent games, but only against flyers[[/note]]. They went out of their way to make maps hilly and filled with gullies in ''Halo 3'' onward to break up sniper sight lines. Then when that wasn't enough they gave the sniper significant recoil in ''VideoGame/HaloReach''.

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*** ''Halo 2'' had some other issues that became more apparent in large scale objective based gametypes: the first was the rocket launcher's lock-on ability which effectively made all vehicles death traps, the banshee could avoid the rocket by rolling but only if the pilot knew he was being fired at, knew from which direction, was facing the right direction and timed the roll totally perfectly. The sniper rifle was also a complete beast, even if you didn't make the headshot its rate of fire was so high you could easily do double body shots. Teams spent entire matches just fighting for possession of these weapons simply because once a team had them all the outcome of the game was usually a foregone conclusion since the other team could no longer use vehicles nor walk anywhere and invariably got bottled up and slaughtered and the issue was only compounded by the utter worthlessness of the SMG spawning weapon at any range greater than ten feet. Notice how the rocket lock on never returned lock-on changed in the later games.
games to only work on highly evasive flying vehicles.
*** Creator/{{Bungie}} tried to rectify some of these issues in subsequent games; in ''VideoGame/{{Halo 3}}'', the lock-on function was given to the nearly useless support weapon, the Missile Pod, which was almost useless against Banshees (the only aerial vehicle on all but one map)[[note]]The rocket launcher proper got its lock-on back in subsequent games, but only against flyers[[/note]].map). They went out of their way to make maps hilly and filled with gullies in ''Halo 3'' onward to break up sniper sight lines. Then when that wasn't enough they gave the sniper significant recoil in ''VideoGame/HaloReach''.
13th Aug '16 5:45:12 PM UmbrellasWereAwesome
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** ''VideoGame/{{Halo|Combat Evolved}}'''s plasma 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 fully-automatic weapon.

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** ''VideoGame/{{Halo|Combat Evolved}}'''s ''VideoGame/HaloCombatEvolved'''s plasma 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 This was altered in subsequent ''Franchise/{{Halo}}'' games. However, the "rapid-twitch" came back (sort of?) of) in Reach, ''VideoGame/HaloReach'', and could be shot even ''faster.'' It was practically a fully-automatic weapon.



* The pistol in ''VideoGame/HaloCombatEvolved'' allows for instant-kill headshots against unshielded enemies, and can break player shields in two hits ''anywhere''. Many players learned to eschew the other weapons (which otherwise are more damaging) in favor of [[ImprobableAimingSkills leet pistol skillz]]. Also, the pistol can take out Hunters in one hit as well, plus, the pistol has a zoom. It was basically a designated marksman's rifle disguised as a handgun.
** In addition to the human pistol, the plasma pistol is the best second weapon. The pistol can take down any shield, and the pistol can take out unshielded elites in one hit (headshot). Oh and charged plasma shots are homing.
*** Leading to the [[LeetSpeak n00b]] combo. Take out an enemy's shield with the plasma pistol, whip out the regular pistol and [[BoomHeadshot Boom]], [[OneHitKill Headshot]].
*** In the PC port, they added the Banshee for multiplayer, complete with a Fuel Rod Gun that flips vehicles and kills infantry with ease. The only things which could reliable take it on with a chance of winning were Scorpion tanks, other Banshees, and turtling players. There's also a handheld Fuel Rod Gun that, unlike in later games, was treated as an energy weapon (despite obviously using discrete fuel rods), meaning no lengthy reload times (the only thing balancing the human Rocket Launcher out from the other weapons)!
*** It did have a lengthy overheat time, but that was generally easy to avoid.
** When the pistol was [[{{Nerf}} weakened]] in ''VideoGame/{{Halo 2}}'', ''Machinima/RedVsBlue'' correctly predicted the fan outcry with the following exchange:

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* ''Franchise/{{Halo}}'':
** ''VideoGame/HaloCombatEvolved'':
***
The pistol in ''VideoGame/HaloCombatEvolved'' allows for instant-kill headshots against unshielded enemies, and can break player shields in two hits ''anywhere''. Many players learned to eschew the other weapons (which otherwise are more damaging) in favor of [[ImprobableAimingSkills leet pistol skillz]]. Also, the pistol can take out Hunters in one hit as well, plus, the pistol has a zoom. It was basically a designated marksman's rifle disguised as a handgun.
** *** In addition to the human pistol, the plasma pistol is the best second weapon. The pistol can take down any shield, and the pistol can take out unshielded elites in one hit (headshot). Oh and charged plasma shots are homing.
homing.
*** Leading All this leads to the [[LeetSpeak n00b]] combo. Take out an enemy's shield with the plasma pistol, whip out the regular pistol and [[BoomHeadshot Boom]], [[OneHitKill Headshot]].
*** In the PC port, they added the Banshee for multiplayer, complete with a Fuel Rod Gun that flips vehicles and kills infantry with ease. The only things which could reliable take it on with a chance of winning were Scorpion tanks, other Banshees, and turtling players. There's also a handheld Fuel Rod Gun that, unlike in later games, was treated as an energy weapon (despite obviously using discrete fuel rods), meaning no lengthy reload times (the only thing balancing the human Rocket Launcher out from the other weapons)!
***
weapons)! It did have a lengthy overheat time, but that was generally easy to avoid.
** *** When the pistol was [[{{Nerf}} weakened]] in ''VideoGame/{{Halo 2}}'', ''Machinima/RedVsBlue'' correctly predicted the fan outcry with the following exchange:



** In ''Halo 2'', the Plasma Pistol was still the essential part of the "Noob Combo"; a fully charged pistol shot, followed by the BR, would kill an opponent, and the plasma pistol's homing was considered excessive. Bungie remedied this in ''VideoGame/{{Halo 3}}'' by lowering the homing and making it so that the pistol would steadily consume ammo while charged, making it impossible to keep it primed for firing at all times.
*** The plasma pistol got back most of its homing in ''VideoGame/HaloReach'', making the n00b combo practical again (though only for about 3 or 4 kills before the pistol runs out of energy). The homing also makes the pistol much more viable for disabling vehicles with its EMP effect (which was added in ''Halo 3'' to offset how nerfed it was otherwise).
** ''Halo 2'' also has the infinite energy sword glitch, and the infinite invisibility glitch, which Master Chief can also use (if you get the Envy skull).
*** The sword glitch doesn't really do that much. On the levels where you really need them they're in generous supply anyway.
** ''Halo 2'' had jackal snipers in the campaign, which were one-hit-kill at all ranges on Legendary. It essentially made getting past parts of the level with snipers a lottery, since no matter how well you can aim, you'll have to rely on the computer deciding not to randomly kill you.
** ''Halo 2'' had some other issues that became more apparent in large scale objective based gametypes: the first was the rocket launcher's lock-on ability which effectively made all vehicles death traps, the banshee could avoid the rocket by rolling but only if the pilot knew he was being fired at, knew from which direction, was facing the right direction and timed the roll totally perfectly. The sniper rifle was also a complete beast, even if you didn't make the headshot its rate of fire was so high you could easily do double body shots. Teams spent entire matches just fighting for possession of these weapons simply because once a team had them all the outcome of the game was usually a foregone conclusion since the other team could no longer use vehicles nor walk anywhere and invariably got bottled up and slaughtered and the issue was only compounded by the utter worthlessness of the SMG spawning weapon at any range greater than ten feet. Notice how the rocket lock on never returned in the later games. In Halo 3, the lockon function was given to the nearly useless support weapon, the Missile Pod, which was almost useless against Banshees (The only aerial vehicle on all but one map). Bungie went out of their was to make maps hilly and filled with gullies in Halo 3 onward to break up sniper sight lines. Then when that wasn't enough they gave the sniper significant recoil in Reach.
*** They also made the Reach sniper into an anti-tank rifle. Before, the only way to disable a tank was to snipe out its driver (if the canopy was open). Now? Just shoot it twice anywhere. It's overpowered to the point that getting into a tank and going on the attack is basically asking to to be near-instantly killed if you did not coordinate with a team who could be trusted to keep control over the power weapons and watch your back.
*** The rocket lock-on came back in Reach, but very briefly. ''Very'' briefly. Near the end of Sword Base, you're supposed to kill a couple of...well, they say Banshees, but it's actually a Phantom and a Banshee. And trying to do that without lock-on would just be ridiculous. A Mercy Moment from Bungie, if you will.
** The not-so-well-known [[http://www.halopedian.com/Scarab_gun Scarab Gun,]] which looks exactly like a Plasma Rifle (save a few small physical traits) but fires fucking ''death lasers.'' Slow death lasers, but death lasers nonetheless. It's so named because it fires the same shot the [[http://www.halopedian.com/Scarab Scarab]] uses and, like the site says, the damage the Scarab Gun hits per is ''insanely'' high. It's only available for one level though, and ridiculously hard to get to (it ''is'' an EasterEgg, after all). But, nonetheless, ''death lasers.''
** A level in ''Halo 3'' becomes idiotically easy if you hand the Fuel Rod Gun to a Marine. Remember, these guys have good aim and limitless ammo. "Crazy Rod" would go nuts on the Covenant with that weapon--even causing an event to be averted by ''taking out a troop ship before it landed.''
** Halo 3's battle rifle essentially obsoletes most other weaponry save for power weapons, thanks to almost all the guns in the game being fairly short range, and BR's being frequently massively abundant if not just starting equipment. How was this an improvement from Halo 2's BR? Other weapons weren't quite so useless as covered minimal distance, and the gun wasn't hitscan in Halo 3, plus it had a spread with the damage being coded to only count the damage counted from the bullets in the burst which hit the target, rather than counting the whole burst as hitting if a single bullet made impact. Still, though, 4shot kills.
** The Spartan Laser of Halo 3 could instant kill anything with one shot from any distance on account of being almost hitscan.
** So far, Halo Reach has roughly balanced everything out, save for one thing - the Scorpion. In previous games, the Scorpion was gradually nerfed so that it could only kill small vehicles in one shot from its cannon. In this game Scorpions ''can take out anything,'' '''even other Scorpions''', '''''in one shot'''''. Tank beats everything has never been truer. The bitching got so bad that Bungie removed them from Hemorrhage (a remake of Blood Gulch/Coagulation with a bit of Valhalla thrown in) in matchmaking in favor of the more balanced Wraiths from Coagulation.
*** The stupid thing was that the wraith was designed to be a low damage, high health tank in comparison to the scorpion. They also tilted scorpion stats the other way... To the point where the Scorpion's powerful attack negates the Wraith's higher health and kills it in one hit anyway, while the Wraith's damage is so low by comparison that the Scorpion can just... well, [[IncrediblyLamePun tank the hit]] and kill the Wraith before it can get another shot. Of course, the Wraith's projectile doesn't travel nearly as fast, so even that first hit isn't certain.
** The grenade launcher can be this to those who really know how to use it, doubly so in firefight mode. It can do decent damage over a wide radius, and with skill you can control exactly where you want it to detonate and Emp vehicles. In firefight you are given resupply crates, alleviating the weapons normally high consumption rate, and it becomes perfect for blasting through waves of grunts and taking down elites.
* ''VideoGame/{{Halo 4}}'' also has the game-breaking ability to spawn with a Plasma Pistol and Plasma Grenades. It's safe to say that most people now have an anti-vehicle class read for when anyone uses a vehicle.
** The Boltshot should also be noted, charging it will instantly kill anyone within ten feet.

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** In ''Halo 2'', ''VideoGame/{{Halo 2}}'', the Plasma Pistol was still the essential part of the "Noob Combo"; a fully charged pistol shot, followed by the BR, would kill an opponent, and the plasma pistol's homing was considered excessive. Bungie remedied this in ''VideoGame/{{Halo 3}}'' by lowering the homing and making it so that the pistol would steadily consume ammo while charged, making it impossible to keep it primed for firing at all times.
*** The
times. However, the plasma pistol got back most of its homing in ''VideoGame/HaloReach'', making the n00b combo practical again (though only for about 3 or 4 kills before the pistol runs out of energy). The homing also makes the pistol much more viable for disabling vehicles with its EMP effect (which was added in ''Halo 3'' to offset how nerfed it was otherwise).
** ''Halo 2'' also has the ''VideoGame/{{Halo 2}}'':
*** The
infinite energy sword glitch, and the infinite invisibility glitch, glitch for the Arbiter, which Master Chief can also use (if you get the Envy skull).
*** The
skull). That said, the sword glitch doesn't really do that much. On much; on the levels where you really need them they're in generous supply anyway.
** ''Halo 2'' had jackal *** Jackal snipers in the campaign, which were one-hit-kill at all ranges on Legendary. It essentially made getting past parts of the level with snipers a lottery, since no matter how well you can aim, you'll have to rely on the computer deciding not to randomly kill you.
** *** ''Halo 2'' had some other issues that became more apparent in large scale objective based gametypes: the first was the rocket launcher's lock-on ability which effectively made all vehicles death traps, the banshee could avoid the rocket by rolling but only if the pilot knew he was being fired at, knew from which direction, was facing the right direction and timed the roll totally perfectly. The sniper rifle was also a complete beast, even if you didn't make the headshot its rate of fire was so high you could easily do double body shots. Teams spent entire matches just fighting for possession of these weapons simply because once a team had them all the outcome of the game was usually a foregone conclusion since the other team could no longer use vehicles nor walk anywhere and invariably got bottled up and slaughtered and the issue was only compounded by the utter worthlessness of the SMG spawning weapon at any range greater than ten feet. Notice how the rocket lock on never returned in the later games. In Halo 3,
*** Creator/{{Bungie}} tried to rectify some of these issues in subsequent games; in ''VideoGame/{{Halo 3}}'',
the lockon lock-on function was given to the nearly useless support weapon, the Missile Pod, which was almost useless against Banshees (The (the only aerial vehicle on all but one map). Bungie map)[[note]]The rocket launcher proper got its lock-on back in subsequent games, but only against flyers[[/note]]. They went out of their was way to make maps hilly and filled with gullies in Halo 3 ''Halo 3'' onward to break up sniper sight lines. Then when that wasn't enough they gave the sniper significant recoil in Reach.
*** They also made the Reach sniper into an anti-tank rifle. Before, the only way to disable a tank was to snipe out its driver (if the canopy was open). Now? Just shoot it twice anywhere. It's overpowered to the point that getting into a tank and going on the attack is basically asking to to be near-instantly killed if you did not coordinate with a team who could be trusted to keep control over the power weapons and watch your back.
*** The rocket lock-on came back in Reach, but very briefly. ''Very'' briefly. Near the end of Sword Base, you're supposed to kill a couple of...well, they say Banshees, but it's actually a Phantom and a Banshee. And trying to do that without lock-on would just be ridiculous. A Mercy Moment from Bungie, if you will.
''VideoGame/HaloReach''.
** The not-so-well-known [[http://www.halopedian.com/Scarab_gun halopedia.org/Scarab_gun Scarab Gun,]] which looks exactly like a Plasma Rifle (save a few small physical traits) but fires fucking ''death lasers.'' Slow death lasers, but death lasers nonetheless. It's so named because it fires the same shot the [[http://www.halopedian.com/Scarab Scarab]] uses and, like the site says, the damage the Scarab Gun hits per is ''insanely'' high. It's only available for one level though, and ridiculously hard to get to (it ''is'' an EasterEgg, after all). But, nonetheless, ''death lasers.''
** A level in ''Halo 3'' becomes ''VideoGame/{{Halo 3}}'':
*** Levels can become
idiotically easy if you hand the Fuel Rod Gun to a Marine. Remember, these guys have good aim and limitless ammo. "Crazy Rod" would go nuts on the Covenant with that weapon--even causing an event to be averted by ''taking out a troop ship before it landed.''
** Halo 3's *** The battle rifle essentially obsoletes most other weaponry save for power weapons, thanks to almost all the guns in the game being fairly short range, and BR's being frequently massively abundant if not just starting equipment. How was this an improvement from Halo 2's ''VideoGame/{{Halo 2}}''[='s=] BR? Other weapons weren't quite so useless as covered minimal distance, and the gun wasn't hitscan in Halo 3, ''Halo 3'', plus it had a spread with the damage being coded to only count the damage counted from the bullets in the burst which hit the target, rather than counting the whole burst as hitting if a single bullet made impact. Still, though, 4shot 4-shot kills.
** *** The Spartan Laser of Halo 3 could instant kill anything with one shot from any distance on account of being almost hitscan.
** So far, Halo Reach has ''VideoGame/HaloReach'' roughly balanced everything out, save for one thing - the Scorpion. In previous games, the Scorpion was gradually nerfed so that it could only kill small vehicles in one shot from its cannon. In this game Scorpions ''can take out anything,'' '''even other Scorpions''', '''''in one shot'''''. Tank beats everything has never been truer. The bitching got so bad that Bungie removed them from Hemorrhage (a remake of Blood Gulch/Coagulation with a bit of Valhalla thrown in) in matchmaking in favor of the more balanced Wraiths from Coagulation.
*** The stupid thing was that the wraith Wraith was designed to be a low damage, high health tank in comparison to the scorpion. Scorpion. They also tilted scorpion Scorpion stats the other way... To the point where the Scorpion's powerful attack negates the Wraith's higher health and kills it in one hit anyway, while the Wraith's damage is so low by comparison that the Scorpion can just... well, [[IncrediblyLamePun tank the hit]] and kill the Wraith before it can get another shot. Of course, the Wraith's projectile doesn't travel nearly as fast, so even that first hit isn't certain.
** *** The grenade launcher can be this to those who really know how to use it, doubly so in firefight mode. It can do decent damage over a wide radius, and with skill you can control exactly where you want it to detonate and Emp vehicles. In firefight you are given resupply crates, alleviating the weapons normally high consumption rate, and it becomes perfect for blasting through waves of grunts and taking down elites.
* *** The sniper was turned into an anti-tank rifle. Before, the only way to disable a tank was to snipe out its driver (if the canopy was open). Now? Just shoot it twice anywhere. It's overpowered to the point that getting into a tank and going on the attack is basically asking to to be near-instantly killed if you did not coordinate with a team who could be trusted to keep control over the power weapons and watch your back.
**
''VideoGame/{{Halo 4}}'' also has the game-breaking ability to spawn with a Plasma Pistol and Plasma Grenades. It's safe to say that most people now have an anti-vehicle class read for when anyone uses a vehicle. \n** The Boltshot should also be noted, as charging it will instantly kill anyone within ten feet.
11th Aug '16 9:19:29 PM ephksmi
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**The [=War Machine=], if not already OP in multiplayer, is even more broken in Campaign. Unlocked at Level 15 (about 70% through the Campaign, if you are playing on Hardened or above), it comes as a Secondary Weapon, with 8 shots in the clip, and 8 in the reserve, totaling up to 16 shots total. Unlike previous iterations of the War Machine, Black Ops 3's War Machine shoots an underbarrel shot (rather than the traditional straight-shot rocket launcher) that, once hitting a surface, releases 3 small balls in a large spread that do a small hop and then cause a massive explosion. With the War Machine, all you have to do is find cover, shoot above the cover at varying angles, and it no time everyone is dead. What makes it broken, however is its' semi-automatic fire rate, and doubled with the fact that it does 3x the damage if your target is in close range. Top it all off with the fact that most boss enemies (like the P.A.W.W.S) can be taken out in 4 SHOTS, which roughly accounts to about 1.5 seconds. And to end it off, if you have the Copycat tac-rig equipped, have fun getting infinite ammo every 2 seconds.


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*** Within a recent update, a 10th specialist was added to the game, [[FriendInTheBlackMarket Blackjack]]. When he gets a kill, he can obtain the scorestreak of the person he killed, and swap between different ones. If that's not bad enough, it only takes 5 kills, which means you would have Purifiers dominating a whole entire team on the 2ND ROUND of a game of Search and Destroy. And if the person who is playing Blackjack is a very good player, he could get Game-Breaking weapon EVERY 45 SECONDS. Compare that to other Specialists, which can take up to a couple minutes minimum to acquire their abilities. He is balanced by only having 60 minutes of in-game time to play as him, and the fact that you can only unlock him by using "Blackjack Tokens", which are obtained by doing very difficult weekly challenges. Still, a whole team of Blackjacks can absolutely break the meta.
22nd Jul '16 9:41:44 PM Kadorhal
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** Another particularly egregious example of this trope can be found in a ''Minecraft mod'', of all things. Flans Mod adds guns to the game, including semi-automatic rifles such as the G3 and M14. In the code, said rifles have a rate of fire of 1 - i.e. 1 shot every in-game tick (usually 1/20 of a second) - but are obviously limited by how fast you can click. However, [[MoreDakka tacking a Full-Auto Fire Upgrade to the gun removes this restriction, allowing you to fire rifle bullets at a staggering ''1,200 rounds per minute'']]...if you can handle the recoil. Have fun!
** ''VideoGame/{{Halo|Combat Evolved}}'''s plasma 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.

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** Another particularly egregious example of this trope can be found in a ''Minecraft mod'', of all things. Flans Mod adds guns to the game, including semi-automatic rifles such as the G3 and M14. In the code, said rifles have a rate of fire of 1 - i.e. 1 shot every in-game tick (usually 1/20 of a second) - but are obviously limited by how fast you can click. However, [[MoreDakka tacking a Full-Auto Fire Upgrade to the gun removes this restriction, allowing you to fire rifle bullets at a staggering ''1,200 ''[[MoreDakka 1,200 rounds per minute'']]...minute]]''... if you can handle the recoil. Have fun!
** ''VideoGame/{{Halo|Combat Evolved}}'''s plasma 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 fully-automatic weapon.



*** The MGL-40 Scoped Grenade Launcher could count too. It kills everyone including all vehicles except for [[spoiler:your buddies at the end of the game]]
** ''VideoGame/FarCry3'': The Bizon, MP5, AMR, GL-94. The MP5 has great accuracy, good power, and can be surpressed and given an optic. Prepare for a quite, undetectable SMG with the damage output normally associated with an assault rifle. The Bizon is similar, but has a better rate of fire and an enormous 64 round magazine. The AMR is a signature weapon sniper rifle which can kill anything in just a single hit. The GL-94 is a pump action grenade launcher which can start fires. It also instant kills vehicles and heavies. Thanks to the way weapons are acquired in this game, it's possible to be equipped with free game breaker guns before too long. This is sorta balanced by gear limitations in money and ammunition you can carry, as well as the relatively miserly profit margins from enemies on the first island, and they also seldom carry anything other than assault rifle or shotgun ammo. And sightlines on the jungly first island make sniping seldom viable. But once you get to the second island with its open but hilly terrain, [[HilarityEnsues have fun.]]
** More than anything else in the game, acquiring upgrades to your stealth, reducing your fall damage, allow you to takedown nearly any dismounted enemy, increasing the quality of your non-healthkit heals, and allowing you to automatically loot any enemy you takedown, makes you broken by design. Out of these, the instant loot, improved stealth, and catholic takedowns make you the most broken. Thanks to these, patrols and guards can be instantly eliminated unawares, and you can immediately get in position for the next ambush without having to stay out in the open to lot bodies.
** ''VideoGame/FarCry3BloodDragon'' has the aerial takedown. Why is it a game breaker? It can be performed just by jumping. That's right, you can perform a GoombaStomp on enemies. It grants very high cp every time you kill an enemy with it, and you automatically loot the killed opponent once your level is high enough. The only enemies that are immune are heavily armored opponents and non-humans. Everything else dies in one attack. Until you get the Killstar, this is THE best way to take out 75% of the enemies in the game.

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*** The MGL-40 MGL-140 Scoped Grenade Launcher could count too. It kills everyone including all vehicles except for [[spoiler:your buddies at the end of the game]]
game]] in a single grenade.
** ''VideoGame/FarCry3'': The Bizon, MP5, [=MP5=], AMR, GL-94. The MP5 [=MP5=] has great accuracy, good power, and can be surpressed and given an optic. Prepare for a quite, undetectable SMG with the optic, allowing you silent damage output normally associated with an assault rifle. rifle with the speed and maneuverability of an SMG. The Bizon is similar, but has a straight upgrade for the second half of the game, with a better rate of fire and an enormous 64 round magazine. The AMR is a signature weapon "Signature" sniper rifle which which, at the cost of not having the option of a suppressor like the regular version, can kill anything in just a single hit.hit - up to and including vehicles if you shoot for the engine - and is made available simply for collecting 20 artifacts across the game (though the cost to buy it in the first place is positively heinous). The GL-94 is a pump action grenade launcher which can start fires. It also instant kills vehicles and heavies.heavies, and is automatically given to you as part of an early mission. Thanks to the way weapons are acquired in this game, it's possible to be equipped with free game breaker guns before too long. This is sorta balanced by gear limitations in money and ammunition you can carry, as well as the relatively miserly profit margins from enemies on the first island, and they also seldom carry anything other than assault rifle or shotgun ammo. And sightlines on in the jungly jungles of the first island make sniping seldom viable. But once you get to the second island with its open but hilly terrain, [[HilarityEnsues have fun.]]
** More than anything else in the game, acquiring upgrades to your stealth, reducing your fall damage, allow you to takedown nearly any dismounted enemy, increasing the quality of your non-healthkit heals, and allowing you to automatically loot any enemy you takedown, makes you broken by design. Out of these, the instant loot, improved stealth, and catholic takedowns make you the most broken. Thanks to these, patrols and guards can be instantly eliminated unawares, and you can immediately get in position for the next ambush without having to stay out in the open to lot loot bodies.
** ''VideoGame/FarCry3BloodDragon'' has the aerial takedown. Why is it a Whereas DeathFromAbove in the original game breaker? It can be performed just by jumping.was [[AwesomeButImpractical situational at best]], here all you need to do is simply jump over an enemy. That's right, you can perform a GoombaStomp on enemies. It grants very high cp every time you kill an enemy with it, and you automatically loot the killed opponent once your level is high enough. The only enemies that are immune are heavily armored opponents and non-humans. Everything else dies in one attack. Until you get the Killstar, this is THE best way to take out 75% of the enemies in the game.



** 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.

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** The Railgun is ''VideoGame/QuakeII'''s ''Quake II'''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.



* [[VideoGame/{{Payday2}} PAYDAY 2]]
** Shotguns where this in the first few months following the games relase. You could do full damage at ridiculous ranges as long as one of the pellets hit the enemy. This was later [[{{Nerf}} Nerfed]] by a limiting the range at witch shotguns can do damage.

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* [[VideoGame/{{Payday2}} PAYDAY 2]]
VideoGame/{{PAYDAY 2}}:
** Shotguns where were this in the first few months following the games relase. You game's release. Thanks to how the game code handles the spread and damage of shotgun pellets, you could do full damage at ridiculous ranges as long as even one of the pellets them hit the enemy. This was later [[{{Nerf}} Nerfed]] {{nerf}}ed by a [[ShortRangeShotgun limiting their range]], but some shotguns, particularly secondary ones like the range at witch shotguns can do damage.Locomotive and especially the Judge, are still favorites.



** Buzzer melee weapon will amost always stun any enemy that isn't Bulldozer (even [[DemonicSpider Cloakers]] ) with a single hit. In addition to this, it hass full 32 concealment making it a good choise even with crit dodge builds.
* ''VideoGame/{{Vietcong}} has the [=M60=]. MoreDakka? Check. Having lots of ammo? Check. Balanced recoil? Check! It's so broken that it pretty much turns any of its user into [[Franchise/{{Rambo}} John Rambo]].

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** The Buzzer melee weapon will amost always stun any enemy that isn't Bulldozer (even [[DemonicSpider Cloakers]] ) - hell, even ''Bulldozers'', though only for half as long) for about four seconds with a single hit. In addition to this, it hass has a full 32 concealment 30 concealment, making it a good choise choice even with crit dodge builds.
* ''VideoGame/{{Vietcong}} ''VideoGame/{{Vietcong}}'' has the [=M60=]. MoreDakka? Check. Having lots of ammo? Check. Balanced recoil? Check! It's so broken that it pretty much turns any of its user into [[Franchise/{{Rambo}} John Rambo]].
17th Jul '16 12:38:07 PM garthvader
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** Mei's mod [=MP7=]. The 3 shot stopping power of the AK-47, without any such silly thing as recoil, with high mobility and nearly as accurate as an assault rifle. Pray you have never had the misfortune of playing against someone with one of these beauties. Also, specialists in general are quite great. Viper, in particular, is very fast, which, when combined with a small, buggy hitbox (and outright immunity to nutshots), that makes her very difficult to kill while bunnyhopping, which all of them inevitably do. Finally, the M32, which is exactly like the grenade launcher from ''Call of Duty'', except with SIX rounds. The use of the latter two will get you kicked from roughly half the servers you play on.
** Specialists are supposed to be "balanced" in that anyone of a certain rank can access them for in-game currency. Except that every piece of their gear (and the specialists themselves) are limited by ranks of increasing order (starting from Master Sargent to Lieutenant) and requires an ''insane'' amount of GP given the ''very'' limited amount of time you can use them. Or [[WebVideo/YuGiOhTheAbridgedSeries you can screw the rules and spend money,]] which allows you to bypass most if not all rank restrictions (they get much lower) on all the gear and characters, get increased amount of EXP (up to 40%), and even straight up ''buying'' GP [[LuckBasedMission (with a chance to win 1 million GP, which is more than any player will ever see in their Combat Arms career)]], getting at least the equivalent of 3-4 games worth in a fraction of the time. Also, the M32 is actually the ''least'' effective of the specialist gear.

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** Mei's mod [=MP7=]. The 3 shot stopping power of the AK-47, without any such silly thing as recoil, with high mobility and nearly as accurate as an assault rifle. Pray you have never had the misfortune of playing against someone with one of these beauties. Also, specialists in general are quite great.broken. Viper, in particular, is very fast, which, when combined with a small, buggy hitbox (and outright immunity to nutshots), that makes her very difficult to kill while bunnyhopping, which all of them inevitably do. Finally, the M32, which is exactly like the grenade launcher from ''Call of Duty'', except with SIX rounds. The use of the latter two will get you kicked from roughly half the servers you play on.
** Specialists are supposed to be "balanced" in that anyone of a certain rank can access them for in-game currency. Except that every piece of their gear (and the specialists themselves) are limited by ranks of increasing order (starting from Master Sargent to Lieutenant) and requires an ''insane'' amount of GP given the ''very'' limited amount of time you can use them. Or [[WebVideo/YuGiOhTheAbridgedSeries you can screw the rules and spend money,]] which allows you to bypass most if not all rank restrictions (they get much lower) on all the gear and characters, get increased amount of EXP (up to 40%), and even straight up ''buying'' GP [[LuckBasedMission (with a chance to win 1 million GP, which is more than any player will ever see in their Combat Arms career)]], getting at least the equivalent of 3-4 games worth in a fraction of the time. Also, the M32 is actually the ''least'' effective broken of the specialist gear.



* The ''[[VideoGame/GoldenEye1997 GoldenEye]]'' engine has some weird quirks, of which the most effective 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 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.

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* The ''[[VideoGame/GoldenEye1997 GoldenEye]]'' engine has some weird quirks, of which the most effective 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 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.



** ''[=GoldenEye=]'' also had Oddjob, who's just short enough that other players had to manually aim down or watch all their shots fly harmlessly straight over his head. SpiritualSuccessor ''VideoGame/TimeSplitters'' brought the idea back with The Monkey.... and then with character attributes, made it worse. A half-height weapon user with normal HP and maximum speed? Good luck hitting that.

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** ''[=GoldenEye=]'' also had Oddjob, who's just short enough that other players had to manually aim down or watch all their shots fly harmlessly straight over his head. SpiritualSuccessor ''VideoGame/TimeSplitters'' brought the idea back with The Monkey.... and then with character attributes, made it worse. A half-height weapon user Half-height character with normal HP and maximum speed? Good luck hitting that.



* 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. 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 overpowering, being the only {{hitscan}} weapon without some sort of drawback ''and'' allowing the player to use both fire modes at the same time.
** 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 overpowering bullets and can fire out rockets at will. Even the final boss is a joke with these overpowering weapons.

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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. 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 overpowering, overpowered, being the only {{hitscan}} weapon without some sort of drawback ''and'' allowing the player to use both fire modes at the same time.
** 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 overpowering overpowered bullets and can fire out rockets at will. Even the final boss is a joke with these overpowering overpowered weapons.



** In addition, jets demolish the maps. Tanks are slow and have no defense against them, barring 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 overpowering 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 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 overpowering overpowered, because they can blow away any vehicle in a single bomb salvo, and any copter, transport or attack, can easily be cut down.



** In the original release, Blackhawks were overpowering for a number of reasons: First, the minigun was absurdly accurate and could destroy anything that wasn't a tank; second, passengers inside the Blackhawk had access to their tools, so they could repair the Blackhawk ''while still inside it''; and finally, extra people contribute to capturing flags, so a fully loaded chopper could fly in, clear a place out, and capture it within the space of a several seconds. The only thing that could really stop so-called "blackhawk squads" was a jet, and you had to get it on the first pass, otherwise, the engineers on board would just repair all damage, and the imbalance was most apparent on maps without jets. They were however, nerfed into uselessness and obscurity.

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** In the original release, Blackhawks were overpowering overpowered for a number of reasons: First, the minigun was absurdly accurate and could destroy anything that wasn't a tank; second, passengers inside the Blackhawk had access to their tools, so they could repair the Blackhawk ''while still inside it''; and finally, extra people contribute to capturing flags, so a fully loaded chopper could fly in, clear a place out, and capture it within the space of a several seconds. The only thing that could really stop so-called "blackhawk squads" was a jet, and you had to get it on the first pass, otherwise, the engineers on board would just repair all damage, and the imbalance was most apparent on maps without jets. They were however, nerfed into uselessness and obscurity.



** Another deadly shotgun, this time due to a bug, was the underbarrel M26 combined with dart rounds and a heavy barrel on its parent rifle - as of the 1.04 patch, this combination would make each of the ''twelve'' flechettes fired by the M26 deal the same damage as a bullet fired from said rifle. Combine with the unlocked-through-{{coop|Multiplayer}} [=G3A3=], which does more damage than any assault rifle unlocked through actually playing multiplayer, and you dealt enough damage in a single shot to kill someone four times over. In an inversion, the same bug made the above combination with slug rounds nearly unusable except for CherryTapping, due to slugs only firing one projectile; the next patch fixed the former but has done nothing for the latter.

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** Another deadly overpowered shotgun, this time due to a bug, was the underbarrel M26 combined with dart rounds and a heavy barrel on its parent rifle - as of the 1.04 patch, this combination would make each of the ''twelve'' flechettes fired by the M26 deal the same damage as a bullet fired from said rifle. Combine with the unlocked-through-{{coop|Multiplayer}} [=G3A3=], which does more damage than any assault rifle unlocked through actually playing multiplayer, and you dealt enough damage in a single shot to kill someone four times over. In an inversion, the same bug made the above combination with slug rounds nearly unusable except for CherryTapping, due to slugs only firing one projectile; the next patch fixed the former but has done nothing for the latter.



*** They also made the Reach sniper into an anti-tank rifle. Before, the only way to disable a tank was to snipe out its driver (if the canopy was open). Now? Just shoot it twice anywhere. It's overpowering to the point that getting into a tank and going on the attack is basically asking to to be near-instantly killed if you did not coordinate with a team who could be trusted to keep control over the power weapons and watch your back.

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*** They also made the Reach sniper into an anti-tank rifle. Before, the only way to disable a tank was to snipe out its driver (if the canopy was open). Now? Just shoot it twice anywhere. It's overpowering overpowered to the point that getting into a tank and going on the attack is basically asking to to be near-instantly killed if you did not coordinate with a team who could be trusted to keep control over the power weapons and watch your back.



** Although the inherent idea of [[BornWinner Jedi]] vs. the TropeNamers for ImperialStormtrooperMarksmanshipAcademy is overwhelming in a RuleOfFunny way, there's a comical trick in singleplayer that can utterly destroy any non-Jedi opponents: Force Jump + Force Pull. You can make a graceful landing from a hundred feet in the air; stormtroopers cannot. Rinse and repeat until the room is empty.

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** Although the inherent idea of [[BornWinner Jedi]] vs. the TropeNamers for ImperialStormtrooperMarksmanshipAcademy is overwhelming broken in a RuleOfFunny way, there's a comical trick in singleplayer that can utterly destroy any non-Jedi opponents: Force Jump + Force Pull. You can make a graceful landing from a hundred feet in the air; stormtroopers cannot. Rinse and repeat until the room is empty.



* The classic ''VideoGame/CallOfDuty'' Game Breaker is the [=PPSh=]-41; in the original, it had a huge 71-round magazine along with very friendly and predictable recoil and an excellent iron sight. Almost every later game tried to {{Nerf}} it somehow. For that matter, submachine guns in general have always been overpowering in the World War 2 [=CoD=] games, and the only truly noticeable nerfing ''any'' of them got was the Thompson's slight magazine reduction from ''2'' onward.

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* The classic ''VideoGame/CallOfDuty'' Game Breaker is the [=PPSh=]-41; in the original, it had a huge 71-round magazine along with very friendly and predictable recoil and an excellent iron sight. Almost every later game tried to {{Nerf}} it somehow. For that matter, submachine guns in general have always been overpowering overpowered in the World War 2 [=CoD=] games, and the only truly noticeable nerfing ''any'' of them got was the Thompson's slight magazine reduction from ''2'' onward.



** Apart from the other deadly scoped rifle, of course. The FG 42 in the original game was ridiculous; a selectable semi/full-auto high-damage weapon with an extremely accurate scope, it was a true do-everything gun with no meaningful weaknesses whatsoever.

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** Apart from the other deadly broken scoped rifle, of course. The FG 42 in the original game was ridiculous; a selectable semi/full-auto semi / full-auto high-damage weapon with an extremely accurate scope, it was a true do-everything gun with no meaningful weaknesses whatsoever.



** The [=MP40=] was laughably overwhelming as well. Coupled with dual mags, and using the Stopping Power and Steady Aim perks virtually guarantees you'll slaughter the enemy.

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** The [=MP40=] was laughably overwhelming overpowered as well. Coupled with dual mags, and using the Stopping Power and Steady Aim perks virtually guarantees you'll slaughter the enemy.



*** As overpowering as it, it isn't as effective as it used to be. Holding a Care Package marker (or a Sentry Gun/Emergency Airdrop marker, but everyone used Care Package because it's only four kills) would grant a speed increase that would stack with Lightweight. Effectively, you'd run at roughly 200% speed with the ability to slide ten to fifteen feet towards someone and instant kill with a knife; lunging also grants invincibility frames if your opponent doesn't shoot fast enough. To top it off, as you're running so damn fast, on everyone else's screen you'll be crouching while running so you're even harder to kill.

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*** As overpowering overpowered as it, it isn't as effective broken as it used to be. Holding a Care Package marker (or a Sentry Gun/Emergency Airdrop marker, but everyone used Care Package because it's only four kills) would grant a speed increase that would stack with Lightweight. Effectively, you'd run at roughly 200% speed with the ability to slide ten to fifteen feet towards someone and instant kill with a knife; lunging also grants invincibility frames if your opponent doesn't shoot fast enough. To top it off, as you're running so damn fast, on everyone else's screen you'll be crouching while running so you're even harder to kill.



** The chopper gunner can also be seen as quite overpowering as it lets you easily spawn trap opponents, leaving them easy prey in most maps (some maps with high cover, such as Skidrow and Karachi prevent this).

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** The chopper gunner can also be seen as quite overpowering overpowered as it lets you easily spawn trap opponents, leaving them easy prey in most maps (some maps with high cover, such as Skidrow and Karachi prevent this).



** Another class of weapon that was game-breaking was the Machine Pistols. [=MW2=] had excellent Secondaries in the Shotguns, but [=MW3=] pushed the bar up a few notches with their pistols. Being able to have what amounted to free Overkill meant that players very rarely took any other secondaries, save for the occasional anti-aircraft launcher. [=FMG-9s=] were the worst of the four in terms of balance. Having the same fire rate, range and capacity as the aforementioned [=PP90-M1=] was bad enough, the only saving grace being its insane kick; but the GameBreaker was when it was used [[GunsAkimbo akimbo]] alongside Steady Aim. Having two submachine gun-class weapons hipfired meant players could essentially use them as a primary weapon out to a middle distance, the output more than making up for the range drop. It was so bad, the gun was [[{{Nerf}} nerfed multiple times]] over the course of the game's lifespan, but even despite these it's still pretty much just as bad as it was at release.
** Two weapons were blatantly superior by design: the Type-95 and the Mk 14; the former had the highest automatic damage in-game, albeit in a 3-round burst, but the bursts occurred so fast that it was a non-issue, and it was also incredibly accurate. The latter had players take advantage of the lack of firecap to use a modded 'turbo' controller to have full-auto versions that were incredibly accurate and powerful.

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** Another class of weapon that was game-breaking was the Machine Pistols. [=MW2=] had excellent overpowered Secondaries in the Shotguns, but [=MW3=] pushed the bar up a few notches with their pistols. Being able to have what amounted to free Overkill meant that players very rarely took any other secondaries, save for the occasional anti-aircraft launcher. [=FMG-9s=] were the worst of the four in terms of balance. Having the same fire rate, range and capacity as the aforementioned [=PP90-M1=] was bad enough, the only saving grace being its insane kick; but the GameBreaker was when it was used [[GunsAkimbo akimbo]] alongside Steady Aim. Having two submachine gun-class weapons hipfired meant players could essentially use them as a primary weapon out to a middle distance, the output more than making up for the range drop. It was so bad, the gun was [[{{Nerf}} nerfed multiple times]] over the course of the game's lifespan, but even despite these it's still pretty much just as bad as it was at release.
** Two weapons were blatantly superior broken by design: the Type-95 and the Mk 14; the former had the highest automatic damage in-game, albeit in a 3-round burst, but the bursts occurred so fast that it was a non-issue, and it was also incredibly accurate. The latter had players take advantage of the lack of firecap to use a modded 'turbo' controller to have full-auto versions that were incredibly accurate and powerful.



** Snipers were superb for a whole other reason: due to the incredible amount of lag in the opening few weeks of the game's lifespan, two of the guns became so overused to the point entire lobbies of players were using them. The main contenders being the [=MORS=] and Atlas 20mm; the former for being a single shot with great handling, the latter for being a OneHitKill almost anywhere at the expense of no hipfire. Except the [=MORS=] had an insanely quick [=ADS=] time, and the Atlas could break its no hipfire coding via quickscoping...

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** Snipers were superb broken for a whole other reason: due to the incredible amount of lag in the opening few weeks of the game's lifespan, two of the guns became so overused to the point entire lobbies of players were using them. The main contenders being the [=MORS=] and Atlas 20mm; the former for being a single shot with great handling, the latter for being a OneHitKill almost anywhere at the expense of no hipfire. Except the [=MORS=] had an insanely quick [=ADS=] time, and the Atlas could break its no hipfire coding via quickscoping...



*** Firebreak's [[VideoGameFlamethrowersSuck Purifier is]] [[AvertedTrope so powerful 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.

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*** Firebreak's [[VideoGameFlamethrowersSuck Purifier is]] [[AvertedTrope so powerful 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.



* ''VideoGame/{{Descent}} II'''s Gauss Cannon, an excellent upgrade to the [[EmergencyWeapon Vulcan Cannon]] that does tons more damage, has the same [[MoreDakka high firing rate]], uses Vulcan ammo as well instead of energy, and most of all, is also HitScan in a game where most weapons have {{painfully slow projectile}}s. No wonder it was {{Nerf}}ed into the Vauss Cannon in ''Descent 3''. The first game's Fusion Cannon and Mega Missiles were also quite overpowering, and thus were made less effective in the second.

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* ''VideoGame/{{Descent}} II'''s Gauss Cannon, an excellent overpowered upgrade to the [[EmergencyWeapon Vulcan Cannon]] that does tons more damage, has the same [[MoreDakka high firing rate]], uses Vulcan ammo as well instead of energy, and most of all, is also HitScan in a game where most weapons have {{painfully slow projectile}}s. No wonder it was {{Nerf}}ed into the Vauss Cannon in ''Descent 3''. The first game's Fusion Cannon and Mega Missiles were also quite overpowering, overpowered, and thus were made less effective nerfed in the second.



** More than anything else in the game, acquiring upgrades to your stealth, reducing your fall damage, allow you to takedown nearly any dismounted enemy, increasing the quality of your non-healthkit heals, and allowing you to automatically loot any enemy you takedown, makes you formidable by design. Out of these, the instant loot, improved stealth, and catholic takedowns make you the deadliest. Thanks to these, patrols and guards can be instantly eliminated unawares, and you can immediately get in position for the next ambush without having to stay out in the open to lot bodies.

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** More than anything else in the game, acquiring upgrades to your stealth, reducing your fall damage, allow you to takedown nearly any dismounted enemy, increasing the quality of your non-healthkit heals, and allowing you to automatically loot any enemy you takedown, makes you formidable broken by design. Out of these, the instant loot, improved stealth, and catholic takedowns make you the deadliest.most broken. Thanks to these, patrols and guards can be instantly eliminated unawares, and you can immediately get in position for the next ambush without having to stay out in the open to lot bodies.



** The Grinder perk deck before the perk deck balance update completely broke the game on any difficulty that wasn't [[HarderThanHard Deathwish]]. Thanks to the fast health regeneration, you could become almost completely invulnerable as long as you kept doing damage and had ammo to spare. With a crit dodge build it becomes even more powerful.

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** The Grinder perk deck before the perk deck balance update completely broke the game on any difficulty that wasn't [[HarderThanHard Deathwish]]. Thanks to the fast health regeneration, you could become almost completely invulnerable as long as you kept doing damage and had ammo to spare. With a crit dodge build it becomes even more powerful.overpowered.



* ''VideoGame/{{Vietcong}} has the [=M60=]. MoreDakka? Check. Having lots of ammo? Check. Balanced recoil? Check! It's sogreat that it pretty much turns any of its user into [[Franchise/{{Rambo}} John Rambo]].

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* ''VideoGame/{{Vietcong}} has the [=M60=]. MoreDakka? Check. Having lots of ammo? Check. Balanced recoil? Check! It's sogreat so broken that it pretty much turns any of its user into [[Franchise/{{Rambo}} John Rambo]].



* ''VideoGame/NosferatuTheWrathOfMalachi'': The Ancient Chalice is the very definition of overpowering. It kills any supernatural enemy (anything that isn't a gypsy, a dog or a bat) instantly, has a good range, and can hit multiple targets at once. It also makes any boss (except for the Count, who requires a specific way to kill him), even the final one, a pushover, as they all go down after just a few splashes. The only downside is that you have to find troughs of water to refill it, but in the West Wing and Main Castle you start finding those every few rooms.

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* ''VideoGame/NosferatuTheWrathOfMalachi'': The Ancient Chalice is the very definition of overpowering.overpowered. It kills any supernatural enemy (anything that isn't a gypsy, a dog or a bat) instantly, has a good range, and can hit multiple targets at once. It also makes any boss (except for the Count, who requires a specific way to kill him), even the final one, a pushover, as they all go down after just a few splashes. The only downside is that you have to find troughs of water to refill it, but in the West Wing and Main Castle you start finding those every few rooms.
15th Jul '16 2:25:57 PM Mildesten
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Added DiffLines:

** Another particularly egregious example of this trope can be found in a ''Minecraft mod'', of all things. Flans Mod adds guns to the game, including semi-automatic rifles such as the G3 and M14. In the code, said rifles have a rate of fire of 1 - i.e. 1 shot every in-game tick (usually 1/20 of a second) - but are obviously limited by how fast you can click. However, [[MoreDakka tacking a Full-Auto Fire Upgrade to the gun removes this restriction, allowing you to fire rifle bullets at a staggering ''1,200 rounds per minute'']]...if you can handle the recoil. Have fun!
12th Jul '16 12:32:30 AM jormis29
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* When a ''VideoGame/{{Battlefield}} 2142'' server turns [[FriendlyFireproof friendly fire off]], RDX explosives suddenly become extremely dangerous, since the user can now detonate them even at their feet and walk away with an effortless kill. "RDX hoppers" (because the gamebreakers also rely on bunnyhopping to avoid attacks) are reviled by the community, even by those who occasionally do it.

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* When a ''VideoGame/{{Battlefield}} 2142'' ''VideoGame/Battlefield2142'' server turns [[FriendlyFireproof friendly fire off]], RDX explosives suddenly become extremely dangerous, since the user can now detonate them even at their feet and walk away with an effortless kill. "RDX hoppers" (because the gamebreakers also rely on bunnyhopping to avoid attacks) are reviled by the community, even by those who occasionally do it.



* There's even more in ''Battlefield 2'':

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* There's even more in ''Battlefield 2'': ''VideoGame/Battlefield2'':



*** The air transport in 2142 carried on this fine tradition.

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*** The air transport in 2142 ''[[VideoGame/Battlefield2142 2142]]'' carried on this fine tradition.
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