History GameBreaker / FirstPersonShooter

3rd Oct '17 10:05:15 AM HighCrate
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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 (or assigning "Fire" to spinning the mouse wheel) 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.
** Another particularly egregious example of this trope can be found in a ''Minecraft mod'', and [[http://bulletforcegame.com/ Bullet Force]], 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, tacking a Full-Auto Fire Upgrade to the gun removes this restriction, allowing you to fire rifle bullets at a staggering ''[[MoreDakka 1,200 rounds per minute]]''... if you can handle the recoil. Have fun!
** ''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. This was altered in subsequent ''Franchise/{{Halo}}'' games. However, the "rapid-twitch" came back (sort of) in ''VideoGame/HaloReach'', and could be shot even ''faster.'' It was practically a fully-automatic weapon.
** Otherwise entirely forgettable game ''Gore'' had the pistol working like this as well, which could make it preferable to the machine gun.
** 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. ''VideoGame/CallOfDutyBlackOps'' fixed it especially sneakily by causing the semi-auto rifles to jam if they fire too fast.
10th Sep '17 5:35:51 PM Malady
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** The Gauss Rifle in ''Call of Pripyat''. It can kill every human enemy in the game, can take down any mutant that is not a Pseudogiant (though it itself can be killed in 2-3 shots from the weapon), and plays NoArcInArchery as straight asthe game allows [[spoiler:After you show Cardan the weapon and retrieve the documents concerning about the experimentation of the gun, he will offer you homemade batteries for 2000 RU each, essentially farming unlimited ammunition for your InfinityPlusOneSword]].

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** The Gauss Rifle in ''Call of Pripyat''. It can kill every human enemy in the game, can take down any mutant that is not a Pseudogiant (though it itself can be killed in 2-3 shots from the weapon), and plays NoArcInArchery as straight asthe as the game allows [[spoiler:After you show Cardan the weapon and retrieve the documents concerning about the experimentation of the gun, he will offer you homemade batteries for 2000 RU each, essentially farming unlimited ammunition for your InfinityPlusOneSword]].
7th Sep '17 2:07:07 AM stuart8
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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, tacking a Full-Auto Fire Upgrade to the gun removes this restriction, allowing you to fire rifle bullets at a staggering ''[[MoreDakka 1,200 rounds per minute]]''... if you can handle the recoil. Have fun!

to:

** Another particularly egregious example of this trope can be found in a ''Minecraft mod'', and [[http://bulletforcegame.com/ Bullet Force]], 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, tacking a Full-Auto Fire Upgrade to the gun removes this restriction, allowing you to fire rifle bullets at a staggering ''[[MoreDakka 1,200 rounds per minute]]''... if you can handle the recoil. Have fun!
21st Jun '17 9:49:22 PM CyberController
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* ''VideoGame/TeamFortressClassic'', a [=GoldSrc=] remake of the old ''Quake Team Fotress'' mod, has the Shotgun and Super Shotgun. Why? A programming bug resulting in the absense of fall-off damage essentially makes them effective at any range, rendering numerous class-specific bread-and-butter weapons such as the Soldier's Rocket Launcher, the Heavy's Assault Cannon, the Engineers Railgun and the Pyro's Flamethrower useless.

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* ''VideoGame/TeamFortressClassic'', a [=GoldSrc=] remake of the old ''Quake Team Fotress'' Fortress'' mod, has the Shotgun and Super Shotgun. Why? A programming bug resulting in the absense absence of fall-off damage essentially makes them effective at any range, rendering numerous class-specific bread-and-butter weapons such as the Soldier's Rocket Launcher, the Heavy's Assault Cannon, the Engineers Railgun and the Pyro's Flamethrower useless.
30th Apr '17 12:03:37 PM garthvader
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Added DiffLines:

*In the initial release, a Stalker Suit, a mid-game armour item with good across-the-board resistances and built-in night vision, could be found as soon as the game started by searching an attic in the starting area. Later patches replaced this with a rather less impressive Mercenary Suit.
30th Apr '17 11:54:51 AM garthvader
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* ''VideoGame/QuakeI'' has many weapons that could be considered a GameBreaker, but the Thunder Bolt stands out somewhat. Its quick firing rate & high damage made even Shamblers fall to it in a matter of seconds. Unfortanetly, it has limited range, ammo for it is scarce & using it underwater will discharge all of its ammunition & kill you, along with every enemy who also happened to be in that body of water. Collecting a Pentagram of Protection, however, makes you immune to the damage while killing everybody else in the pool of water, even though it still discharges all of your ammo and hilariously reports that you killed yourself despite the fact you survived.

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**''VideoGame/FarCry4'' features all the same broken weapons as 3, including the ability to get the Bizon for ''free'' fairly early on, but really ups the ante with some of the new weapons, from a semi-automatic .50 cal sniper rifle through a fully-automatic handheld grenade launcher to the absolutely ridiculous "Buzzsaw," a handheld [=MG42=] which has an ammo capacity of almost all of your ammo, a near-instantaneous reload, and will kill anything in the game with a short burst.
* ''VideoGame/QuakeI'' has many weapons that could be considered a GameBreaker, but the Thunder Bolt stands out somewhat. Its quick firing rate & high damage made even Shamblers fall to it in a matter of seconds. Unfortanetly, Unfortunately, it has limited range, ammo for it is scarce & using it underwater will discharge all of its ammunition & kill you, along with every enemy who also happened to be in that body of water. Collecting a Pentagram of Protection, however, makes you immune to the damage while killing everybody else in the pool of water, even though it still discharges all of your ammo and hilariously reports that you killed yourself despite the fact you survived.



** Certain artifacts in ''Shadow of Chernobyl'' fall into this as well. Most artifacts give increased protection against certain types of damage, but at very small amounts and with a prohibitive release of radiation per second (too much to control with vodka or antirad without going broke, making it necessary to pair them with an artifact that absorbs radiation, which will leave you winded or make you bleed for longer when struck). Others don't. The Flash and Moonlight artifacts all give large-scale benefits to your sprint meter (wearing one Moonlight or two Flash artifacts can let you sprint indefinitely so long as you aren't overloaded on weight), and their negative effect is an increased vulnerability to electricity. Electrical anomalies are encountered maybe three times in the entire first game, and actually spawn more of these artifacts. Picking up a handful of Flash or if you're incredibly lucky, a pair of Moonlight artifacts at the Agroprom Underground is incredibly easy and makes it simple to outrun the wildlife and hostile stalkers when engagement isn't an option, and makes shuttling tons of gear back and forth a cakewalk.

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** Certain artifacts in ''Shadow of Chernobyl'' fall into this as well. Most artifacts give increased protection against certain types of damage, but at very small amounts and with a prohibitive release of radiation per second (too much to control with vodka or antirad without going broke, making it necessary to pair them with an artifact that absorbs radiation, which will leave you winded or make you bleed for longer when struck). Others don't. The Flash and Moonlight artifacts all give large-scale benefits to your sprint meter (wearing one Moonlight or two Flash artifacts can let you sprint indefinitely so long as you aren't overloaded on weight), weight, and the player character's sprint speed effectively turns them into a motorcycle), and their negative effect is an increased vulnerability to electricity. Electrical anomalies are encountered maybe three times in the entire first game, and actually spawn more of these artifacts. Picking up a handful of Flash or if you're incredibly lucky, a pair of Moonlight artifacts at the Agroprom Underground is incredibly easy and makes it simple to outrun the wildlife and hostile stalkers when engagement isn't an option, and makes shuttling tons of gear back and forth a cakewalk.
14th Feb '17 4:08:30 AM Kadorhal
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** In the original release, Blackhawks were overpowered for a number of reasons: First, the minigun was absurdly accurate and could destroy anything that wasn't a tank; second, the passengers inside the Blackhawk had access to their tools, so they could repair the Blackhawk ''while still inside it''; third, combined with the above, the Blackhawk had space for ''three'' passengers; 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 eventually, however, nerfed into uselessness and obscurity. For the curious, the reason it was impossible to do this for the MEC or Chinese helos was that they were much slower, less armoured, bigger targets, and their guns were crappy machine guns that could barely hurt an infantryman.

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** In the original release, Blackhawks were overpowered for a number of reasons: First, the minigun was absurdly accurate and could destroy anything that wasn't a tank; second, the passengers inside the Blackhawk had access to their tools, so they could repair the Blackhawk ''while still inside it''; third, combined with the above, the Blackhawk had space for ''three'' passengers; 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 damage; this also meant that the imbalance was most apparent on maps without jets. They were eventually, however, nerfed into uselessness and obscurity. For the curious, the reason it was impossible to do this for the MEC or Chinese helos was that they were much slower, less armoured, bigger targets, and their guns were crappy machine guns that could barely hurt an infantryman.



** 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. 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]].

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** In addition to the human pistol, the plasma pistol is the best second weapon. The plasma pistol can take down any shield, and the regular pistol can take out unshielded elites in one hit (headshot). Oh, and charged plasma shots are homing. 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 ''VideoGame/{{Halo 2}}'', the Plasma Pistol was still the essential part of the "Noob Combo"; a fully charged pistol shot, followed by a burst from the Battle Rifle, 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. 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).

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** In ''VideoGame/{{Halo 2}}'', ''Halo 2'', the Plasma Pistol was still the essential part of the "Noob Combo"; a fully charged pistol shot, followed by a burst from the Battle Rifle, 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. 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).



** 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). 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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** Creator/{{Bungie}} tried to rectify some of these issues in subsequent games; in ''VideoGame/{{Halo 3}}'', ''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). 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''.



** Levels in ''VideoGame/{{Halo 3}}'' 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.''

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** Levels in ''VideoGame/{{Halo 3}}'' ''Halo 3'' 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 weapon -- even causing an event to be averted by ''taking out a troop ship before it landed.''



** ''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.

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** ''VideoGame/HaloReach'' ''Halo Reach'' 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.more true. 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 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 weapon's normally high consumption rate, and it becomes perfect for blasting through waves of grunts and taking down elites.

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** 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 weapon's normally high consumption ammo-consumption rate, and it becomes perfect for blasting through waves of grunts and taking down elites.



** In Space battles, both the Droid Tri-fighter and the Rebel A-Wing were unbalanced due to the mechanics of the missiles they fired. The Tri-fighter fired blue seeking missiles which had better turn rates and pursued a target for far longer (and many times in circles) than the other missiles. The A-Wing fires all its missiles in one burst, meaning getting hit is a one hit kill. The balancing act here is that both are {{glass cannon}}s to the point that a single hit from the enemy capital ship's defenses will instantly kill them, though that just means they're great for defending their own capital ships.

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** In Space battles, both the Droid Tri-fighter and the Rebel A-Wing were unbalanced due to the mechanics of the missiles they fired. The Tri-fighter fired blue seeking missiles which had better turn rates and pursued a target for far longer (and many times in circles) than the other missiles. The A-Wing fires all its missiles in one burst, meaning getting hit is a one hit kill. The balancing act here is that both are {{glass cannon}}s to the point that a single hit from the enemy capital ship's defenses will instantly kill them, though that just means they're great for defending their own capital ships.ships - and can harass the enemy near their own capital ship if another player in something with more armor took a stroll inside to disable the enemy ship's automated defenses.



** Just about every damn upgrade you could get in the game made things incredibly easy even on the hardest settings. That pistol every class bar specials gets? Get enough kills per life with it and it gets upgraded into a [[SniperPistol mini sniper rifle that can kill in one shot at any range]]. The soldier's rifle? Becomes incredibly accurate, and fires in short bursts capable of taking down anything but tanks in a few seconds. That shotgun engineers carry? Upgraded to a Flechette Shotgun capable of taking down even Wookiees in one shot at medium range. And the rocket launcher Heavy Troopers and Vanguards carry? Upgraded to a ''remote control missile launcher that can hit vehicles in their weak points from the other side of the map''.

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** Just about every damn upgrade you could get in the game made things incredibly easy even on the hardest settings. That pistol every class bar specials gets? Get enough kills per life with it and it gets upgraded into a [[SniperPistol mini sniper rifle that can kill in one shot at any range]]. The soldier's rifle? Becomes incredibly accurate, and fires in short but noticeably more powerful bursts capable of taking down anything but tanks in a few seconds. That shotgun engineers carry? Upgraded to a Flechette Shotgun capable of taking down even Wookiees in one shot at medium range. The marksman's sniper rifle? Upgraded into a beam rifle that, though shorter ranged, is a guaranteed kill on any infantry you hit with it. And the rocket launcher Heavy Troopers and Vanguards carry? Upgraded to a ''remote control missile launcher that can hit vehicles in their weak points from the other side of the map''.



** The ability to deflect weapons fire back at the attacker had to be nerfed in ''Jedi Academy'' after it was possible to simply have your saber active, stand still in front of upwards of five guys, and kill them all in about three seconds per guy, without touching a button in ''Jedi Outcast''.



* The Black Tarot in ''VideoGame/{{Painkiller}}'' can become a genuine Game Breaker with the right card loadout, even if some of the cards are earned at the very end of the game and through really difficult conditions. For example, try equipping Dexterity (weapons reload twice as fast), Rage (guns do quadruple damage) and Triple Haste (world moves as 1/8th speed) and go to town...or equip Forgiveness on top of that and do it three times per level.

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* The Black Tarot in ''VideoGame/{{Painkiller}}'' can become a genuine Game Breaker with the right card loadout, even if some of the cards are earned at the very end of the game and through really difficult conditions. For example, try equipping Dexterity (weapons reload twice as fast), Rage (guns do quadruple damage) and Triple Haste (world moves as 1/8th speed) and go to town... or equip Forgiveness on top of that and do it three times per level.



** The default drill is a melee weapon which deals only moderate damage and burns through fuel like a mofo, making it less than ideal for dealing with the large numbers of fairly tough, and often gun-toting, splicers. The fully upgraded drill has greatly increased damage, consumes fuel at only a trickle, projects a shield when spun which can send bullets back at shooters, and can perform a lunge almost quick enough to count as a FlashStep with a ridiculously long range and damage high enough to kill the great majority of enemies in a single hit. It can break up crowds. The drilling standard attack stunlocks enemies.The bash attack costs absolutely no resources to use. And then there is a tonic which restricts you to only being able to use the drill and plasmids, but makes the drill even more powerful.
** The Fountain of Youth tonic has your Eve restore when you're standing in running water. For those unfamiliar with the ''Franchise/BioShock'' series, this game takes place in a ''ruined underwater city''. It's hard to find somewhere this ''can't'' be hideously abused, as the Eve system has a quirk where having ''any'' amount of Eve in your bar allows you one shot with a Plasmid. Since your Eve refills with Fountain during the firing animation of the Plasmid, you're free to fire off anything but the level 3 element stream attacks as often as their attack animation allows, without ''ever'' having to use an EVE hypo. Combine this with Decoy 2 and watch enemies kill themselves without you ever lifting a finger; with Decoy 3, any enemy that ''does'' attack you has to do more damage than the enemies attacking the Decoys, since they heal you for every hit. Fighting anything yourself becomes more or less optional since spamming Decoys or Insect Swarms costs you absolutely nothing and is ludicrously effective.

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** The default drill is a melee weapon which deals only moderate damage and burns through fuel like a mofo, making it less than ideal for dealing with the large numbers of fairly tough, and often gun-toting, splicers. The fully upgraded drill has greatly increased damage, consumes fuel at only a trickle, projects a shield when spun which can send bullets back at shooters, and can perform a lunge almost quick enough to count as a FlashStep with a ridiculously long range and damage high enough to kill the great majority of enemies in a single hit. It can break up crowds. The drilling standard attack stunlocks enemies. The bash attack costs absolutely no resources to use. And then there is a tonic which restricts you to only being able to use the drill and plasmids, but makes the drill even more powerful.
** The Fountain of Youth tonic has your Eve restore when you're standing in running water. For those unfamiliar with the ''Franchise/BioShock'' ''VideoGame/BioShock'' series, this game takes place in a ''ruined underwater city''. It's hard to find somewhere this ''can't'' be hideously abused, as the Eve system has a quirk where having ''any'' amount of Eve in your bar allows you one shot with a Plasmid. Since your Eve refills with Fountain during the firing animation of the Plasmid, you're free to fire off anything but the level 3 element stream attacks as often as their attack animation allows, without ''ever'' having to use an EVE hypo. Combine this with Decoy 2 and watch enemies kill themselves without you ever lifting a finger; with Decoy 3, any enemy that ''does'' attack you has to do more damage than the enemies attacking the Decoys, since they heal you for every hit. Fighting anything yourself becomes more or less optional since spamming Decoys or Insect Swarms costs you absolutely nothing and is ludicrously effective.
14th Feb '17 3:44:38 AM Kadorhal
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* There's even more in ''Battlefield'':

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* There's even more in ''Battlefield'': ''VideoGame/Battlefield2'':
19th Dec '16 3:21:09 PM MrBadAxe
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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 (or assigning "Fire" to the mouse wheel) if you don't, such weapons can turn out to be more powerful than the game's ultimate end-level guns.

to:

* ''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 (or assigning "Fire" to spinning the mouse wheel) if you don't, such weapons can turn out to be more powerful than the game's ultimate end-level guns.
19th Dec '16 3:20:48 PM MrBadAxe
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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.

to:

* ''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 (or assigning "Fire" to the mouse wheel) if you don't, such weapons can turn out to be more powerful than the game's ultimate end-level guns.
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