History GameBreaker / FirstPersonShooter

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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*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.

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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.
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.

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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.
16th Dec '16 1:36:42 AM MacronNotes
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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 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 [[ForMassiveDamage 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 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 [[ForMassiveDamage weak points from the other side of the map]]''.map''.
13th Nov '16 7:05:33 AM BlackArmorTails
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* ''GameBreaker/CallOfDuty''
13th Nov '16 7:01:50 AM BlackArmorTails
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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 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.
** ''[=CoD=] 1'' also had the scoped Mosin-Nagant; while every other scoped rifle had to reload rounds one at a time, the Mosin-Nagant used a stripper clip whether scoped or not, giving Soviet snipers a huge advantage in multiplayer.
** Apart from the other broken 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.
* ''Call of Duty 4: VideoGame/ModernWarfare'' has the grenade launcher: an attachment that can be used with any of the Assault Rifle-class weapons, is perfectly accurate, arcs over obstructions (which also handily lets it ignore the effects of cover), requires about ten seconds of practice to master, is an instant kill if you're anywhere near the impact, ''and you spawn with two rounds.'' There is no downside to using the "Noob Tube," and you essentially get not one but two free kills after every spawn.
** Due to an oversight, attaching the ACOG scope to the [=M40A3=] sniper rifle increases its base damage from 70 to 75. While this may not sound like much, the damage multipliers on shots from sniper rifles are coded so that a player with the Stopping Power perk (which multiplies bullet damage by 1.4x) will deal 98 damage on a "bad" hit, like to a target's foot, barely letting them survive a single shot with the default 100 max health. As such, the [=M40A3=] will literally be a 1-shot kill anywhere on the body unless your target has the Juggernaut perk to increase their max health, and even ''then'' a shot anywhere that's not a limb will still be an instant kill.
** Another oversight had the Skorpion's base damage unaffected by the suppressor attachment. This was bad enough in normal gameplay, where in close range it dealt 50 damage per bullet, but it was especially noticeable in Hardcore mode, where that damage is higher than the maximum health players are given, combined with the gun having practically no recoil for ranges where a single bullet won't do the trick. The weapon was universally banned from competitive-league games for this reason, even after it was patched.
* The Rifle Grenades in ''Call of Duty: World at War''. They're pretty much accurate rocket launchers. If one uses them, they will be hated.
** The [=MP40=] was laughably overpowered as well. Coupled with dual mags, and using the Stopping Power and Steady Aim perks virtually guarantees you'll slaughter the enemy.
* 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.
** Additionally, there's the M93 Raffica machine pistol, also known as the "Pocket M16". The game treats it as a pistol, meaning it gets swapped to very rapidly and, unlike the other machine pistols, can be used in Final Stand. However, it has insane damage ratings, dealing so much damage that on its own a full burst is only ''not'' instantly fatal at the most extreme ranges - and with Stopping Power, it kills in one burst even then. Unlike the one-burst-kill assault rifles, it can also be dual-wielded to great effect, which eliminates some of the potential at extreme range in exchange for doubled ammo, letting you spray bursts even longer.
** 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. 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, 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, 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. Worse is that, since the grenade launcher has reliable pinpoint accuracy, 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 of the map'' - 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. Alternatively, if you like having a secondary weapon, the Scavenger perk allows you to refill your ammo from dead opponents, including grenades - opponents you likely just killed ''with your grenade 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.
** Also notable is the G18 attached with Akimbo with the Steady Aim perk, allowing greater firing from the hip. Add Stopping Power and Scavenger and the player is given a nearly unending, highly-fatal bullet hose.
** The combination of three perks: Marathon (lets you sprint infinitely), Commando (allows you to instantly lunge forward a ridiculous distance when using the knife), and Lightweight (increases movement speed). Combine with the Tactical Knife attachment (which lets you carry your knife alongside your pistol to significantly shorten the delay after knifing someone), and there will always be someone running at inhuman speed and stabbing people ''from across the room'' for one-hit kills every time. The worst part is ''these three perks are unlocked by default''.
*** As overpowered as it, it isn't as 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 for an 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'd be crouching while running so you're even harder to kill.
*** Add the above-mentioned UMP .45 to the 'knife class', and you get a class that can not only sprint indefinitely at higher than normal speeds and lunge across rooms for instant knife kills, but that is also a credible threat ''at range''.
** The chopper gunner can also be seen as quite overpowered as it lets you easily spawn trap opponents, leaving them easy prey in most maps (some maps with high cover, such as Skidrow, Karachi and Invasion, prevent this).
*** AC-130 can do this, too, but typically doesn't have equal killing potential because it has to reload. The trade-off is that the AC-130 is significantly harder to shoot down than a Chopper Gunner. Not that the guys on the ground would notice. Unless some guy has a class with MANPADS, nothing is going to cut the rampage short short of getting bored.
** Prior to patching, the Javelin missile launcher had this reputation. Before the patch, the Javelin could be used to get revenge kills using a glitch causing the Javelin to launch into the ground immediately upon death, killing anyone within 20 yards.
* Some of the more controversial 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 Stoner 63 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.
** A fun experiment is to go into a game lobby and to examine the statistics of all of the players there, and to count the number of people who the two guns they've been killed the most with are the Famas and AK-74u. Hint: It'll probably be much easier to count the people who ''haven't'' been killed most by those two guns. The AUG and the Galil usually compete for the third spot.
* ''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=].
** Another class of weapon that was game-breaking was the Machine Pistols. [=MW2=] had 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. All of the other machine pistols are insanely good as well, with fire rates, recoil, and damage values equaling the best primary [=SMGs=] - as mentioned, it's essentially the Overkill perk from ''[=CoD4=]'' for free.
** Two weapons were 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.
* ''VideoGame/CallOfDutyBlackOps2'':
** Lightweight, a.k.a. ''Crackhead Pro'', where players moved so fast that they could dart around the corner and kill you before you even saw them. Because of the power of this perk, 3 perks became the go-to class: Lightweight, Toughness and Dexterity. This combo was so powerful, it became virtually impossible to play well without them, and worst of all, like the game-breaking perks of ''[=MW2=]'' they were all default perks.
** On the weapons front, the Target Finder became this for many players. It highlighted anyone without Cold-Blooded with a targeting diamond, and was more used than the Thermal Scope because it allowed for an immense amount of peripheral vision and quick aiming time, especially with the new Quickdraw attachment. This was most used in tandem with the below two.
** The [=LMGs=] received a massive buff in this game. Not only were the majority of them incredibly accurate, but the ability to use 3 attachments at once allowed for the ever hated Grip/Target Finder/Suppressor LMG combination.
** The scorestreak system itself was a Gamebreaker, as your final streak could wrap around to your first if you kept it going long enough. This meant that [[UnstableEquilibrium players on a decent streak could get amazing scores, while their opponents couldn't do anything but die repeatedly to drones, aircraft and remote guns.]] It was all too common to see players get 100+ kills in a game and have a VSAT, Dogs and a Swarm endlessly looping.
* ''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.
* ''VideoGame/CallOfDutyAdvancedWarfare'':
** Assault Rifles gained a massive buff over earlier series counterparts due in part to the game's more mobile gameplay. Thus, having six guns with minimal recoil and consistent damage output makes them the go-to weapons in Mulitplayer.
** Snipers were 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.
** [[RandomDrops Supply Drops]] give both cosmetic rewards and weapon variants. The latter is a major factor, as many of the strongest gun variants, which are the source of the above gamebreaking weapons, are classed in the [[RareRandomDrops Elite]] category. This turns the Supply Drops into a LuckBasedMission to find one of these Elite guns to even stand a chance of competing.
** Prior to its nerf, the [=EM1=] Laser Rifle was also this, thanks to its insane accuracy and rate of fire plus unlimited ammo. The only thing keeping it down is the overheating after firing for some time, but there's an upgrade for that. Adding salt to the wound is the weapon has a fast rate of fire based on the frames per second of the game (Meaning the weapon will fire faster or slower depending on your frame rate) and getting a buff in a patch. Thankfully, its fire rate was lowered.
* ''VideoGame/CallOfDutyBlackOps3'':
** 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 cylinder and 8 in reserve. Unlike the previous iteration of the War Machine in ''Black Ops 2'', Black Ops 3's War Machine shoots a grenade which, upon hitting a surface, releases 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 in no time everyone on the other side of that cover 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 ''four shots'', which roughly 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.
** The [=BlackCell=] rocket launcher in multiplayer. It comes with four rockets, can lock onto targets (all Scorestreaks and the Safeguard robot) quickly, and due to its quick reload, is able to be spammed repeatedly at targets. Many players have found it frustrating that their high-tier Scorestreaks are destroyed as soon as they enter the battlefield especially if the [=BlackCell=] user is equipped with the Engineer perk, which lets them see enemy scorestreaks on the mini-map. The [=BlackCell=] is also capable of direct-impact killing enemy players caught between the launcher user and ground targets (ground-deployed Scorestreaks and the Safeguard robot). As a result, the launcher's reload speed was nerfed while scorestreak health was increased.
** The "Holy Trinity" of submachine guns in the game, aka the Kuda, VMP and Vesper. Each has their own quirks, but each absolutely dominates the field in their own special way, even against assault rifles. The Kuda is an all around submachine gun that is good at range and in close quarters, with good accuracy and damage. The VMP has a beefy 40 round magazine to start, a high fire rate and excellent damage, meaning it will win in most toe to toe engagements. The Vesper has a 30 round magazine like the Kuda, but has an obscene fire rate, making it unmatched in close quarters. Add in the Fast Mag or Extended Mag attachments, and its nigh unbeatable. It's not unusual to see games dominated by someone using one of these three guns, usually with a 2.00 or more kill/death ratio. As a result, [[https://www.reddit.com/r/blackops3/comments/454zwy/den_kirson_black_ops_iii_update_notes_02092016/ all of the submachine guns were stealth nerfed in a patch]] with the Vesper getting the absolute worst of it. [[https://www.youtube.com/watch?v=OsPfRLGwbh4 This video sums up the dire situation the submachine gun class is now facing.]]
** The P-06 burst sniper rifle has extremely high penetration power, making it a force to be reckoned with if FMJ is attached. On a more general note, snipers have ZERO penalty from suppressors in this game, in contrast to the range/damage penalty of other games, so you could get shot through a wall and not even know where the shooter came from!
** While the Specialist weapons in general are intentional game breakers [[DifficultButAwesome in the right hands]], some are far and away stronger than the others.
*** The Reaper's Scythe, a [[GatlingGood minigun]] that folds out of his arm. Not only is it insanely accurate and extremely lethal, but this thing can utterly wreck scorestreaks. Even a poor player can easily get quad kills without much trouble when using it and a good player can wreck an entire team twice over. The only balancing factor is that it is the slowest charging special in the game.
*** Firebreak's [[VideoGameFlamethrowersSuck Purifier is]] [[AvertedTrope so insanely overpowered that it's ridiculous]]. Unlike the Scythe where getting a kill requires a few seconds of aiming, a player using the Purifier only has to ''graze'' a player with the flame and it's an automatic kill. It's not unheard of Purifier users to set their sensitivity to insane levels, run into a room filled with enemies, spin around really fast and come out with 7 or 8 kills. Facing a Purifier user at mid-range or closer is absolute suicide, as most of the time the player cannot do enough damage in the time before the flame kills them. Oftentimes, even if you kill them first, the flames will graze you enough for them to pull a TakingYouWithMe.
*** Battery's War Machine, as above, is your average Noob Tube taken UpToEleven, being easy to aim, spam, and able to decimate entire rooms with its grenades, whether it's a direct impact or from a split grenade. Flak Jacket only protects against the latter.
*** Ruin's Gravity Spikes comes out fast and has a deceptively large range. It's slightly mitigated by the fact that it can be interrupted by killing the player in midair, as well as the fact that many players telegraph when they're going to use it by boosting as high as they can before they land, in an effort to make themselves harder to hit but leaving them open to attack longer.
*** Spectre's [[AbsurdlySharpBlade Ripper]] is basically Modern Warfare 2's Commando lunge all over again. It also has an insanely fast recharge timer.
*** Prophet's [[LightningGun Tempest]]. You will learn to fear its [[HellIsThatNoise distinctive zapping sound]]. Anyone hit with its beam will be instantly killed before you can say "FUCK!" And if there are many players grouped together, that's bad news, since the beam can spread and chain targets.
*** 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 ''second 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.
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