History GameBreaker / RealTimeStrategy

6th Oct '17 6:41:32 AM Palladium87
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*** Before the ''Firestorm'' expansion pack the game had the bugged Nod Artillery unit, which could always hit its target even if the shell itself didn't hit anything.

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*** Before the ''Firestorm'' expansion pack the game had the bugged Nod Artillery unit, which could always hit its target even if the shell itself didn't hit anything.anything, and the range and damage is insane. While GDI Orca Bombers are arguably their counter as they are helpless against air units and NOD's mobile anti-air units are somewhat weak, they are also higher on the tech tree and much more expensive per unit.



*** Yuri, the faction added in the [=RA2=] expansion, was a game breaker ''faction''. Its mind control tech was an instant game breaker in and of itself, making any notion of cost-effectiveness totally null, especially as he could recycle these units for cash. Their resource gathering mechanic allowed them to expand lightning-fast and claim new ore fields that the enemy could never touch, and their flying unit could shut down whole bases with ease in a game where flying units and the defenses against them were both seriously underpowered, and even steal from the enemy directly. Yet, even with all these advantages, Yuri was no worse in direct combat than his foes, with good tanks, rock solid defenses and excellent basic infantry.

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*** Yuri, the faction added in the [=RA2=] expansion, was a game breaker ''faction''. Its mind control tech was an instant game breaker in and of itself, making any notion of cost-effectiveness totally null, especially as he could recycle these units for cash. Their resource gathering mechanic allowed them to expand lightning-fast and claim new ore fields that the enemy could never touch, and their flying unit Floating Discs could shut down whole bases with ease in a game where flying units and the defenses against them were both seriously underpowered, and even steal from the enemy directly. Yet, even with all these advantages, Yuri was no worse in direct combat than his foes, with good tanks, rock solid defenses and excellent basic infantry. A few examples:
****Initiates are far and away the best basic infantry unit out of the three main factions, and they become killing machines when garrisoned.
****The Virus is basically a beefed-up Sniper that doesn't need a British subfaction to unlock.
****Magnetrons are great anti-building siege units, and become downright ridiculous against any enemy vehicle with good micromanagement. Either destroy instantly them by dropping them into impassable terrain, or two birds in one stone by dropping them into an critical structure like a Construction Yard.
****Yuri Prime is able to do an infinite combo of capturing enemy structures and selling them for cash, and you get two of them when trained with a Cloning Vat.
****Playing against a halfway decent Yuri player on a water-based map is a death sentence, since the basic tier Boomer submarine combines the best of the Soviet Attack Submarine and Dreadnaught, while being cheaper than the $2000 Dreadnaught and it doesn't even need a Tech Centre to build!
26th Aug '17 11:29:10 AM AM_NK
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Games with their own pages:
* ''VideoGame/AgeOfEmpires''
* ''VideoGame/DawnOfWar''
* ''VideoGame/HeartsOfIron''
* ''VideoGame/TotalWar''



* The first ''VideoGame/{{Age of Empires|I}}'' game had the Horse Archers. They can move fast, do a ton of damage, and have a range longer than anything except upgraded Priests (which they can easily kill) and certain siege weapons (which fire sluggish, easily dodged projectiles). The only downside is that they're expensive to make and can't take much damage...at least, not until you upgrade them to [[UpToEleven Heavy Horse Archers]].
** FridgeBrilliance and TruthInTelevision. For the time period, horse archers were devastating, capable of swooping in, spraying the enemy with arrows, and then beating a quick retreat before the enemy could marshal its forces. Hell, even today that'd be a viable strategy against anything less than a fleet of attack helicopters.
** The series also has elephant-mounted warriors. The Elephant Archer in the original has as many hitpoints as ''buildings''[[note]] (though it has as many hitpoints as buildings, in the first game buildings take a fifth of the damage that units do)[[/note]], and the Persians' War Elephant of the second game is probably the strongest unique unit (good for the Persians, since they're otherwise kind of a limited civilization in-game).
** The second expansion for ''Age of Empires II'', ''The Forgotten'', added the Slavs and their unique unit, the Boyar. The Boyar is essentially a super-heavy cavalry unit, having tremendous melee armor, attack and HP on par with ''Paladins'', and respectable pierce armor. A squad of maxed-out Elite Boyars is more or less unstoppable; they can even go toe-to-toe with heavy camels or halberdiers and come out on top.
** In the third game, Grenadiers. They are effective against both infantry and buildings, and do splash damage. They're produced at the Siege Workshop, but they're infantry, which means they're cheaper, faster, and don't have to deploy in order to attack. They're vulnerable to cavalry, but Grenadiers can stand up to massed infantry, where an equivalent unit of artillery will not. This is particularly nasty when fighting the Aztecs, who have no cavalry aside from any native units they've acquired.
26th Jul '17 7:58:50 AM SuperFeatherYoshi
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*** The first game had GDI grenaders. Capable of superior [=AoE=] damage against infantry than minigunners and decent damage against structures and vehicles, the Grenader could also be built both early and cheap, allowing a GDI player to just spam them to victory. Though the minigunners were cheaper, the grenader could hit all of them with a single grenade, allowing him to wipe out many times his own number. Fortunately, they were toned down in ''VideoGame/CommandAndConquerRedAlert'', where the Soviet version did slightly reduced damage and, to prevent spamming them, exploded upon death, which could set off groups of grenaders like firecrackers.

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*** The first game had GDI grenaders. grenadiers. Capable of superior [=AoE=] damage against infantry than minigunners and decent damage against structures and vehicles, the Grenader grenadier could also be built both early and cheap, allowing a GDI player to just spam them to victory. Though the minigunners were cheaper, the grenader grenadier could hit all of them with a single grenade, allowing him to wipe out many times his own number. Fortunately, they were toned down in ''VideoGame/CommandAndConquerRedAlert'', where the Soviet version did slightly reduced damage and, to prevent spamming them, exploded upon death, which could set off groups of grenaders grenadiers like firecrackers.



*** Before the ''Firestorm'' expansion pack the game had the bugged Nod Artillery unit, which could always hit it's target even if the shell itself didn't hit anything.

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*** Before the ''Firestorm'' expansion pack the game had the bugged Nod Artillery unit, which could always hit it's its target even if the shell itself didn't hit anything.
26th Jul '17 7:53:13 AM SuperFeatherYoshi
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*** The Black Hand also has stupidly powerful infantry. Spam Confessors and Rocket Launchers in 1:4 ratio, rush Black Disciples (which grants an extra flamethrower-unit to each infantry squad) and the aforementioned Purifying Flames and send your army to the enemy base. The Confessors will stomp pretty much any other infantry (especially if you add in Charged Particle Beams, which also makes them viable against vehicles and buildings!) and the Disciples and Rockets (buffed by Confessors' aura) will make a short work of everything else. The enemy needs to spend the entire start of the game spamming anti-infantry buildings and units to have any hope of surviving the initial rush, and even then the cheap cost and short training time of the units allows you to keep up constant pressure on the enemy so they don't have resources to counterattack before you already have even more powerful units like the Purifiers.

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*** The Black Hand also has stupidly powerful infantry. Spam Confessors and Rocket Launchers in 1:4 ratio, rush Black Disciples (which grants an extra flamethrower-unit to each infantry squad) and the aforementioned Purifying Flames and send your army to the enemy base. The Confessors will stomp pretty much any other infantry (especially if you add in Charged Particle Beams, which also makes them viable against vehicles and buildings!) and the Disciples and Rockets (buffed by Confessors' aura) will make a short work of everything else. The enemy needs to spend the entire start of the game spamming anti-infantry buildings and units to have any hope of surviving the initial rush, and even then the cheap cost and short training time of the units allows you to keep up constant pressure on the enemy so they don't have resources to counterattack before you already have even more powerful units like the Purifiers.



*** The Chinese overlord tank which is the obligatory Mammoth {{Expy}} who's counters are supposed to be aircraft and rocket-wielding infantry, both of which are negated by sticking a gattling gun on top of it which also lets it detect stealth, It gets turned UpToEleven with the tank general's Emperor Overlord, who comes with the self healing propaganda tower by standard issue and can build a gattling cannon as well. The main issue balancing them is very slow speed and average attack range and the expense of the [[GatlingGood minigun]].

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*** The Chinese overlord Overlord tank which is the obligatory Mammoth {{Expy}} who's whose counters are supposed to be aircraft and rocket-wielding infantry, both of which are negated by sticking a gattling gun on top of it which also lets it detect stealth, It gets turned UpToEleven with the tank general's Emperor Overlord, who comes with the self healing propaganda tower by standard issue and can build a gattling cannon as well. The main issue balancing them is very slow speed and average attack range and the expense of the [[GatlingGood minigun]].



*** The US Aurora Bomber, which is literally invincible until it drops its bomb, the bomber can literally be used in groups to completely eliminate anti air before blowing the entire base to kingdom come. Gets turned UpToEleven with the Superweapon general's Alpha auoroa, which is 20% cheaper and comes with a more powerful fuel air bomb.

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*** The US Aurora Bomber, which is literally invincible until it drops its bomb, the bomber can literally be used in groups to completely eliminate anti air before blowing the entire base to kingdom come. Gets turned UpToEleven with the Superweapon general's Alpha auoroa, Aurora, which is 20% cheaper and comes with a more powerful fuel air bomb.
26th Jul '17 7:51:29 AM SuperFeatherYoshi
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*** In the Empire of the Rising Sun, the Shogun Executioner. Lampshaded by the Soviet Commander accused you of cheating and let the GameBreaker unit win the mission for you, instead of any real strategy.

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*** In the Empire of the Rising Sun, Sun campaign, the Shogun Executioner. Lampshaded by the Soviet Commander accused you of cheating and let the GameBreaker unit win the mission for you, instead of any real strategy.
24th Jul '17 1:35:49 PM Piterpicher
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* ''StarWarsRebellion'' is full of these. The first is the Alliance Escort Carrier. Seems unassuming, until you realize X-wings are arguably the best starfighter in the game, until the TIE Defender comes along. You can easily take down a Star Destroyer. The second is the Death Star, but only as a defense platform. Put one around Coruscant with plenty of starfighter protection and a shield, with plenty of troops to protect the shield, and hilarity ensues.

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* ''StarWarsRebellion'' ''VideoGame/StarWarsRebellion'' is full of these. The first is the Alliance Escort Carrier. Seems unassuming, until you realize X-wings are arguably the best starfighter in the game, until the TIE Defender comes along. You can easily take down a Star Destroyer. The second is the Death Star, but only as a defense platform. Put one around Coruscant with plenty of starfighter protection and a shield, with plenty of troops to protect the shield, and hilarity ensues.
17th Jul '17 5:40:04 AM thatmadork
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* VideoGame/{{Stellaris}} the developers added an option for the player to get their own game breaker. A Psionic race can enter The Shroud, a psychic realm where you can get various bonuses. You may also be given the chance to enter a pact with a psionic deamon that will give you insane game winning bonuses. [[CosmicHorror For fifty years.]]

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* VideoGame/{{Stellaris}} the ''VideoGame/{{Stellaris}}'': The developers added an option for the player to get their own game breaker. A Psionic race can enter The Shroud, a psychic realm where you can get various bonuses. You may also be given the chance to enter a pact with a psionic deamon EldritchAbomination that will give you insane game winning bonuses. [[CosmicHorror For fifty years.]]]] [[spoiler:And then it utterly destroys your empire except for a single planet and a handful of pops and resources, [[ControllableHelplessness and then sets about destroying the galaxy while intentionally leaving your sorry little colony for last]]. And if someone somehow manages to beat it, they'll probably be out for your hide afterwards since you have a -1000 diplomatic malus for "dooming the galaxy".]]
** Materialists can get robotic Pops, which start out weak (Robots get a small bonus to Minerals production and the ability to colonise any habitable planet but ''massive'' disadvantages to everything else) but eventually can grow into Synths, who get a 20% to everything except Food production (which they don't consume anyway). Players in early patch cycles used to [[TheSingularity replace the entire population of their empire with Synths]] just to be that much more powerful, before developers made it a canonical option with the Synthetic Ascension Path.
** The Biological Ascension Path is difficult to use, but potentially even more broken. Synths get a 20% to everything? Please. You can genetically modify subspecies in your empire to be highly specialised and really powerful, with traditional limitations to the gene modding process - like the inability to remove positive traits or add negative ones - removed. For example, giving a slave race Industrious and Extremely Strong gives them a ''40%'' bonus to Mineral production ''plus'' another 40% to Army Damage. You can also hilariously [[https://www.youtube.com/watch?v=8ZxBQlgXZ-Q genebomb enemy empires]]: genemod an entire planet's population to be useless at everything but give them Nomadic and Fertile, concede the planet to an empire who share a migration treaty with your rival, and then sit back and watch as the hordes of weak, stupid, hostile, politically subversive and genetically crippled untermensch flow into your rival's empire and outbreed the natives, bringing the rival to its knees.
** Pacifist Xenophobes get two civics to snowball their Unity gain: Inward Perfection gives a 30% bonus to Unity (plus some Happiness too) and Agrarian Idyll causes all farm buildings to produce 1 Unity. Combined with the Pacifists' natural enhanced Unity gain, it means they can blast through the Tradition trees of their choice and quickly seize powerful Ascension perks, such as the one (One Vision) that ''further'' increases their Unity gain.
** Cruisers with Medium Plasma Cannons. [[JackOfAllStats No, seriously.]] Good damage, good fire rate, good accuracy, good performance against both shields and armour... and then stacked with tier 4 sensors and sentient combat computers...
** [[https://www.reddit.com/r/Stellaris/comments/6ax3i4/the_stellaris_mp_meta_and_its_problems/ Naked Corvette Spam.]] Technology is actually quite cost-inefficient in the current meta, so often forming huge doomstacks of Corvettes equipped with the basic starter laser and kinetic weapons and [[ZergRush throwing them at the endgame Crisis or Fallen Empires]] can destroy them easily. It's really quite an absurd situation.
4th Jun '17 3:38:32 AM gyorokpeter2
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** The "Mage-Bomb" tactic is one strategy that can be game-breaking in the single-player campaign; If you're human, it involves making a [[GlassCannon Mage]] invisible and then sending that invisible Mage who can cast Blizzard into the enemy's gold supply lines and then raining a deadly ice storm upon the line of workers harvesting gold. It is devastating, if not decisive against the enemy's army production. Playing as Orc, the same strategy is done with Death Knights, and an Invulnerability & Haste spell cast upon the caster.\\

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** The "Mage-Bomb" tactic is one strategy that can be game-breaking in the single-player campaign; If you're human, it involves making a [[GlassCannon Mage]] invisible and then sending that invisible Mage who can cast Blizzard into the enemy's gold supply lines and then lines, raining a deadly ice storm upon the line of workers harvesting gold. It is devastating, if not decisive against the enemy's army production. Playing as Orc, the same strategy is done with Death Knights, and an Invulnerability & Haste spell cast upon the caster.\\
13th Apr '17 3:52:23 AM mack
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Added DiffLines:

* VideoGame/{{Stellaris}} the developers added an option for the player to get their own game breaker. A Psionic race can enter The Shroud, a psychic realm where you can get various bonuses. You may also be given the chance to enter a pact with a psionic deamon that will give you insane game winning bonuses. [[CosmicHorror For fifty years.]]
1st Apr '17 9:32:52 AM MrCandle
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*** The GLA terrorist on a bike, Terrorists can OHKO a tank, their weakness is supposed to be that theyr're not much faster than regular infantry. Putting them on a bike lets them jump cliffs, go faster and generally make your life a pain. It gets turned UpToEleven by the Bomb general, who can build them with the terrorist on top by standard, make them cheaper, and more powerful.
*** The US Aurora Bomber, which is literally invincible until it drops it's bomb, the bomber can literally be used in groups to completely eliminate anti air before blowing the entire base to kingdom come. Gets turned UpToEleven with the Superweapon general's Alpha auoroa, which is 20% cheaper and comes with a more powerful fuel air bomb.

to:

*** The GLA terrorist on a bike, Terrorists can OHKO a tank, their weakness is supposed to be that theyr're they're not much faster than regular infantry. Putting them on a bike lets them jump cliffs, go faster and generally make your life a pain. It gets turned UpToEleven by the Bomb general, who can build them with the terrorist on top by standard, make them cheaper, and more powerful.
*** The US Aurora Bomber, which is literally invincible until it drops it's its bomb, the bomber can literally be used in groups to completely eliminate anti air before blowing the entire base to kingdom come. Gets turned UpToEleven with the Superweapon general's Alpha auoroa, which is 20% cheaper and comes with a more powerful fuel air bomb.
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