History GameBreaker / RealTimeStrategy

29th Dec '16 1:35:56 PM Taxi-Pizzatime
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*** 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 get's 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 somewhat is very slow speed and average attack range.

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*** 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 get's 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 somewhat is very slow speed and average attack range.range and the expense of the [[GatlingGood minigun]].
29th Dec '16 12:10:28 PM Mr.Movie
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*** In space, the Rebels have Y-Wings, which can disable Imperial ships and space stations with only a few shots from their ion cannon special ability (even Star Destroyers) leaving them to be destroyed at leisure. While the disabling effect is temporary, a little time is all that is needed to destroy a crippled ship, or at least damage it to the point where it can't contribute to the battle anymore. Theoretically speaking, Imperial capital ships can spawn TIE fighter squadrons to protect themselves from Y-wings, but only 2 squadrons of fighters can spawn from a Star Destroyer at any given time (only 1 for other ships) and these are easily dealt with by the far-superior X-wing squadrons and anti-fighter/bomber corvettes. Cheap, low-tech, and contributing little to the unit capacity limit, Y-wings and X-wings can swarm in battle and they can be built almost anywhere. On paper, Tartan Patrol Cruisers cut through them easily, but with half as many cannons as the Rebel equivalent (4 instead of 8) having them divert power to weapons is almost a necessity, though this means less power to their shields which in turn means they can be quickly destroyed more quickly. All Rebel frigates and capital ships also have the ability to divert power to shields, which means that a Rebel frigate can the combined firepower of the Imperial fleet to be destroyed, and Rebel capital ships with this ability activated might as well be temporarily invincible. The Imperial counter to his ability is TIE bombers whose torpedoes can go past shields, but only a handful are deployed at a time (1 squadron per imperial frigate or capital ship, for a maximum of 6 squadrons since a maximum of 6 3-point frigates can be deployed at the 20-point cap) which can be easily destroyed by X-wings and corvettes. And this is even before the Ion Cannon comes into play: a ground-based structure that means the Imperials will have at least 1 of their ships (always their most powerful one) disabled for the entire battle; the Ion Cannon effect is temporary, but the recharge rate is faster than the duration meaning either multiple ships will be disabled at any given time (if the Rebel changes targets between shots) or that a single ship will be stun-locked for the entire battle if they focus on only one ship.
*** On the ground, the Rebels have Plex Soldiers, T4-B tanks, Airspeeders, and artillery spotters. Airspeeders are fast and as one of the only 3 flying units in the entire game (besides bombers on bombing runs are called and Boba Fett when using a special ability) can attack all Imperial ground units with impunity besides AT-AA walkers, which are overspecialized (useless against almost anything else besides Airpseeders) and tend to take considerable damage even while fighting the one unit they were made to counter. In addition, the ability to deploy tow cables to tie up and trip AT-ATs means that the single most powerful Imperial ground unit can be take out in seconds by a single Airspeeder. While mid-late tech, even a single squadron (3 Airspeeders) can wreck havoc, and the Rebels on higher difficulties tend to swarm them in land battles. The Rebel Plex Soldiers are also a major pain for any Imperial player. Cheap, equipped with powerful rockets, and available at the lowest tech-level, Plex Soldiers are a solid and reliable counter for every Imperial ground vehicle up to and including AT-ATs, remaining a crucial unit from the very start to the very end of the game to which the Imperials have no easy equivalent or counter. Imperial infantry theoretically take care of them, but T2-B light tanks (another cheap low-tech unit) with regenerating shields in turn take care of Imperial infantry (it takes around 2 full companies of infantry firing constantly to gradually wear down the shields of a ''single'' T2-B tank, whereas a single company of these tanks has 5 of them), and this is before late-game vehicles and tech literally roll over Imperial infantry, which brings us to T4-B heavy tanks. They can switch between lasers that melt [[MightyGlacier AT-ATs]] and shield-penetrating missiles. They have absolutely no viable Zann Consortium counter except Rancors and hero units (Zann infantry are supposed to be able to take them, especially since they can't be run over, but the missiles do too much damage for the infantry to be cost-effective). T4-Bs can take out turrets and even shielded structures from outside turret range. The result of this and the above Zann balancing issues is that the Empire gets positively destroyed by the Consortium and to a lesser extent the Rebels, the Rebels can only stop the Consortium later on, and the Consortium ends up powerless if they don't stop the Rebels in time. And finally, Rebel artillery spotters have the innocuous ability to do a "sensor ping", revealing a small area of the map. This seems minor, but you can do this regardless of how far away the spotter unit is away from where you click, so you can essentially keep your units in a strong defensive position, do sensor pings all over the map until you find enemy units or bases and then call in infinitely-reusable bombing runs until they're all dust. Although, considering you will only have bombing runs when assaulting a planet, this is really just overpowered on offense.

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*** In space, the Rebels have Y-Wings, which can disable Imperial ships and space stations with only a few shots from their ion cannon special ability (even Star Destroyers) leaving them to be destroyed at leisure. While the disabling effect is temporary, a little time is all that is needed to destroy a crippled ship, or at least damage it to the point where it can't contribute to the battle anymore. Theoretically speaking, Imperial capital ships can spawn TIE fighter squadrons to protect themselves from Y-wings, but only 2 squadrons of fighters can spawn from a Star Destroyer at any given time (only 1 for other ships) and these are easily dealt with by the far-superior X-wing squadrons and anti-fighter/bomber corvettes. Cheap, low-tech, and contributing little to the unit capacity limit, Y-wings and X-wings can swarm in battle and they can be built almost anywhere. On paper, Tartan Patrol Cruisers cut through them easily, but with half as many cannons as the Rebel equivalent corvette (4 instead of 8) having them divert power to weapons is almost a necessity, though this means less power to their shields which in turn means they can be quickly destroyed more quickly. All Rebel frigates and capital ships also have the ability to divert power to shields, which means that a Rebel frigate can require the combined firepower of the Imperial fleet to be destroyed, and Rebel capital ships with this ability activated might as well be temporarily invincible. The Imperial counter to his this ability is TIE bombers whose torpedoes can go past shields, but only a handful are deployed at a time (1 squadron per imperial frigate or capital ship, for a maximum of 6 squadrons since a maximum of 6 3-point frigates can be deployed at the 20-point cap) which can be easily destroyed by X-wings and corvettes. And this is even before the Ion Cannon comes into play: a ground-based structure that means the Imperials will have at least 1 of their ships (always their most powerful one) disabled for the entire battle; the Ion Cannon effect is temporary, but the recharge rate is faster than the duration meaning either multiple ships will be disabled at any given time (if the Rebel changes targets between shots) or that a single ship will be stun-locked for the entire battle if they focus on only one ship.
*** On the ground, the Rebels have Plex Soldiers, T4-B tanks, Airspeeders, and artillery spotters. Airspeeders are fast and as one of the only 3 flying units in the entire game (besides bombers on bombing runs are called and Boba Fett when using a special ability) can attack all Imperial ground units with impunity besides AT-AA walkers, which are overspecialized (useless against almost anything else besides Airpseeders) and tend to take considerable damage even while fighting the one unit they were made to counter. In addition, the ability to deploy tow cables to tie up and trip AT-ATs [[MightyGlacier AT-ATs]] means that the single most powerful Imperial ground unit can be take out in seconds by a single Airspeeder. While mid-late tech, even a single squadron (3 Airspeeders) can wreck havoc, and the Rebels on higher difficulties tend to swarm them in land battles. The Rebel Plex Soldiers are also a major pain for any Imperial player. Cheap, equipped with powerful rockets, and available at the lowest tech-level, Plex Soldiers are a solid and reliable counter for every Imperial ground vehicle up to and including AT-ATs, [[MightyGlacier AT-ATs]], remaining a crucial unit from the very start to the very end of the game to which the Imperials have no easy equivalent or counter. Imperial infantry theoretically take care of them, but T2-B light tanks (another cheap low-tech unit) with regenerating shields in turn take care of Imperial infantry (it takes around 2 full companies of infantry firing constantly to gradually wear down the shields of a ''single'' T2-B tank, whereas a single company of these tanks has 5 of them), and this is before late-game vehicles and tech literally roll over Imperial infantry, which brings us to T4-B heavy tanks. They can switch between lasers that melt [[MightyGlacier AT-ATs]] and shield-penetrating missiles. They have absolutely no viable Zann Consortium counter except Rancors and hero units (Zann infantry are supposed to be able to take them, especially since they can't be run over, but the missiles do too much damage for the infantry to be cost-effective). T4-Bs can take out turrets and even shielded structures from outside turret range. The result of this and the above Zann balancing issues is that the Empire gets positively destroyed by the Consortium and to a lesser extent the Rebels, the Rebels can only stop the Consortium later on, and the Consortium ends up powerless if they don't stop the Rebels in time. And finally, Rebel artillery spotters have the innocuous ability to do a "sensor ping", revealing a small area of the map. This seems minor, but you can do this regardless of how far away the spotter unit is away from where you click, so you can essentially keep your units in a strong defensive position, do sensor pings all over the map until you find enemy units or bases and then call in infinitely-reusable bombing runs until they're all dust. Although, considering you will only have bombing runs when assaulting a planet, this is really just overpowered on offense.
29th Dec '16 12:03:34 PM Mr.Movie
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** On the Rebel side: T4-B tanks. They can switch between lasers that melt [[MightyGlacier AT-ATs]] and shield-penetrating missiles. They have absolutely no viable Zann Consortium counter except Rancors and hero units (Zann infantry are supposed to be able to take them, especially since they can't be run over, but the missiles do too much damage for the infantry to be cost-effective). T4-Bs can take out turrets and even shielded structures from outside turret range. The result of this and the above Zann balancing issues is that the Empire gets positively destroyed by the Consortium and to a lesser extent the Rebels, the Rebels can only stop the Consortium later on, and the Consortium ends up powerless if they don't stop the Rebels in time.

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** The Rebels have certain units (and certain unit combinations) that can be overpowered:
*** In space, the Rebels have Y-Wings, which can disable Imperial ships and space stations with only a few shots from their ion cannon special ability (even Star Destroyers) leaving them to be destroyed at leisure. While the disabling effect is temporary, a little time is all that is needed to destroy a crippled ship, or at least damage it to the point where it can't contribute to the battle anymore. Theoretically speaking, Imperial capital ships can spawn TIE fighter squadrons to protect themselves from Y-wings, but only 2 squadrons of fighters can spawn from a Star Destroyer at any given time (only 1 for other ships) and these are easily dealt with by the far-superior X-wing squadrons and anti-fighter/bomber corvettes. Cheap, low-tech, and contributing little to the unit capacity limit, Y-wings and X-wings can swarm in battle and they can be built almost anywhere.
On paper, Tartan Patrol Cruisers cut through them easily, but with half as many cannons as the Rebel side: equivalent (4 instead of 8) having them divert power to weapons is almost a necessity, though this means less power to their shields which in turn means they can be quickly destroyed more quickly. All Rebel frigates and capital ships also have the ability to divert power to shields, which means that a Rebel frigate can the combined firepower of the Imperial fleet to be destroyed, and Rebel capital ships with this ability activated might as well be temporarily invincible. The Imperial counter to his ability is TIE bombers whose torpedoes can go past shields, but only a handful are deployed at a time (1 squadron per imperial frigate or capital ship, for a maximum of 6 squadrons since a maximum of 6 3-point frigates can be deployed at the 20-point cap) which can be easily destroyed by X-wings and corvettes. And this is even before the Ion Cannon comes into play: a ground-based structure that means the Imperials will have at least 1 of their ships (always their most powerful one) disabled for the entire battle; the Ion Cannon effect is temporary, but the recharge rate is faster than the duration meaning either multiple ships will be disabled at any given time (if the Rebel changes targets between shots) or that a single ship will be stun-locked for the entire battle if they focus on only one ship.
*** On the ground, the Rebels have Plex Soldiers,
T4-B tanks, Airspeeders, and artillery spotters. Airspeeders are fast and as one of the only 3 flying units in the entire game (besides bombers on bombing runs are called and Boba Fett when using a special ability) can attack all Imperial ground units with impunity besides AT-AA walkers, which are overspecialized (useless against almost anything else besides Airpseeders) and tend to take considerable damage even while fighting the one unit they were made to counter. In addition, the ability to deploy tow cables to tie up and trip AT-ATs means that the single most powerful Imperial ground unit can be take out in seconds by a single Airspeeder. While mid-late tech, even a single squadron (3 Airspeeders) can wreck havoc, and the Rebels on higher difficulties tend to swarm them in land battles. The Rebel Plex Soldiers are also a major pain for any Imperial player. Cheap, equipped with powerful rockets, and available at the lowest tech-level, Plex Soldiers are a solid and reliable counter for every Imperial ground vehicle up to and including AT-ATs, remaining a crucial unit from the very start to the very end of the game to which the Imperials have no easy equivalent or counter. Imperial infantry theoretically take care of them, but T2-B light tanks (another cheap low-tech unit) with regenerating shields in turn take care of Imperial infantry (it takes around 2 full companies of infantry firing constantly to gradually wear down the shields of a ''single'' T2-B tank, whereas a single company of these tanks has 5 of them), and this is before late-game vehicles and tech literally roll over Imperial infantry, which brings us to T4-B heavy tanks. They can switch between lasers that melt [[MightyGlacier AT-ATs]] and shield-penetrating missiles. They have absolutely no viable Zann Consortium counter except Rancors and hero units (Zann infantry are supposed to be able to take them, especially since they can't be run over, but the missiles do too much damage for the infantry to be cost-effective). T4-Bs can take out turrets and even shielded structures from outside turret range. The result of this and the above Zann balancing issues is that the Empire gets positively destroyed by the Consortium and to a lesser extent the Rebels, the Rebels can only stop the Consortium later on, and the Consortium ends up powerless if they don't stop the Rebels in time. And finally, Rebel artillery spotters have the innocuous ability to do a "sensor ping", revealing a small area of the map. This seems minor, but you can do this regardless of how far away the spotter unit is away from where you click, so you can essentially keep your units in a strong defensive position, do sensor pings all over the map until you find enemy units or bases and then call in infinitely-reusable bombing runs until they're all dust. Although, considering you will only have bombing runs when assaulting a planet, this is really just overpowered on offense.
25th Nov '16 10:41:59 AM nombretomado
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* In ''VideoGame/EvilGenius'', enemy agents [[YouCantThwartStageOne won't show up in your island before you reach the first objective]]. Therefore, if you build enough lockers to hold 100 [[{{Mooks}} construction workers]], get 100 of them, send them all overseas to steal money, and leave the game running for at least 2 hours, you'll end up with a strongroom holding at least... [[AustinPowers *Pinky raise*]] ...''Three '''Million''' Dollars''!

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* In ''VideoGame/EvilGenius'', enemy agents [[YouCantThwartStageOne won't show up in your island before you reach the first objective]]. Therefore, if you build enough lockers to hold 100 [[{{Mooks}} construction workers]], get 100 of them, send them all overseas to steal money, and leave the game running for at least 2 hours, you'll end up with a strongroom holding at least... [[AustinPowers [[Film/AustinPowers *Pinky raise*]] ...''Three '''Million''' Dollars''!
28th Oct '16 3:33:36 PM GuiRitter
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* ''VideoGame/{{Achron}}'' has a major problem with air units in general. Air units are supposed to be balanced by their high cost and frailty. However, when massed, air is much more powerful then ground units can possibly be, because air units can stack up in the sky, creating a rolling wall of death that will focus tons of damage on anything in its way. By contrast, ground units are limited by the amount of space on the ground, so you can't have many focus on one point. Also, air units are several times as fast as ground units and don't have to worry about terrain obstacles, so a single death ball and threaten the entire map and fly circles around their supposed counters. If they are outmatched, they can quickly retreat to heal or attack somewhere else.

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* ''VideoGame/{{Achron}}'' has a major problem with air units in general. Air units are supposed to be balanced by their high cost and frailty. However, when massed, air is much more powerful then ground units can possibly be, because air units can stack up in the sky, creating a rolling wall of death that will focus tons of damage on anything in its way. By contrast, ground units are limited by the amount of space on the ground, so you can't have many focus on one point. Also, air units are several times as fast as ground units and don't have to worry about terrain obstacles, so a single death ball and can threaten the entire map and fly circles around their supposed counters. If they are outmatched, they can quickly retreat to heal or attack somewhere else.
28th Oct '16 3:27:54 PM GuiRitter
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* In the first two installments of the ''VideoGame/WarlordsBattlecry'' series, a character who was created for the campaign mode could not take part in skirmishes (and receive experience for it) until they finished said mode and exported their user data. In the third installment, these two modes were integrated (meaning skirmish matches could be played independently using the same campaign hero), letting a savvy player set up matches against ridiculously-hard AI opponents who had little to no resources, then reap hundreds of XP points in a short time. By combining this with a few upgrade points pumped into the the Knight Lord skill for the Knight class, a player could conceivably start a campaign mode tens of levels higher than the initial difficulty, and (by spending all starting XP on Knights) have a posse of bodyguards who will ravage anything and everything in their way. Beating the campaign then becomes trivial; it's possible to use a Knight Hero with a handful of Knights to clear out an entire map using this method (even on hard difficulties).

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* In the first two installments of the ''VideoGame/WarlordsBattlecry'' series, a character who was created for the campaign mode could not take part in skirmishes (and receive experience for it) until they finished said mode and exported their user data. In the third installment, these two modes were integrated (meaning skirmish matches could be played independently using the same campaign hero), letting a savvy player set up matches against ridiculously-hard AI opponents who had little to no resources, then reap hundreds of XP points in a short time. By combining this with a few upgrade points pumped into the the Knight Lord skill for the Knight class, a player could conceivably start a campaign mode tens of levels higher than the initial difficulty, and (by spending all starting XP on Knights) have a posse of bodyguards who will ravage anything and everything in their way. Beating the campaign then becomes trivial; it's possible to use a Knight Hero with a handful of Knights to clear out an entire map using this method (even on hard difficulties).
27th Oct '16 7:53:30 PM Taxi-Pizzatime
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* ''VideoGame/StarTrekArmada 2'' gives the Borg a huge game-breaker: The fusion cube, in which 8 regular cubes are merged into one giant cube which has an insane amount of firepower, and can pretty much wipe the map on its own. But that's not the best part! The Borg also have the tactical cube, which is basically a regular cube on steroids with armor plating and super-charged weapons, and 8 of those can be merged into the unholy Tactical Fusion Cube! If you build a Tactical Fusion Cube, you're pretty much guaranteed to win that scenario. And just to put icing on the cake, a FC/TFC is not especially expensive to build.

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* ''VideoGame/StarTrekArmada 2'' gives the 2''
** The
Borg a huge game-breaker: The fusion cube, in which 8 regular cubes are merged into one giant cube which has an insane amount of firepower, and firepower. It can pretty much wipe the map on its own. But that's not the best part! The Borg also have the tactical cube, which is basically a regular cube on steroids with armor plating and super-charged weapons, and 8 of those can be merged into the unholy Tactical Fusion Cube! If you build a Tactical Fusion Cube, you're pretty much guaranteed to win that scenario. And just to put icing on the cake, a FC/TFC is not especially expensive to build.build.
** The Klingon Frigate, the Koloth Class, can qualify as well. Combine a couple with some Science Ships for the [[StatusEffect "Death Chant"]] buff and a fleet of heavy cruisers and watch your fleet tear through the enemy's fleet and base. It's not as durable as the Fusion Cubes but still delivers incredible mass destruction.
27th Oct '16 3:31:02 PM GuiRitter
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* Many people consider the King Tiger in ''VideoGame/CompanyOfHeroes'' to be this. It's a one time use unit that drains 2000 manpower over the next few minutes after being fielded. It's also slow. However, it has tons of health, is heavily armored, can be called in at a moments notice, does not require you to 'pay' to field it, and and damage done to it can be repaired. It is essentially a supertank that you can call in for 'free' (you don't need to save up for it) and can be added to your existing army to give you a massive edge over the other player. The other player will need to field lots of AT Weapons to take it down, but these are costly and take time to make, and ontop of that, he still has to deal with your existing army while trying to set up and defend these AT Weapons.

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* Many people consider the King Tiger in ''VideoGame/CompanyOfHeroes'' to be this. It's a one time use unit that drains 2000 manpower over the next few minutes after being fielded. It's also slow. However, it has tons of health, is heavily armored, can be called in at a moments notice, does not require you to 'pay' to field it, and and damage done to it can be repaired. It is essentially a supertank that you can call in for 'free' (you don't need to save up for it) and can be added to your existing army to give you a massive edge over the other player. The other player will need to field lots of AT Weapons to take it down, but these are costly and take time to make, and ontop on top of that, he still has to deal with your existing army while trying to set up and defend these AT Weapons.
26th Oct '16 2:14:36 PM Gemser
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* ''VideoGame/Constructor''

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* ''VideoGame/Constructor''''VideoGame/{{Constructor}}''
17th Sep '16 3:33:16 PM Boisegang
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** Let's not forget the Imperials: [[FourStarBadass General Veers']] AT-AT is this in the early game of Galactic Conquest. It's "Maximum Firepower" can one-shot pretty much any enemy in the game, has improved armor compared to a normal AT-AT, [[NoSell and even a snowspeeder's cable can't take it out]]. [[UpToEleven And he's free. At Tech Level 2, when most other factions have medium armor.]] The only mercy that the enemies of the Empire get is that there's only one of him.
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