History GameBreaker / RealTimeStrategy

13th Apr '17 3:52:23 AM mack
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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.]]
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.

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*** 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.
1st Apr '17 9:31:36 AM MrCandle
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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 is very slow speed and average attack range and the expense of the [[GatlingGood minigun]].

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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 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]].
1st Apr '17 9:27:35 AM MrCandle
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*** There's the extremely broken French subfaction, which came with the Grand Cannon, a huge defensive artillery piece which could destroy any enemy in the game with ease. As air units, it's only counter, were rare and underpowered, a French player could simply slowly creep his base towards the enemies under the constant protection of his cannons, until he was shelling the enemy base.

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*** There's the extremely broken French subfaction, which came with the Grand Cannon, a huge defensive artillery piece which could destroy any enemy in the game with ease. As air units, it's its only counter, were rare and underpowered, a French player could simply slowly creep his base towards the enemies under the constant protection of his cannons, until he was shelling the enemy base.
1st Apr '17 9:24:19 AM MrCandle
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*** The Black Hand gains the Purifier Warmech, which was suppose to be a primitive version of the Avatar. In theory it's a costlier Avatar with a built-in flame thrower in lieu of the upgrading ability. While it resolves the Avatar's initial problem of not being able to deal with infantry, it also made the Purifier completely immune to it's hard counter: commandos. On top of that, the Black Hand has the Purifying Flame upgrade, which allowed all their flame-based weapons to deal extra damage to vehicles (normally fire damage deal almost negligible damage). Because the flame thrower is programmed to fire without the unit needing to target, a group of 6 Purifiers can literally walk right through the opponent's base, torching anything short of flying aircrafts without so much as raising their arm-mounted lasers.

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*** The Black Hand gains the Purifier Warmech, which was suppose to be a primitive version of the Avatar. In theory it's a costlier Avatar with a built-in flame thrower in lieu of the upgrading ability. While it resolves the Avatar's initial problem of not being able to deal with infantry, it also made the Purifier completely immune to it's its hard counter: commandos. On top of that, the Black Hand has the Purifying Flame upgrade, which allowed all their flame-based weapons to deal extra damage to vehicles (normally fire damage deal almost negligible damage). Because the flame thrower is programmed to fire without the unit needing to target, a group of 6 Purifiers can literally walk right through the opponent's base, torching anything short of flying aircrafts without so much as raising their arm-mounted lasers.
5th Mar '17 1:07:32 PM EricSwan
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** Antiair towers pretty much make all flying units useless.
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.

to:

*** 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''!
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