History GameBreaker / RealTimeStrategy

1st Feb '16 8:31:45 AM thenameisbean
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* 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 and certain siege weapons. 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]].

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* 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.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]].
1st Feb '16 8:29:22 AM thenameisbean
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** 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.
17th Jan '16 5:13:11 PM nombretomado
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* In the game ''VideoGame/StarControl3'', the race of Doogs starts out an enemy, but can be converted into friends early in the game. Their ships are maneuverable, relatively fast, have a short-range cannon which can auto-fire on nearby ships, AND can quickly regenerate damage. No other enemy ship in the game comes close to challanging a Doog ship, making basically every battle after you get a Doog ship a matter of selecting the Doog ship and blowing up the enemy ship.
* ''StarControl 2'' will try to keep you in Earth's solar system until you gather the PlotCoupons with hordes of tough Slylandro probes. Fortunately, there's a Spathi ship lying nearby that's just ''perfect'' for killing them and gathering resources by the thousand before the game story hardly begins.

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* In the game ''VideoGame/StarControl3'', the race of Doogs starts out an enemy, but can be converted into friends early in the game. Their ships are maneuverable, relatively fast, have a short-range cannon which can auto-fire on nearby ships, AND can quickly regenerate damage. No other enemy ship in the game comes close to challanging challenging a Doog ship, making basically every battle after you get a Doog ship a matter of selecting the Doog ship and blowing up the enemy ship.
* ''StarControl 2'' ''VideoGame/StarControlII'' will try to keep you in Earth's solar system until you gather the PlotCoupons with hordes of tough Slylandro probes. Fortunately, there's a Spathi ship lying nearby that's just ''perfect'' for killing them and gathering resources by the thousand before the game story hardly begins.
17th Jan '16 5:12:56 PM nombretomado
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* In the game ''StarControl 3'', the race of Doogs starts out an enemy, but can be converted into friends early in the game. Their ships are maneuverable, relatively fast, have a short-range cannon which can auto-fire on nearby ships, AND can quickly regenerate damage. No other enemy ship in the game comes close to challanging a Doog ship, making basically every battle after you get a Doog ship a matter of selecting the Doog ship and blowing up the enemy ship.

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* In the game ''StarControl 3'', ''VideoGame/StarControl3'', the race of Doogs starts out an enemy, but can be converted into friends early in the game. Their ships are maneuverable, relatively fast, have a short-range cannon which can auto-fire on nearby ships, AND can quickly regenerate damage. No other enemy ship in the game comes close to challanging a Doog ship, making basically every battle after you get a Doog ship a matter of selecting the Doog ship and blowing up the enemy ship.
6th Aug '15 7:09:26 PM EricNeoMatrix
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** Originally, the Tiger Ace in ''Company of Heroes 2'' didn't have an upfront cost, but '''completely''' stopped all income gained for the rest of the game. It turned out this ''still'' didn't counteract the power of having a Tiger with double health and damage, causing many specifics of the unit to be changed - most notably, it instead penalized manpower and fuel income while active and became a Tiger with full normal veterancy benefits off the bat as well as some bonus sight range.
** Soviet Scout Sniper squads used to be able to garrison into [=M3A1=] Scout Cars. With a bit of micromanagement this would allow the Snipers to work their magic against infantry while keeping far away from any potential Wehrmacht attackers for a while since the vehicles needed to catch the Scout Car would take a fair bit more time to get and just about anything on foot would have no chance of catching it, it was basically free map-control and enemy losses for sufficiently skilled players
** Obersoldaten used to come with their [=LMG34=] for free, and in general their combat effectiveness was once at a state commonly derogatorily likened by players to that of action heroes or [[TheTerminator Terminators]].
*** Volksgrenadiers' veterancy bonuses used to include a lot of received accuracy reductions. With their Panzerschreck upgrade that used upon vehicles let them gain veterancy much faster, it was a frequent complaint Volksgrenadiers with Panzerschrecks could quickly become only slightly less than bulletproof as they ran past Allied infantry to shoot their Panzerschrecks at Allied tanks. Said Obersoldaten had no trouble taking care of those Allied infantry anyway.
** B4 artillery pieces used to get a damage bonus from veterancy, and an ability (For Mother Russia) with the commander that can build them could be used which would also increase their damage. Their Direct Fire ability, used to shoot at vehicles, could literally OneHitKill numerous late-game tanks if it hit in combination with the aforementioned damage bonuses.
** ''2'''s infantry gameplay's speed was dramatically changed on March 25th, 2014. Unfortunately, in that same update, the G43 upgrade ended up just more or less being a completely broken upgrade with no obvious weaknesses and made Grenadiers upgraded with them largely unmatched by any other infantry...and could be combined with an [=LMG42=] with sufficient munitions to completely crush Soviet infantry's hopes and dreams. The G43s' long-range effectiveness was reduced and the G43 and [=LMG42=] upgrades became mutually exclusive.
** The Soviet Industry commander on release reduced the time it took for tier buildings to be made and increased fuel gained at the cost of manpower immediately. While the drawback made losses punishing for its players, the bonuses could allow them to buy tanks long before Wehrmacht opponents could expect to get sufficient AT tools and snowball the game from there - the reduced tier building time was removed, and the bonus fuel at the cost of manpower had a heightened command point requirement to fix the problem.
5th Aug '15 3:38:58 PM Taxipizza
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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.

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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.
1st Jun '15 10:00:05 AM Prfnoff
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* In the first two installments of the ''Warlords Battlecry'' 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).
* In early versions of BrutalLegend, an Ironheade player who spammed fire barons was virtually unbeatable. Fire baron spamming was so overpowered that it nearly killed the game's online multiplayer community. Eventually Double Fine released a patch that gave fire barons a much-needed {{Nerf}}.

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* In the first two installments of the ''Warlords Battlecry'' ''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).
* In early versions of BrutalLegend, ''VideoGame/BrutalLegend'', an Ironheade player who spammed fire barons was virtually unbeatable. Fire baron spamming was so overpowered that it nearly killed the game's online multiplayer community. Eventually Double Fine released a patch that gave fire barons a much-needed {{Nerf}}.



* The Noble Werewolf from the final {{Majesty}} 2 expansion is easily the most powerful hero ever seen in a Majesty game. Nobody else even comes close. By the time an average hero would get around 1k HP the Werewolf has 4-5 times as much, making them extremely difficult to kill. They also get ridiculous health regeneration and a large array of conjuration skills and powerful melee attacks that allow them to simply wade into a crowd of enemies and wreck total havoc. What really makes them devastating, though, is how easy they are to create compared to other top tier units- you only need a level 2 palace and a decent amount of gold to start recruiting them. The standard Human faction really has nothing that can compare.

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* The Noble Werewolf from the final {{Majesty}} 2 ''VideoGame/{{Majesty}} 2'' expansion is easily the most powerful hero ever seen in a Majesty game. Nobody else even comes close. By the time an average hero would get around 1k HP the Werewolf has 4-5 times as much, making them extremely difficult to kill. They also get ridiculous health regeneration and a large array of conjuration skills and powerful melee attacks that allow them to simply wade into a crowd of enemies and wreck total havoc. What really makes them devastating, though, is how easy they are to create compared to other top tier units- you only need a level 2 palace and a decent amount of gold to start recruiting them. The standard Human faction really has nothing that can compare.



* {{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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* {{Achron}} ''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.
26th May '15 6:14:14 AM jormis29
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* ''Franchise/StarTrek Armada 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.
* ''StarWars: EmpireAtWar'' introduced the Zann Consortium in an expansion pack. Nearly all of their basic units are far stronger than their Rebel or Imperial counterparts, and most of them can take on things they're supposed to be weak to after a single upgrade (even the base trooper). The ''Vengeance''-class Frigate, ''Aggressor''-class Destroyer, ''Canderous''-class tank, Skipray Blastboat, and ''[=StarViper=]''-class fighter are particularly overpowered and do an excellent job of covering each other's bases, making Consortium armies tricky to remove. In the Galactic Conquest mode, Consortium units all become available at Tech Level 2 while the other two factions have to build up to that level. Then there's a grab bag of other completely needless advantages, like cloaked infantry transports that can run infantry over despite being repulsorcraft, the Consortium's ground building being shielded unlike the other two factions, and Corruption abilities being utterly retarded and expensive to remove. Even in the game's Campaign Mode, the Consortium have a strong whiff of VillainSue about them; despite having no basis in canon, they somehow managed to conclude the story having built up a massive fleet, dominated a good portion of the galaxy, handed the Rebels and Imperials their asses, and even gotten their hands on an Eclipse-class Star Destroyer. Somehow.

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* ''Franchise/StarTrek Armada ''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.
* ''StarWars: EmpireAtWar'' ''VideoGame/EmpireAtWar'' introduced the Zann Consortium in an expansion pack. Nearly all of their basic units are far stronger than their Rebel or Imperial counterparts, and most of them can take on things they're supposed to be weak to after a single upgrade (even the base trooper). The ''Vengeance''-class Frigate, ''Aggressor''-class Destroyer, ''Canderous''-class tank, Skipray Blastboat, and ''[=StarViper=]''-class fighter are particularly overpowered and do an excellent job of covering each other's bases, making Consortium armies tricky to remove. In the Galactic Conquest mode, Consortium units all become available at Tech Level 2 while the other two factions have to build up to that level. Then there's a grab bag of other completely needless advantages, like cloaked infantry transports that can run infantry over despite being repulsorcraft, the Consortium's ground building being shielded unlike the other two factions, and Corruption abilities being utterly retarded and expensive to remove. Even in the game's Campaign Mode, the Consortium have a strong whiff of VillainSue about them; despite having no basis in canon, they somehow managed to conclude the story having built up a massive fleet, dominated a good portion of the galaxy, handed the Rebels and Imperials their asses, and even gotten their hands on an Eclipse-class Star Destroyer. Somehow.
29th Mar '15 11:16:24 PM jormis29
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** This was even turned in a sort-of requirement in ''Command and Conquer: Red Alert'', specifically in the last Soviet mission, because otherwise the enemy would send countless reinforcements by sea so unless they were blocked from accessing the beaches the player couldn't actually focus on the mission.

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** This was even turned in a sort-of requirement in ''Command and Conquer: Red Alert'', ''VideoGame/CommandAndConquerRedAlert'', specifically in the last Soviet mission, because otherwise the enemy would send countless reinforcements by sea so unless they were blocked from accessing the beaches the player couldn't actually focus on the mission.



* ''ImpossibleCreatures''

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* ''ImpossibleCreatures''''VideoGame/ImpossibleCreatures''
14th Mar '15 4:20:10 PM RubberyChicken
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** The Western Allied counter to that would be the American Pershing, which is close but not quite up to the King Tiger's power. But unlike the once-per-game-if-you-loose-it-you're-screwed KT, you can literally SPAM these things ath the Germans from here to doomsday as long as you have the funds avalible. And suddenly it's the GERMANS who are having their tanks chewed up and spit out like paper. ALL OVER THE MAP. And as long as you keep some engineers nearby to do the obligatory repairs, these things gain experience easily, which makes them only more dangerous. Suffice it to say by the end, the German elite armor will struggle to scratch these things.

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** The Western Allied counter to that would be the American Pershing, which is close but not quite up to the King Tiger's power. But unlike the once-per-game-if-you-loose-it-you're-screwed KT, you can literally SPAM these things ath at the Germans from here to doomsday as long as you have the funds avalible. And suddenly it's the GERMANS who are having their tanks chewed up and spit out like paper. ALL OVER THE MAP. And as long as you keep some engineers nearby to do the obligatory repairs, these things gain experience easily, which makes them only more dangerous. Suffice it to say by the end, the German elite armor will struggle to scratch these things.
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