History GameBreaker / TeamFortress2

22nd Aug '16 2:04:45 PM flameclaw0x7
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* [[https://wiki.teamfortress.com/wiki/Crit-a-Cola The Crit-A-Cola]] drew much ire during the Competitive Beta. Originally, it was pretty decent. The Scout would give and take Mini-Crits for the next 6 seconds after drinking it. Following patches eventually made it last two seconds longer, changed the Mini-Crit vulnerability to 25% more damage, added a speed bonus when drank, and eventually culminated in reducing the damage vulnerability to 10%. While it wasn't too bad in pubs, virtually every Scout player in the Matchmaking Beta would use it for its low-risk-high-reward playstyle.
12th Jul '16 8:03:58 PM EricNeoMatrix
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* Playing on a "Randomizer" fun server gives you a random class and random combinations of weapons/gear from different classes every time you respawn. Depending on RNG and luck, you can get some ''obscenely'' broken combinations - such as a Heavy who can run as fast as a Demo and heal half of his health (on each hit) with a Black Box, or a Scout with a Minigun and a Jag which lets him build sentry guns instantly.
9th Jul '16 12:50:20 PM DoctorTItanX
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* The [[http://wiki.teamfortress.com/wiki/Air_Strike Air Strike]] is quite possibly the most broken normal rocket launcher to date. Originally, the Air Strike was just bad. It shot pitiful rockets and had a reduced clip size. Its main power of getting extra clip size for every kill didn't matter, because kills with it were very rare. The only real advantage it had over the stock Launcher was its increased firing speed in the air, and that didn't matter too much because you could only shoot 3 rockets at a time. However, the Gun Mettle update softened the penalties, making the rockets only 15% weaker and only having a 10% smaller blast radius (compared to 25% less damage and 15% smaller blast radius, previously). They also removed the clip size penalty. Now, once you get two or three kills with the Air Strike, it becomes very overpowered. You can rain up to 8 rockets onto a group of enemies, most likely killing them all. Pyros can't reflect it (well, all of it). Engineers can't vaporise it quickly enough. Scouts can't dodge it due to the rockets inevitably covering a wide area. Tough Break Update nerfed it somewhat by making the blast radius smaller when the user is rocket jumping, forcing the user to be more accurate with ti.
** The Beggar's Bazooka had a glitch that probably inspired the Air Strike and made it incredibly overpowered. Loading in to many rockets causes the weapon to misfire and an explosion to occur. The problem was that this explosion could be used to rocket jump, then be used to ''Rocket jump again mid-air.'' When combined with the gunboats, this gave the soldier so much mobility he could practically fly. And when he flew wherever he needed to go he could simply stop flying and unleash a deadly salvo of three rockets. This was patched so that misfiring removes rockets from the clip every time it happens. So while the soldier can still perform the mid-air jumps, its no longer possible to do so and rain down hell on your enemies at the same time.
* The [[http://wiki.teamfortress.com/wiki/Valve_(quality) Valve Rocket Launcher]] is an [[PurposelyOverpowered intentional game breaker]]. It's overpowered to a crazy level, with immense damage and rocket speed, on top of ''healing the user'' and giving them critical hits for every kill. The Valve Rocket Launcher is only available to [=TF2=]'s director Robin Walker, who uses it only when requested and then merely for trolling opponents, not to constantly win matches. There were once other Valve weapons with various other overpowered traits, but all of them but the Rocket Launcher have since been deleted.
** Ironically, its overpowered status was temporarily negated by the pre-nerf Short Circuit, as its firing rate and minimal metal consumption [[https://www.youtube.com/watch?v=bL5kacDoPGo could let an Engy completely negate every Valve-rocket]]. Since then it's been twice nerfed so the Valve Rocket Launcher once again reigns supreme.

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* The [[http://wiki.teamfortress.com/wiki/Air_Strike Air Strike]] is quite possibly the most broken best, normal rocket launcher to date. Originally, the Air Strike was just bad. It shot pitiful rockets and had a reduced clip size. Its main power of getting extra clip size for every kill didn't matter, because kills with it were very rare. The only real advantage it had over the stock Launcher was its increased firing speed in the air, and that didn't matter too much because you could only shoot 3 rockets at a time. However, the Gun Mettle update softened the penalties, making the rockets only 15% weaker and only having a 10% smaller blast radius (compared to 25% less damage and 15% smaller blast radius, previously). They also removed the clip size penalty. Now, once you get two or three kills with the Air Strike, it becomes very overpowered.overpowering. You can rain up to 8 rockets onto a group of enemies, most likely killing them all. Pyros can't reflect it (well, all of it). Engineers can't vaporise it quickly enough. Scouts can't dodge it due to the rockets inevitably covering a wide area. Tough Break Update nerfed it somewhat by making the blast radius smaller when the user is rocket jumping, forcing the user to be more accurate with ti.
** The Beggar's Bazooka had a glitch that probably inspired the Air Strike and made it incredibly overpowered.very powerful. Loading in to many rockets causes the weapon to misfire and an explosion to occur. The problem was that this explosion could be used to rocket jump, then be used to ''Rocket jump again mid-air.'' When combined with the gunboats, this gave the soldier so much mobility he could practically fly. And when he flew wherever he needed to go he could simply stop flying and unleash a deadly salvo of three rockets. This was patched so that misfiring removes rockets from the clip every time it happens. So while the soldier can still perform the mid-air jumps, its no longer possible to do so and rain down hell on your enemies at the same time.
* The [[http://wiki.teamfortress.com/wiki/Valve_(quality) Valve Rocket Launcher]] is an [[PurposelyOverpowered intentional game breaker]]. It's overpowered overpowering to a crazy great level, with immense damage and rocket speed, on top of ''healing the user'' and giving them critical hits for every kill. The Valve Rocket Launcher is only available to [=TF2=]'s director Robin Walker, who uses it only when requested and then merely for trolling opponents, not to constantly win matches. There were once other Valve weapons with various other overpowered overpowering traits, but all of them but the Rocket Launcher have since been deleted.
** Ironically, its overpowered overpowering status was temporarily negated by the pre-nerf Short Circuit, as its firing rate and minimal metal consumption [[https://www.youtube.com/watch?v=bL5kacDoPGo could let an Engy completely negate every Valve-rocket]]. Since then it's been twice nerfed so the Valve Rocket Launcher once again reigns supreme.



* The Heavy's [[http://wiki.teamfortress.com/wiki/Sandvich Sandvich]] was somewhat overpowered for quite some time. One of its functionalities that was added some time after initial release was to use alternate fire that allowed the user to throw it down and have it act as a medium health pack. Not broken on its own since it encouraged players to share their food with their teammates, but this also applied to the Heavy who threw it, allowing him to heal 150 health nearly instantly, which made it virtually impossible to kill a fleeing Heavy (or one wounded in between engagements) since they could throw down their Sandvich and instantly replenish health on the move. Combine this with the Gloves of Running Urgently, and you suddenly have a ''very'' mobile Heavy that can get to the front lines for negligible penalties. The devs later removed the self-healing feature, only allowing a Heavy's teammates to pick up the Sandvich for health, while the Heavy must physically eat it in order to regain health.

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* The Heavy's [[http://wiki.teamfortress.com/wiki/Sandvich Sandvich]] was somewhat overpowered overpowering for quite some time. One of its functionalities that was added some time after initial release was to use alternate fire that allowed the user to throw it down and have it act as a medium health pack. Not broken overly effective on its own since it encouraged players to share their food with their teammates, but this also applied to the Heavy who threw it, allowing him to heal 150 health nearly instantly, which made it virtually impossible to kill a fleeing Heavy (or one wounded in between engagements) since they could throw down their Sandvich and instantly replenish health on the move. Combine this with the Gloves of Running Urgently, and you suddenly have a ''very'' mobile Heavy that can get to the front lines for negligible penalties. The devs later removed the self-healing feature, only allowing a Heavy's teammates to pick up the Sandvich for health, while the Heavy must physically eat it in order to regain health.



*** It was ''still'' broken when it started draining at cancel, because you could decloak (loudly) right before touching a big ammo box, and then immediately ready it up again. Combine this with the typical player mentality of "kill enemy > capture objective", and you could take an easy MVP on defense with virtually no kills by just being an unkillable pest near the attacking team's spawn. In particular, Gold Rush stage 2 point 2 was virtually impossible to lose because of the abundance of ammo back near point 1. This was eventually fixed by severely reducing the amount of cloak that can be gained from large ammo boxes while holding the watch in question.

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*** It was ''still'' broken conveniently reliable when it started draining at cancel, because you could decloak (loudly) right before touching a big ammo box, and then immediately ready it up again. Combine this with the typical player mentality of "kill enemy > capture objective", and you could take an easy MVP on defense with virtually no kills by just being an unkillable pest near the attacking team's spawn. In particular, Gold Rush stage 2 point 2 was virtually impossible to lose because of the abundance of ammo back near point 1. This was eventually fixed by severely reducing the amount of cloak that can be gained from large ammo boxes while holding the watch in question.



With how broken some class and powerup combos are, it's no surprise that the gamemode was in beta for ''ten months''.

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With how broken useful some class and powerup combos are, it's no surprise that the gamemode was in beta for ''ten months''.



%% Additionally, please don't put justifications as to why the weapon is not overpowered on the page itself; if you feel that it doesn't qualify as a Game Breaker, simply remove it instead of adding natter.

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%% Additionally, please don't put justifications as to why the weapon is not overpowered overpowering on the page itself; if you feel that it doesn't qualify as a Game Breaker, simply remove it instead of adding natter.
16th Jun '16 4:05:37 PM flameclaw0x7
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* The [[https://wiki.teamfortress.com/wiki/Reserve_Shooter Reserve Shooter]], despite being usable by the Soldier as well, is much more powerful in the hands of a Pyro with the Degreaser, as the Reserve Shooter's weapon switch speed bonus stacks with the Degreaser's, allowing a Pyro to airblast an enemy with the Degreaser and immediately blast away with a mini-crit meatshot, and the victim usually dies very quickly from this.

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* The [[https://wiki.teamfortress.com/wiki/Reserve_Shooter Reserve Shooter]], despite being usable by the Soldier as well, is much more powerful in the hands of a Pyro with the Degreaser, as the Reserve Shooter's Degreaser. The weapon switch speed bonus stacks with the Degreaser's, allowing a mini-crits [[note]]+35% damage and no falloff[[/note]] airborne targets, in exchange for 2 less bullets per clip. This essentially lets Pyro to airblast an enemy pull off the Puff-n'-Flare combo[[note]]ignite a target with the Degreaser then switch to the Flaregun for a 90 damage crit[[/note]] while still retaining most upsides of the stock Shotgun. Oh, and immediately blast away with because it mini-crits airborne targets rather than ones launched by airblast, a mini-crit meatshot, and the victim usually dies very quickly from this.Reserve Shooter Pyro can punish any class for jumping.



** And now with Tough Break, it was indirectly nerfed with the Degreaser, the go-to weapon for combo Pyro loadouts. The Degreaser now has increased airblast cost and slower switch-from speed (though still faster than default).

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** And now with Tough Break, it was indirectly nerfed with the Degreaser, the go-to weapon for combo Pyro loadouts. The Degreaser now has increased airblast cost and slower switch-from speed (though still faster than default). It was also changed such that it will only mini-crit targets launched by explosives, airblasts, or by using the grappling hook.
25th May '16 12:18:27 AM Gadjiltron
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** Huntsman Snipers with Haste can effectively bolt out fully-charged arrows at a ridiculous speed. Given the arrows' odd hitbox they don't need to take time to aim to roll into a headshot.
24th May '16 12:41:24 AM Gadjiltron
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* The Heavy's [[http://wiki.teamfortress.com/wiki/Sandvich Sandvich]] was somewhat overpowered for quite some time. One of its functionalities that was added some time after initial release was to use alternate fire that allowed the user to throw it down and have it act as a medium health pack. Not broken on its own since it encouraged players to share their food with their teammates, but this also applied to the Heavy who threw it, allowing him to heal 150 health nearly instantly, which made it virtually impossible to kill a fleeing Heavy (or one wounded inbetween engagements) since they could throw down their Sandvich and instantly replenish health on the move. Combine this with the Gloves of Running Urgently, and you suddenly have a ''very'' mobile Heavy that can get to the front lines for negligible penalties. The devs later removed the self-healing feature, only allowing a Heavy's teammates to pick up the Sandvich for health, while the Heavy must physically eat it in order to regain health.

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* The Heavy's [[http://wiki.teamfortress.com/wiki/Sandvich Sandvich]] was somewhat overpowered for quite some time. One of its functionalities that was added some time after initial release was to use alternate fire that allowed the user to throw it down and have it act as a medium health pack. Not broken on its own since it encouraged players to share their food with their teammates, but this also applied to the Heavy who threw it, allowing him to heal 150 health nearly instantly, which made it virtually impossible to kill a fleeing Heavy (or one wounded inbetween in between engagements) since they could throw down their Sandvich and instantly replenish health on the move. Combine this with the Gloves of Running Urgently, and you suddenly have a ''very'' mobile Heavy that can get to the front lines for negligible penalties. The devs later removed the self-healing feature, only allowing a Heavy's teammates to pick up the Sandvich for health, while the Heavy must physically eat it in order to regain health.



* The [[http://wiki.teamfortress.com/wiki/Gunslinger Gunslinger]] made quite the splash when it was initially added to the game, creating a sudden surge of aggressive engineers using a viable playstyle that players at the time were not prepared for. It replaces the Engineer's wrench with a robotic hand and instead of his giant Sentry lets him build a tiny Mini-Sentry. This Mini-Sentry has a lower damage-per-second and health than even a Level 1 Sentry and can't be repaired or upgraded. So what makes it so powerful? Its tiny size. The usual anti-Sentry classes like Heavies and Soldier have trouble against Mini-Sentries because of their negligible accuracy, having to compensate with a wide area of damage. Against a tiny Mini-Sentry they can't land enough hits on it unless they get closer, which allows the Mini-Sentry to get more hits ''on them''. Combine this with its 3 second deployment and low metal cost, and you find yourself struggling to break a Mini-Sentry only to find the Gunslinger Engy deployed another ''just after'' you destroyed the first. Things weren't helped by various bugs that let sentries heal themselves while doing their construction animation, or the one that let it become ''[[http://www.youtube.com/watch?v=aT9rgrxWJbE a Level 3 mini-sentry]]''. Valve eventually patched all the bugs, and increased its hitbox to make them easier to destroy. While the gunslinger is still hated, the community has more or less adapted to it.

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* The [[http://wiki.teamfortress.com/wiki/Gunslinger Gunslinger]] made quite the splash when it was initially added to the game, creating a sudden surge of aggressive engineers using a viable playstyle that players at the time were not prepared for. It replaces the Engineer's wrench with a robotic hand and instead of his giant Sentry lets him build a tiny Mini-Sentry. This Mini-Sentry has a lower damage-per-second and health than even a Level 1 Sentry and can't be repaired or upgraded. So what makes it so powerful? Its tiny size. The usual anti-Sentry classes like Heavies and Soldier have trouble against Mini-Sentries because of their negligible accuracy, having to compensate with a wide area of damage. Against a tiny Mini-Sentry they can't land enough hits on it unless they get closer, which allows the Mini-Sentry to get more hits ''on them''. Combine this with its 3 second deployment and low metal cost, and you find yourself struggling to break a Mini-Sentry only to find the Gunslinger Engy deployed another ''just after'' you destroyed the first. Things weren't helped by various bugs that let sentries heal themselves while doing their construction animation, or the one that let it become ''[[http://www.youtube.com/watch?v=aT9rgrxWJbE a Level 3 mini-sentry]]''. Valve eventually patched all the bugs, and increased its hitbox to make them easier to destroy.destroy, and adjusted its building process such that players can destroy the mini-sentry before it finishes construction. While the gunslinger is still hated, the community has more or less adapted to it.



* The Rescue Ranger allows you to remotely move your sentry at the cost of Metal, if it's within your range (as in, you need to be aiming directly at the sentry). Combine that with the Wrangler and its ability to RocketJump, and you're suddenly able to deploy your sentry where you're not supposed to. In addition, you can remotely repair the sentry by shooting at it, which is meant to make it last a few extra seconds until you get to it and smack it with your wrench, but it can be very easily abused if you know what you're doing.

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* The Rescue Ranger allows you to remotely move your sentry at the cost of Metal, if it's within your range (as in, you need to be aiming directly at the sentry). Combine that with the Wrangler and its ability to RocketJump, and you're suddenly much more able to deploy your sentry where you're not supposed to.to (without needing great dexterity). In addition, you can remotely repair the sentry by shooting at it, which is meant to make it last a few extra seconds until you get to it and smack it with your wrench, but it can be very easily abused if you know what you're doing.



* Believe it or not, the Darwin's Danger Shield, albeit only in [=PUGs=] and competitive play; the largest threat to a Sniper is other Snipers, and the Danger Shield allows the user to tank a quick-scope headshot, or a fully charged body shot, even offsetting the Machina's damage bonus, RNG notwithstanding.

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* Believe it or not, the Darwin's Danger Shield, albeit only in [=PUGs=] and competitive play; the largest threat to a Sniper is other Snipers, and the Danger Shield Shield's bullet resistance allows the user to tank a quick-scope headshot, or a fully charged body shot, even offsetting the Machina's damage bonus, RNG notwithstanding.



** Ironically, many leagues, such as UGC, ban the Machina due to the damage it deals when fully charged, even though the only reason Snipers can get away with the constant tunnelvision that entails is because they don't have to worry about Spies.

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** Ironically, many leagues, such as UGC, ban the Machina due to the damage it deals when fully charged, even though the only reason Snipers can get away with the constant tunnelvision tunnel vision that entails is because they don't have to worry about Spies.



** This was alleviated when the downgrade time was extended from 1.8 seconds to 3 seconds, nerfing it somewhat; while the change was completely understandable, the RTR is now frowned upon inversely, widely seen as a direct downgrade to the Sapper. Since the RTR takes 10.7 seconds to finish off a Level 1 Sentry (or even 21.4 seconds for Level 1 Dispensers and Teleporters), the higher probability of buildings being saved means that it's only good for weakening guarded buildings for allies.

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** This was alleviated when the downgrade time was extended from 1.8 seconds to 3 seconds, nerfing it somewhat; while the change was completely understandable, the RTR is now frowned upon inversely, widely seen as a direct downgrade to the Sapper. Since the RTR takes 10.7 seconds to finish off a Level 1 Sentry (or even 21.4 seconds for Level 1 Dispensers and Teleporters), the higher probability of buildings being saved means that it's only good for weakening guarded buildings for allies.allies or paralyzing mini-sentries.
8th May '16 3:40:43 PM BarthVader
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* The [[http://wiki.teamfortress.com/wiki/Air_Strike Air Strike]] is quite possibly the most broken normal rocket launcher to date. Originally, the Air Strike was just bad. It shot pitiful rockets and had a reduced clip size. Its main power of getting extra clip size for every kill didn't matter, because kills with it were very rare. The only real advantage it had over the stock Launcher was its increased firing speed in the air, and that didn't matter too much because you could only shoot 3 rockets at a time. However, the Gun Mettle update softened the penalties, making the rockets only 15% weaker and only having a 10% smaller blast radius (compared to 25% less damage and 15% smaller blast radius, previously). They also removed the clip size penalty. Now, once you get two or three kills with the Air Strike, it becomes very overpowered. You can rain up to 8 rockets onto a group of enemies, most likely killing them all. Pyros can't reflect it (well, all of it). Engineers can't vaporise it quickly enough. Scouts can't dodge it due to the rockets inevitably covering a wide area. You know a weapon is broken when it comes with its own killstreak counter. The best part: as of the Invasion update, it's still available for use. Valve seemingly can't fix one weapon without breaking another. Fortunately, many players prefer the stock launcher/Original or the Cow Mangler 5000 over the Air Strike, so you hopefully shouldn't be on the receiving end of one too often. Still, after {{WebVideo/Muselk}}'s review of the weapon, it will just become more and more popular until Valve Nerfs it to only have [[JokeWeapon one rocket in the clip or something.]]
** The Beggars Bazooka had a glitch that probably inspired the airstrike and made it incredibly overpowered. Loading in to many rockets causes the weapon to misfire and an explosion to occur. The problem was that this explosion could be used to rocket jump, then be used to ''Rocket jump again mid-air.'' When combined with the gunboats, this gave the soldier so much mobility he could practically fly. And when he flew wherever he needed to go he could simply stop flying and unleash a deadly salvo of three rockets. This was patched so that misfiring removes rockets from the clip every time it happens. So while the soldier can still perform the mid-air jumps, its no longer possible to do so and rain down hell on your enemies at the same time.

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* The [[http://wiki.teamfortress.com/wiki/Air_Strike Air Strike]] is quite possibly the most broken normal rocket launcher to date. Originally, the Air Strike was just bad. It shot pitiful rockets and had a reduced clip size. Its main power of getting extra clip size for every kill didn't matter, because kills with it were very rare. The only real advantage it had over the stock Launcher was its increased firing speed in the air, and that didn't matter too much because you could only shoot 3 rockets at a time. However, the Gun Mettle update softened the penalties, making the rockets only 15% weaker and only having a 10% smaller blast radius (compared to 25% less damage and 15% smaller blast radius, previously). They also removed the clip size penalty. Now, once you get two or three kills with the Air Strike, it becomes very overpowered. You can rain up to 8 rockets onto a group of enemies, most likely killing them all. Pyros can't reflect it (well, all of it). Engineers can't vaporise it quickly enough. Scouts can't dodge it due to the rockets inevitably covering a wide area. You know a weapon is broken Tough Break Update nerfed it somewhat by making the blast radius smaller when it comes with its own killstreak counter. The best part: as of the Invasion update, it's still available for use. Valve seemingly can't fix one weapon without breaking another. Fortunately, many players prefer the stock launcher/Original or the Cow Mangler 5000 over the Air Strike, so you hopefully shouldn't be on the receiving end of one too often. Still, after {{WebVideo/Muselk}}'s review of the weapon, it will just become more and more popular until Valve Nerfs it to only have [[JokeWeapon one user is rocket in jumping, forcing the clip or something.]]
user to be more accurate with ti.
** The Beggars Beggar's Bazooka had a glitch that probably inspired the airstrike Air Strike and made it incredibly overpowered. Loading in to many rockets causes the weapon to misfire and an explosion to occur. The problem was that this explosion could be used to rocket jump, then be used to ''Rocket jump again mid-air.'' When combined with the gunboats, this gave the soldier so much mobility he could practically fly. And when he flew wherever he needed to go he could simply stop flying and unleash a deadly salvo of three rockets. This was patched so that misfiring removes rockets from the clip every time it happens. So while the soldier can still perform the mid-air jumps, its no longer possible to do so and rain down hell on your enemies at the same time.



* The Bushwacka was extremely powerful when first introduced. The weapon crits whenever it would normally mini-crit, which more than doubles its damage in those situations. It initially only had the penalty of 20% fire damage taken, which didn't really matter even to Pyros, as a Sniper within flamethrower range is screwed anyway. Considering that the Sniper also has Jarate, a weapon that can force minicrits on the target, this essentially gave the Sniper the ability to easily assassinate anyone at close range, a range Sniper normally has trouble in. It initially could also random crit, so there was almost no reason a Sniper wouldn't carry one even if they didn't use Jarate. It was eventually patched so that it couldn't have that random crit, giving the Sniper at least some reason to use the kuriki over it. Finally it was nerfed so that the wielder had a penalty of 20% extra damage taken while the weapon is out, which prevents snipers from using the "Jarate-chop" as a low-penalty high-reward emergency weapon.

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* The Bushwacka was extremely powerful when first introduced. The weapon crits whenever it would normally mini-crit, which more than doubles its damage in those situations. It initially only had the penalty of 20% fire damage taken, which didn't really matter even to Pyros, as a Sniper within flamethrower range is screwed anyway. Considering that the Sniper also has Jarate, a weapon that can force minicrits on the target, this essentially gave the Sniper the ability to easily assassinate anyone at close range, a range Sniper normally has trouble in. It initially could also random crit, so there was almost no reason a Sniper wouldn't carry one even if they didn't use Jarate. It was eventually patched so that it couldn't have that random crit, giving the Sniper at least some reason to use the kuriki kukri over it. Finally it was nerfed so that the wielder had a penalty of 20% extra damage taken while the weapon is out, which prevents snipers from using the "Jarate-chop" as a low-penalty high-reward emergency weapon.
29th Apr '16 11:43:34 AM dinner101
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** As of the Tough Break Update, this weapon has been changed considerably. For one thing, it can be holstered without drawing blood, but doing so will make you lose 50 health. It is also considered a sword in-game, meaning that it has a longer melee range in exchange for deploying and holstering slower. Finally, the Half-Zatoichi now only gives you 50% health on a kill (though this health can overheal you) and it no longer deals random crits.
27th Apr '16 10:50:22 PM Gadjiltron
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** Ironically, the damage absorption nerf ended up producing an [[ScrappyWeapon inversion]] of this trope, namely that it was so high that players didn't want to take the risk of absorbing 350 damage without dying just for some minor buffs, so Valve changed the weapon to make it charge through dealing damage. They also buffed it so that the boost has an additional 15% Sentry resistance, causing Sentries to deal only 50% of their normal damage to players that have been boosted with this weapon.

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** Ironically, the damage absorption nerf ended up producing an [[ScrappyWeapon inversion]] of this trope, namely that it was so high that players didn't want to take the risk of absorbing 350 damage without dying just for some minor buffs, so Valve eventually changed the weapon to make it charge through dealing damage. They also buffed it so that the boost has an additional 15% Sentry resistance, causing Sentries to deal only 50% of their normal damage to players that have been boosted with this weapon.



* The [[http://wiki.teamfortress.com/wiki/Air_Strike Air Strike]] is quite possibly the most broken normal rocket launcher to date. Originally, the Air Strike was just bad. It shot pitiful rockets and had a reduced clip size. Its main power of getting extra clip size for every kill didn't matter, because kills with it were very rare. The only real advantage it had over the stock Launcher was its increased firing speed in the air, and that didn't matter too much because you could only shoot 3 rockets at a time. However, the Gun Mettle update softened the penalties, making the rockets only 10% weaker and only having a 15% smaller blast radius. They also removed the clip size penalty. Now, once you get two or three kills with the Air Strike, it becomes very overpowered. You can rain up to 8 rockets onto a group of enemies, most likely killing them all. Pyros can't reflect it. Engineers can't vaporise it. Scouts can't dodge it. You know a weapon is broken when it comes with its own killstreak counter. The best part: as of the Invasion update, it's still available for use. Valve seemingly can't fix one weapon without breaking another. Fortunately, many players prefer the stock launcher/Original or the Cow Mangler 5000 over the Air Strike, so you hopefully shouldn't be on the receiving end of one too often. Still, after Muselk's review of the weapon, it will just become more and more popular until Valve Nerfs it to only have [[JokeWeapon one rocket in the clip or something.]]

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* The [[http://wiki.teamfortress.com/wiki/Air_Strike Air Strike]] is quite possibly the most broken normal rocket launcher to date. Originally, the Air Strike was just bad. It shot pitiful rockets and had a reduced clip size. Its main power of getting extra clip size for every kill didn't matter, because kills with it were very rare. The only real advantage it had over the stock Launcher was its increased firing speed in the air, and that didn't matter too much because you could only shoot 3 rockets at a time. However, the Gun Mettle update softened the penalties, making the rockets only 10% 15% weaker and only having a 10% smaller blast radius (compared to 25% less damage and 15% smaller blast radius.radius, previously). They also removed the clip size penalty. Now, once you get two or three kills with the Air Strike, it becomes very overpowered. You can rain up to 8 rockets onto a group of enemies, most likely killing them all. Pyros can't reflect it. it (well, all of it). Engineers can't vaporise it. it quickly enough. Scouts can't dodge it.it due to the rockets inevitably covering a wide area. You know a weapon is broken when it comes with its own killstreak counter. The best part: as of the Invasion update, it's still available for use. Valve seemingly can't fix one weapon without breaking another. Fortunately, many players prefer the stock launcher/Original or the Cow Mangler 5000 over the Air Strike, so you hopefully shouldn't be on the receiving end of one too often. Still, after Muselk's {{WebVideo/Muselk}}'s review of the weapon, it will just become more and more popular until Valve Nerfs it to only have [[JokeWeapon one rocket in the clip or something.]]



** The Air Strike now has a smaller rocket blast radius. While it's still a powerful weapon, now its main use is getting rid of sentry nests or spun-up Heavies, as it is just a bit too inaccurate to get rid of moving targets reliably.



** And then, during the Tough Break update, the devs turned around and not only removed the damage penalty (in line with the other flamethrowers), but also changed the taunt such that the player received Uber and knockback immunity for the duration of the taunt, pushing it back into Game Breaker territory for lower skill levels. It wasn't until late January that another set of changes was established, this time increasing the amount of damage needed to fill the Mmmph meter and removing the health refill on taunting, discouraging the reckless playstyle normally associated with the weapon. While this resulted in many players rejoicing after being terrorized by the Phlog buff, it also ended up in many users deriding the weapon as useless.

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** And then, during the Tough Break update, the devs turned around and not only removed the damage penalty (in line with the other flamethrowers), but also changed the taunt such that the player received Uber and knockback immunity for the duration of the taunt, pushing it back into Game Breaker GameBreaker territory for lower skill levels.levels[[note]]The Phlog Pyro, when buffed, was ''strong'' but not ''invincible'' if nearby aware enemies can prepare to counter it[[/note]]. It wasn't until late January that another set of changes was established, this time increasing the amount of damage needed to fill the Mmmph meter and removing the health refill on taunting, discouraging the reckless playstyle normally associated with the weapon. While this resulted in many players rejoicing after being terrorized by the Phlog buff, it also ended up in many users (who had adjusted to be able to counter the new Phlog) deriding the weapon as useless.[[ScrappyWeapon useless]].



** In the Tough Break update, the Axtinguisher was changed back to dealing crits vs burning targets regardless of angle of attack. However, it now has a slower switch-to speed penalty, so players now have some time to react to an incoming Axtinguisher crit, and the weapon took an overall damage penalty -- the crit would definitely hurt, but couldn't one-shot most classes by itself. Along with the ability for players to now be able to air-strafe to counteract the pushing power of the airblast, the entire Puff-and-Sting combo was made far less potent.

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** In the Tough Break update, the Axtinguisher was changed back to dealing crits vs burning targets regardless of angle of attack. However, it now has a slower switch-to speed penalty, so players now have some time to react to an incoming Axtinguisher crit, and the weapon took an overall damage penalty -- penalty[[note]]crits now do 131 damage instead of 195[[/note]] - the crit would definitely hurt, but couldn't one-shot most classes by itself. Along with the ability for players to now be able to air-strafe to counteract the pushing power of the airblast, and an alteration to the weapon switch speeds of the Degreaser, the entire Puff-and-Sting combo was made far less potent.



** The ability to detonate sticky bombs in the air was later also toned down -- while still a viable tactic, any sticky inside a certain radius to the Demoman that had been launched in the past five seconds or so suffered damage falloff. Later, stickies were altered so they only reached max potential damage after being primed for two seconds. These changes were placed to limit airburst sticky bomb spam. Previously, a Demoman could quickly fire, then detonate sticky bombs in the air at mid to long range to dish out damage. However, much complaint from the competitive gaming community led to the nerf being reverted a week later (airbursting stickies while advancing is a common offensive tactic). Valve promised to continue examining the issue and balance the sticky launcher some other way. Smissmas 2014 gave the balance in that stickies in the air have reduced blast radius for up to two seconds or until they landed, whichever came first (the then-freshly-introduced Quickiebomb Launcher was not subjected to the nerf, as it was designed for airbursting).
* The [[https://wiki.teamfortress.com/wiki/Sticky_Jumper Sticky Jumper]], a JokeWeapon intended for training how to [[RocketJump sticky-bomb-jump]] quickly proved to be a LethalJokeWeapon in the right hands. While it deals no damage, and initially had a damage taken and max health penalty, Demos using it can fly through the map so quickly that it is nearly impossible to hit them. Additionally, it replaces the secondary weapon of the Demoman, compared to the Soldier's Rocket Jumper which replaces his primary weapon. As such, a Sticky Jumper Demo still has a major source of firepower retained, and could quickly make a mockery of game modes like Capture The Flag. A glitch was also present that made the player immune to self-damage from other weps, removing the primary drawback of the Ullapool Caber combined with the ease of flying back to spawn to replace each caber. Valve eventually blocked players from carrying the flag while having the Sticky Jumper equipped, reactivated self-damage from other weapons, then reduced the amount of active stickies usable at one time from eight to two, reducing Demos' flight distance.

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** The ability to detonate sticky bombs in the air was later also toned down -- - while still a viable tactic, any sticky inside a certain radius to the Demoman that had been launched in the past five seconds or so suffered damage falloff. Later, stickies were altered so they only reached max potential damage after being primed for two seconds. These changes were placed to limit airburst sticky bomb spam. Previously, a Demoman could quickly fire, then detonate sticky bombs in the air at mid to long range to dish out damage. However, much complaint from the competitive gaming community led to the nerf being reverted a week later (airbursting stickies while advancing is a common offensive tactic). Valve promised to continue examining the issue and balance the sticky launcher some other way. Smissmas 2014 gave the balance in that stickies in the air have reduced blast radius for up to two seconds or until they landed, whichever came first (the then-freshly-introduced Quickiebomb Launcher was not subjected to the nerf, as it was designed for airbursting).
* The [[https://wiki.teamfortress.com/wiki/Sticky_Jumper Sticky Jumper]], a JokeWeapon intended for training how to [[RocketJump sticky-bomb-jump]] quickly proved to be a LethalJokeWeapon in the right hands. While it deals no damage, and initially had a damage taken and max health penalty, Demos using it can fly through the map so quickly that it is nearly impossible to hit them. Additionally, it replaces the secondary weapon of the Demoman, compared to the Soldier's Rocket Jumper which replaces his primary weapon. As such, a Sticky Jumper Demo still has a major source of firepower retained, and could quickly make a mockery of game modes like Capture The Flag. A glitch was also present that made the player immune to self-damage from other weps, removing the primary drawback of the Ullapool Caber combined with the ease of flying back to spawn to replace each caber. Valve eventually blocked players from carrying the flag while having the Sticky Jumper equipped, reactivated self-damage from other weapons, then reduced the amount of active stickies usable at one time from eight to two, reducing Demos' flight distance.distance while enforcing more realistic sticky-jump practice, as a Demoman will not be able to reasonably survive the blast if trying to jump with 3 or more stickies.



** Eventually, Valve decided to make long-range Wrangling less effective by reducing its long range accuracy and increasing its damage falloff, while reducing the after-deactivation shield duration from 3 seconds to 1. This made it easier for Snipers to simply pick off the Engineer, and then have plenty of time to destroy the Sentry since it wouldn't resist two-thirds of the damage dealt to it.

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** Eventually, Valve decided to make long-range Wrangling less effective by reducing its long range accuracy and increasing its damage falloff, while reducing and having the after-deactivation Wrangler's shield duration from 3 seconds to 1. also reduce the effectiveness of reloading and repairing the Sentry. This made reduced the efficiency of repairing a Wrangled Sentry, making it a bit easier for Snipers to simply pick off the Engineer, and then have plenty of time to destroy the Sentry since it wouldn't resist two-thirds of the as a repairing Engineer can no longer outpace incoming damage dealt and needs to it.spend more time in a more vulnerable position to fix it up.



** This is to say nothing of the gunslinger itself. It grants the Engineer 25 more health points and has a hefty damage bonus, the only downside it has as a melee weapon is that it can't randomly crit. Instead however it has a quirky mechanic where it does a guaranteed crit after successfully striking an enemy three times in row. As can be expected, there were bugs that allow an Engineer to "store" swings on teammates and grant a guaranteed crit whenever needed (until said bug was recently patched).

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** This is to say nothing of the gunslinger Gunslinger itself. It grants the Engineer 25 more health points and has a hefty damage bonus, with the only downside it has as a melee weapon is that it can't randomly crit. Instead however Instead, however, it has a quirky mechanic where it does a guaranteed crit after successfully striking an enemy three times in row. As can be expected, there were bugs that allow an Engineer to "store" swings on teammates and grant a guaranteed crit whenever needed (until said bug was recently patched).



** Oh, and there's also the [[https://youtu.be/0tl7OA4ZCDU?t=4m59s "Sigafoo Save"]] - a technique that allows Engineers to ''make their sentry survive the full duration of an Uber Heavy''. It's simple: when the Medic pops an Uber, pull out the Wrangler briefly then switch to the Ranger, healing any damage done to the sentry while switching back to the Wrangler periodically to keep up the sentry shield. The Rescue Ranger was eventually changed to deal 66% less healing to shielded buildings.

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** Oh, and there's also the [[https://youtu.be/0tl7OA4ZCDU?t=4m59s "Sigafoo Save"]] - a technique that allows Engineers to ''make their sentry survive the full duration of an Uber Heavy''. It's simple: when the Medic pops an Uber, pull out the Wrangler briefly then switch to the Ranger, healing any damage done to the sentry while switching back to the Wrangler periodically to keep up the sentry shield. The Rescue Ranger This was eventually changed remedied when the Wrangler's shield also reduced the ability to deal 66% less healing to shielded buildings.heal or repair the Sentry, even via Rescue Ranger bolts.




* The Bushwacka was extremely powerful when first introduced. The weapon crits whenever it would normally mini-crit, which more than doubles its damage in those situations. It initially only had the penalty of 20% fire damage taken, which didn't really matter even to Pyros, as a Sniper within flamethrower range is screwed anyway. Considering that the Sniper also has Jarate, a weapon that can force minicrits on the target, this essentially gave the Sniper the ability to easily assassinate anyone at close range, a range Sniper normally has trouble in. It initially could also random crit, so there was almost no reason a Sniper wouldn't carry one even if they didn't use Jarate. It was eventually patched so that it couldn't have that random crit, giving the Sniper at least some reason to use the kuriki over it. Finally it was nerfed so that the wielder had a penalty of 20% damage taken while the weapon is out, which prevents snipers from using the "Jarate-chop" as a low-penalty high-reward emergency weapon.

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\n* The Bushwacka was extremely powerful when first introduced. The weapon crits whenever it would normally mini-crit, which more than doubles its damage in those situations. It initially only had the penalty of 20% fire damage taken, which didn't really matter even to Pyros, as a Sniper within flamethrower range is screwed anyway. Considering that the Sniper also has Jarate, a weapon that can force minicrits on the target, this essentially gave the Sniper the ability to easily assassinate anyone at close range, a range Sniper normally has trouble in. It initially could also random crit, so there was almost no reason a Sniper wouldn't carry one even if they didn't use Jarate. It was eventually patched so that it couldn't have that random crit, giving the Sniper at least some reason to use the kuriki over it. Finally it was nerfed so that the wielder had a penalty of 20% extra damage taken while the weapon is out, which prevents snipers from using the "Jarate-chop" as a low-penalty high-reward emergency weapon.
24th Apr '16 4:18:26 PM mousegold
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** The Tough Break update nerfed it farther, by making it unable to perform charge crits, only mini-crits.
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