History GameBreaker / TeamFortress2

20th Nov '17 3:51:13 PM Siggu
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** The Demoman's bootlegger/ Alibaba's wee booties normally are only used by dedicated demonights, but here the added health more than makes up for loosing the grenade launcher even without using a shield. Its highly impractical to upgrade both the sticky launcher and the grenade launcher and the sticky launcher's proficiency in eliminating medic's is what makes him great in [=MvM=]. So the cost of a weapon you will hardly use for added durability is a no brainier.

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** The Demoman's bootlegger/ Alibaba's Bootlegger/Ali Baba's wee booties normally are only used by dedicated demonights, demoknights, but here the added health more than makes up for loosing the grenade launcher Grenade Launcher even without using a shield. Its highly impractical to upgrade both the sticky launcher and the grenade launcher and the sticky launcher's Sticky Launcher's proficiency in eliminating medic's Medic's is what makes him great in [=MvM=]. So the cost of a weapon you will hardly use for added durability is a no brainier.brainer.



*** The Dragon's Fury deals critical damage if you're able to chain hits. It's reasonable in normal gamemodes, where it's kind of difficult to hit enemies, but in [=MvM=] the number of enemies and their tendency to be slow makes this weapon a no-brainer. It deals a LOT of damage when you hold down left click, melting down mobs of robots without the need for a Kritz canteen.

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*** The Dragon's Fury deals critical triple damage to burned enemies, and given the weapon's short afterburn effect, it's only effective if you're able to the Pyro can chain hits. It's reasonable in normal gamemodes, where it's kind of difficult to hit enemies, but in [=MvM=] the number of enemies and their tendency to be slow makes this weapon a no-brainer. It deals a LOT of damage when you hold down left click, melting down mobs of robots without the need for a Kritz canteen. It is only weaker than other Flamethrowers when using it against Tanks, which can't be burned.


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** The Widowmaker and Frontier Justice are very effective primary weapons for the Engineer in [=MvM=]. For the Widowmaker, the robots' generally lower movement speed, as well as the possibility to add projectile penetration, allows it to actually give more Metal than it uses in every shot, making the Engineer much less reliant on Dispensers and ammo pickups. The Frontier Justice's ability to give revenge crits shines as it will give them even if the Engineer detonates his Sentry Gun, and since sentries will mow down hordes of minor robots, detonating the Sentry Gun at the end of each wave usually gives the 99 revenge crits {{cap}}, letting the Engineer deal a lot of damage to anything.
11th Nov '17 6:11:27 PM flameclaw0x7
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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). 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. An upcoming update is attempting to solve this by giving each long-range repair a metal cost.

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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. 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. An upcoming doing: use the bolts to heal your buildings for free, or to heal a sentry from behind cover and protected from any splash damage. The Jungle Inferno update is attempting attempted to solve this by giving each long-range repair a metal cost.cost, but the Rescue Ranger still remains a potent loadout choice.



Given how much benefit a skilled medic is to his team, Valve have been overall rather cautious with granting new weapons to the Medic. However a few of his weapons are at least better than their piers that they deserve mention here.

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Given how much benefit a skilled medic is to his team, Valve have been overall rather cautious with granting new weapons to the Medic. However a few of his weapons are at least better than their piers peers that they deserve mention here.
10th Nov '17 4:39:29 PM LeGurdah
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* The [[http://wiki.teamfortress.com/wiki/Sandman Sandman]], introduced in the Scout update. This unlockable replacement for the bat tosses a baseball that stuns the foe (and until an update several months after its release, even in [=ÜberCharged=] state) for up to 8 seconds (the farther away you launch the ball from, the longer the stun duration). And after stunning someone, you can pick up your ball (or someone else's) and use it again. It became the first weapon in the game to be banned in competitive ''VideoGame/TeamFortress2''. In fact, the Sandman caused so much controversy that Valve has nerfed, then buffed, then nerfed it numerous times. Seriously, [[http://wiki.teamfortress.com/wiki/Sandman#Update_history look at how many patches have been applied to it]]. An upcoming update to the game plans to remove the stunning ability entirely, and replace it with a slowdown similar to the Natascha. According to [[WordOfGod Valve themselves]], the weapon is a Game Breaker simply because players hate losing control in games like this.

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* The [[http://wiki.teamfortress.com/wiki/Sandman Sandman]], introduced in the Scout update. This unlockable replacement for the bat tosses a baseball that stuns the foe (and until an update several months after its release, even in [=ÜberCharged=] state) for up to 8 seconds (the farther away you launch the ball from, the longer the stun duration). And after stunning someone, you can pick up your ball (or someone else's) and use it again. It became the first weapon in the game to be banned in competitive ''VideoGame/TeamFortress2''. In fact, the Sandman caused so much controversy that Valve has nerfed, then buffed, then nerfed it numerous times. Seriously, [[http://wiki.teamfortress.com/wiki/Sandman#Update_history look at how many patches have been applied to it]]. An upcoming The Jungle Inferno update to the game plans to remove removed the stunning ability entirely, and replace replaced it with a slowdown similar to the Natascha. According to [[WordOfGod Valve themselves]], the weapon is a Game Breaker simply because players hate losing control in games like this.



* [[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 made it last two seconds longer, changed the Mini-Crit vulnerability to 25% more damage, added a speed bonus, and eventually ''reduced'' the damage vulnerability even further to an extra 10%. That last one bewildered many vocal players, as before that patch the Crit-a-Cola seemed like the #1 "Well Duh" pick for big nerfs. While it isn't too bad in pubs, virtually every Scout player in the Matchmaking Beta and now in the full Competitive Matchmaking will use it for it being massively low-risk high-reward. The Jungle Update rectified this by making the Scout marked-for-death for 5 seconds whenever the Scout attacks for the duration of Crit-A-Cola's effect on top of removing the speed bonus, but also removed the "extra damage taken during effect" and "marked-for-death after effect expires" penalties.

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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 made it last two seconds longer, changed the Mini-Crit vulnerability to 25% more damage, added a speed bonus, and eventually ''reduced'' the damage vulnerability even further to an extra 10%. That last one bewildered many vocal players, as before that patch the Crit-a-Cola seemed like the #1 "Well Duh" pick for big nerfs. While it isn't too bad in pubs, virtually every Scout player in the Matchmaking Beta and now in the full Competitive Matchmaking will use it for it being massively low-risk high-reward. The Jungle Update rectified this by making the Scout marked-for-death for 5 seconds whenever the Scout attacks for the duration of Crit-A-Cola's effect on top of removing the speed bonus, but and also removed the "extra damage taken during effect" and "marked-for-death after effect expires" penalties.
7th Nov '17 9:41:47 PM flameclaw0x7
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** The soldier's banners, especially the buff banner, are what make him such a valuable team asset in Mvm. In exchange for a shotgun that you will never use, you get the ability to boost you and your teams mates damage every time you fill the rage meter which is quick often in MVM.
** The Demoman's bootlegger/ Alibabba's wee booties normally are only used by dedicated demonights, but here the added health more than makes up for loosing the grenade launcher even without using a shield. Its highly impractical to upgrade both the sticky launcher and the grenade launcher and the sticky launcher's proficiency in eliminating medic's is what makes him great in Mvm. So the cost of a weapon you will hardly use for added durability is a no brainier.
*** combining the above with the Eyelander is even more powerful. The bootlegger offsets the eyelander's initial hp loss, and once you get even a single kill with the eyelander you will be at an advantage. The eyelander gives a nice hp and speed boost for everykill, capping out at four. With four measly kills you can eliminate the demo's two biggest weaknesses in MvM his fragility [[note]]which is typically more pronounced in MvM due to the demos stickybomb launcher chewing through upgrade credit like fresh bread, leaving little money for character upgrades.[[/note]] and his lack of speed.

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** The soldier's banners, especially the buff banner, are what make him such a valuable team asset in Mvm. [=MvM=]. In exchange for a shotgun that you will never use, you get the ability to boost you and your teams mates damage every time you fill the rage meter which is quick often in MVM.[=MvM=].
** The Demoman's bootlegger/ Alibabba's Alibaba's wee booties normally are only used by dedicated demonights, but here the added health more than makes up for loosing the grenade launcher even without using a shield. Its highly impractical to upgrade both the sticky launcher and the grenade launcher and the sticky launcher's proficiency in eliminating medic's is what makes him great in Mvm.[=MvM=]. So the cost of a weapon you will hardly use for added durability is a no brainier.
*** combining the above with the Eyelander is even more powerful. The bootlegger offsets the eyelander's initial hp loss, and once you get even a single kill with the eyelander you will be at an advantage. The eyelander gives a nice hp and speed boost for everykill, capping out at four. With four measly kills you can eliminate the demo's two biggest weaknesses in MvM [=MvM=] his fragility [[note]]which is typically more pronounced in MvM [=MvM=] due to the demos stickybomb launcher chewing through upgrade credit like fresh bread, leaving little money for character upgrades.[[/note]] and his lack of speed.



** The heavy's brass beast gives extra damage and durability at the cost of spool up time and mobility. In MVM the heavy spends most of his time near a dispenser and doesn't need to move around much unless something goes wrong. If the speed reduction bothers you, you can just buy more speed anyway.

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** The heavy's brass beast gives extra damage and durability at the cost of spool up time and mobility. In MVM [=MvM=] the heavy spends most of his time near a dispenser and doesn't need to move around much unless something goes wrong. If the speed reduction bothers you, you can just buy more speed anyway.


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** Introduced in the Jungle Inferno update, Pyro's Dragon's Fury and Gas Passer unlocks.
*** The Dragon's Fury deals critical damage if you're able to chain hits. It's reasonable in normal gamemodes, where it's kind of difficult to hit enemies, but in [=MvM=] the number of enemies and their tendency to be slow makes this weapon a no-brainer. It deals a LOT of damage when you hold down left click, melting down mobs of robots without the need for a Kritz canteen.
*** The Gas Passer, mostly thanks to its "Explode on Ignite" upgrade. Throw it into a crowd of weak robots and they pretty much instantly die if a bullet grazes them, due to the high density of chain-reaction explosions. And, the minute-long recharge of the Gas Passer is negated - since it charges faster if you deal more damage, dealing a lot of damage charges it instantly.
7th Nov '17 9:32:07 PM flameclaw0x7
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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 dealt less damage. 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 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 made 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 subject to the nerf, as it was designed for airbursting.

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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 dealt less damage. 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 fire while detonating sticky bombs in the air at mid to long range to dish out damage. However, much complaint from the competitive 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 made 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 subject to the nerf, as it was designed for airbursting.



* The [[https://wiki.teamfortress.com/wiki/Half-Zatoichi Half-Zatoichi]], despite being available for Soldier as well (like the Reserve Shooter), is much more useful for a pure (boots and shield) Demoknight, as its one downside (can't be sheathed until you kill with it) is inconsequential, as a pure Demoknight only has a melee weapon anyway. And while it lacks the increased range that the other swords have, it also lacks the "no [[LuckBasedMission random]] [[CriticalHit crits]]" attribute, meaning that if he misses the guaranteed crit swing from the charge, he can still get a random crit, kill an enemy and get his health back anyway.

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* The [[https://wiki.teamfortress.com/wiki/Half-Zatoichi Half-Zatoichi]], despite being available for Soldier as well (like the Reserve Shooter), is much more useful for a pure (boots and shield) Demoknight, as its one downside (can't be sheathed until you kill with it) is inconsequential, as since a pure Demoknight only has a melee weapon anyway. And while it lacks the increased range that the other swords have, it also lacks the "no [[LuckBasedMission random]] [[CriticalHit crits]]" attribute, meaning that if he misses the guaranteed crit swing from the charge, he can still get a random crit, kill an enemy and get his health back anyway.
4th Nov '17 7:34:59 AM LeGurdah
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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 made it last two seconds longer, changed the Mini-Crit vulnerability to 25% more damage, added a speed bonus, and eventually ''reduced'' the damage vulnerability even further to an extra 10%. That last one bewildered many vocal players, as before that patch the Crit-a-Cola seemed like the #1 "Well Duh" pick for big nerfs. While it isn't too bad in pubs, virtually every Scout player in the Matchmaking Beta and now in the full Competitive Matchmaking will use it for it being massively low-risk high-reward. Valve is planning to rectify this in a future update by making the Scout marked-for-death for 5 seconds whenever the Scout attacks for the duration of Crit-A-Cola's effect on top of removing the speed bonus, but has also removed the "extra damage taken during effect" and "marked-for-death after effect expires" penalties.

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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 made it last two seconds longer, changed the Mini-Crit vulnerability to 25% more damage, added a speed bonus, and eventually ''reduced'' the damage vulnerability even further to an extra 10%. That last one bewildered many vocal players, as before that patch the Crit-a-Cola seemed like the #1 "Well Duh" pick for big nerfs. While it isn't too bad in pubs, virtually every Scout player in the Matchmaking Beta and now in the full Competitive Matchmaking will use it for it being massively low-risk high-reward. Valve is planning to rectify The Jungle Update rectified this in a future update by making the Scout marked-for-death for 5 seconds whenever the Scout attacks for the duration of Crit-A-Cola's effect on top of removing the speed bonus, but has also removed the "extra damage taken during effect" and "marked-for-death after effect expires" penalties.



* The [[http://wiki.teamfortress.com/wiki/Gloves_of_Running_Urgently Gloves of Running Urgently]], originally released in the Polycount Update, gave the Heavy unprecedented mobility for virtually no penalty. While it was the active weapon, [[CastFromHitPoints the Heavy lost 6 HP per second]], but had his movement speed boosted to match that of other classes, allowing him to keep up with teammates and move to the front lines much more quickly. The health penalty was originally intended to penalize the Heavy and force him to work with teammates, especially Medics, in order to maximize its usefulness. But pocket Medics and Sandviches made the lost HP a moot point entirely, and Heavies could additionally simply equip the GRU and make a fast getaway for no penalties if a fight turned the wrong way. In addition, the health drain could be exploited to effectively provide a very small DoubleJump, slightly increasing jump distance even more than the increased running speed already did. The health drain penalty was eventually replaced with taking Marked-For-Death Mini-Crit damage while the weapon was active and for 3 seconds afterwards, forcing Heavies to utilize them more strategically. A future update plans to do away with the Marked-For-Death effect in favour of re-implementing the health drain, but now its 10 HP a second which is regenerated once the player switches away from the gloves, and it affects maximum health rather than current health, preventing pocket Medics to work around the health drain.

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* The [[http://wiki.teamfortress.com/wiki/Gloves_of_Running_Urgently Gloves of Running Urgently]], originally released in the Polycount Update, gave the Heavy unprecedented mobility for virtually no penalty. While it was the active weapon, [[CastFromHitPoints the Heavy lost 6 HP per second]], but had his movement speed boosted to match that of other classes, allowing him to keep up with teammates and move to the front lines much more quickly. The health penalty was originally intended to penalize the Heavy and force him to work with teammates, especially Medics, in order to maximize its usefulness. But pocket Medics and Sandviches made the lost HP a moot point entirely, and Heavies could additionally simply equip the GRU and make a fast getaway for no penalties if a fight turned the wrong way. In addition, the health drain could be exploited to effectively provide a very small DoubleJump, slightly increasing jump distance even more than the increased running speed already did. The health drain penalty was eventually replaced with taking Marked-For-Death Mini-Crit damage while the weapon was active and for 3 seconds afterwards, forcing Heavies to utilize them more strategically. A future update plans to do The Jungle Update did away with the Marked-For-Death effect in favour of re-implementing the health drain, but now its 10 HP a second which is regenerated once the player switches away from the gloves, and it affects maximum health rather than current health, preventing pocket Medics to work around the health drain.



** At one point, it got bad enough that a Heavy equipped with the Fists of Steel, while backed by a Medic, could wade into Sentry Gun fire on Capture the Flag maps, grab the Intelligence, and simply waltz back out, as the combination of overheal and damage resistance meant that the Heavy had a total effective HP of over 1100, and was being healed for effectively 60 HP/second, just under the fastest rate at which a Medi Gun can normally heal players. The same thing could be done with carts on Payload maps, completely shutting out most push or defense attempts, with exceptions such as an Axtinguisher Pyro. A future update plans to tone down this combination by reducing the healing rate and the amount the Heavy can be overhealed by while the Fists of Steel is equipped.

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** At one point, it got bad enough that a Heavy equipped with the Fists of Steel, while backed by a Medic, could wade into Sentry Gun fire on Capture the Flag maps, grab the Intelligence, and simply waltz back out, as the combination of overheal and damage resistance meant that the Heavy had a total effective HP of over 1100, and was being healed for effectively 60 HP/second, just under the fastest rate at which a Medi Gun can normally heal players. The same thing could be done with carts on Payload maps, completely shutting out most push or defense attempts, with exceptions such as an Axtinguisher Pyro. A future update plans to tone The Jungle Inferno Update toned down this combination by reducing the healing rate and the amount the Heavy can be overhealed by while the Fists of Steel is equipped.
22nd Oct '17 3:41:22 AM mousegold
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** The Jungle Inferno update nerfs the Reserve Shooter's powerful combo potential with airblasts as it will no longer mini-crit enemies launched by airblasts, instead being able to mini-crit with the Thermal Thruster... which shares the item slot with the Reserve Shooter, forcing the Pyro to have another Pyro as a teammate to take advantage of it.
* As of this writing the Third Degree is the only weapon in the game to be a pure upgrade over its stock counterpart. Its still something of a LethalJokeWeapon as its special ability is to deal damage to anyone connected by a medigun beam. Not an ability you will use all the time, but there is still no reason at all to use the fire axe or the Lollichop in its place.

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** The Jungle Inferno update nerfs the Reserve Shooter's powerful combo potential with airblasts as it will no longer mini-crit enemies launched by airblasts, instead being able to mini-crit only allowing mini-crits against demos and soldiers that blast jump, players launched by a reflected projectile, or Pyroes with the Thermal Thruster... which shares the item slot with the Reserve Shooter, forcing Thruster. This makes it impossible for the Pyro to have another Pyro as a teammate to take advantage of it.
actively use the effects without relying on what the other team does.
* As of this writing this, the Third Degree is the only weapon in the game to be a pure upgrade over its stock counterpart. Its still something of a LethalJokeWeapon as its special ability is to deal damage to anyone connected by a medigun beam. Not an ability you will use all the time, but there is still no reason at all to use the fire axe or the Lollichop in its place.
20th Oct '17 6:34:30 PM Siggu
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* Upon its initial release, the [[http://wiki.teamfortress.com/wiki/Cow_Mangler_5000 Cow Mangler 5000]] was very overpowered. Besides dealing almost no damage against buildings and its inability to be crit-boosted, it had no drawbacks compared to the stock Rocket Launcher. However, it [[{{BottomlessMagazines}} has unlimited reserve ammo]] AND had 5 shots per magazine instead of 4, allowing Soldiers to do huge amounts of damage while away from support, and its damage ramp-up was unintentionally too high meaning that it did ''more'' damage than the Rocket Launcher at close range. On top of all this, it has a special charge attack that lands a guaranteed Mini-Crit (which also sometimes did more damage than normal on top of the increased ramp-up), ignites players hit by it, and disables Engineer buildings for 4 seconds. This allowed Soldiers to disable Sentry Gun nests from a distance while Spies would have needed to get close to it, ''and'' possibly kill the Engineer tanking it. Then there was the fact that it was a ''[[GameBreakingBug literal]]'' game breaker in that its model detail and particle effects were SO detailed, a single player using it could spam and single-handedly crash an otherwise reliable '''server'''. Even on a server that could withstand a Cow Mangler Soldier, its particle effects taxed some players's graphics cards and CPUs beyond their limits. Virtually all of this was fixed shortly after the update that introduced it, with some players sore over how ugly the new projectiles are, although later some of its penalties and bonuses (the extra shot per magazine and reload/damage penalties) were removed. Now the Cow Mangler's just a stock Rocket Launcher with infinite reserve ammo, terrible building damage, no crits, and an interesting but too-slow-to-overpower alternate fire.

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* Upon its initial release, the [[http://wiki.teamfortress.com/wiki/Cow_Mangler_5000 Cow Mangler 5000]] was very overpowered. Besides dealing almost no damage against buildings and its inability to be crit-boosted, it had no drawbacks compared to the stock Rocket Launcher. However, it [[{{BottomlessMagazines}} has unlimited reserve ammo]] AND had 5 shots per magazine instead of 4, allowing Soldiers to do huge amounts of damage while away from support, and its damage ramp-up was unintentionally too high meaning that it did ''more'' damage than the Rocket Launcher at close range. On top of all this, it has a special charge attack that lands a guaranteed Mini-Crit (which also sometimes did more damage than normal on top of the increased ramp-up), ignites players hit by it, and disables Engineer buildings for 4 seconds. This allowed Soldiers to disable Sentry Gun nests from a distance while Spies would have needed to get close to it, ''and'' possibly kill the Engineer tanking it. Then there was the fact that it was a ''[[GameBreakingBug literal]]'' game breaker in that its model detail and particle effects were SO detailed, a single player using it could spam and single-handedly crash an otherwise reliable '''server'''. Even on a server that could withstand a Cow Mangler Soldier, its particle effects taxed some players's graphics cards and CPUs beyond their limits. Virtually all of this was fixed shortly after the update that introduced it, with some players sore over how ugly the new projectiles are, although later some of its penalties and bonuses (the extra shot per magazine and reload/damage penalties) were removed. Now the Cow Mangler's just a stock Rocket Launcher with infinite reserve ammo, terrible building damage, no crits, random crits (and any source of critical hits like the Kritzkrieg gives mini-crits instead), and an interesting but too-slow-to-overpower alternate fire.



* The [[http://wiki.teamfortress.com/wiki/Valve_(quality) Valve Rocket Launcher]] is an [[PurposelyOverpowered intentional game breaker]]. It's overpowering to a 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 overpowering traits, but all of them but the Rocket Launcher have since been deleted.
* The [[https://wiki.teamfortress.com/wiki/B.A.S.E._Jumper B.A.S.E. Jumper]] is an item that both the Soldier and the Demoman can use on their secondary and primary slots, respectively. This allows them to deploy a parachute in midair to slow down the falling speed and increase their air control, making them difficult to hit, while still allowing them to use their other weapons. On a Demoman, it allows them to spam sticky bombs on top of his enemies, but it's with the Soldier where it got truly powerful - more specifically, it allowed the Soldier to take advantage of the Air Strike's much higher firing speed when airborne for a longer time, while the higher air control made the Air Strike rockets' lower blast radius a non-issue - the only limiting factor was how quickly the Air Strike would eat ammo. Hence, the Jungle Inferno update nerfed the B.A.S.E. Jumper by halving air control and not allowing the user to deploy the parachute more than once before landing, making the user easier to hit.

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* The [[http://wiki.teamfortress.com/wiki/Valve_(quality) Valve Rocket Launcher]] is an [[PurposelyOverpowered intentional game breaker]]. It's overpowering to a 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 overpowering traits, but all of them but the Rocket Launcher have since been deleted.
* The [[https://wiki.teamfortress.com/wiki/B.A.S.E._Jumper B.A.S.E. Jumper]] is an item that both the Soldier and the Demoman can use on their secondary and primary slots, respectively. This allows them to deploy a parachute in midair to slow down the falling speed and increase their air control, making them difficult to hit, while still allowing them to use their other weapons. On a Demoman, it allows them to spam sticky bombs on top of his enemies, but it's with the Soldier where it got truly powerful - more specifically, it allowed the Soldier to take advantage of the Air Strike's much higher firing speed when airborne for a longer time, while the higher air control made the dealing damage with the Air Strike rockets' rockets (which have lower blast radius a non-issue when airborne) easier - the only limiting factor was how quickly the Air Strike would eat ammo. Hence, the Jungle Inferno update nerfed the B.A.S.E. Jumper by halving air control and not allowing the user to deploy the parachute more than once before landing, making the user easier to hit.
20th Oct '17 1:11:58 PM Siggu
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* The [[http://wiki.teamfortress.com/wiki/Valve_(quality) Valve Rocket Launcher]] is an [[PurposelyOverpowered intentional game breaker]]. It's overpowering to a 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 overpowering traits, but all of them but the Rocket Launcher have since been deleted.
* The [[https://wiki.teamfortress.com/wiki/B.A.S.E._Jumper B.A.S.E. Jumper]] is an item that both the Soldier and the Demoman can use on their secondary and primary slots, respectively. This allows them to deploy a parachute in midair to slow down the falling speed and increase their air control, making them difficult to hit, while still allowing them to use their other weapons. On a Demoman, it allows them to spam sticky bombs on top of his enemies, but it's with the Soldier where it got truly powerful - more specifically, it allowed the Soldier to take advantage of the Air Strike's much higher firing speed when airborne for a longer time, while the higher air control made the Air Strike rockets' lower blast radius a non-issue - the only limiting factor was how quickly the Air Strike would eat ammo. Hence, the Jungle Inferno update nerfed the B.A.S.E. Jumper by halving air control and not allowing the user to deploy the parachute more than once before landing, making the user easier to hit.
20th Oct '17 11:54:33 AM Siggu
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** The Jungle Inferno update nerfs the Reserve Shooter's powerful combo potential with airblasts as it will no longer mini-crit enemies launched by airblasts, instead being able to mini-crit with the Thermal Thruster... which shares the item slot with the Reserve Shooter, forcing the Pyro to have another Pyro as a teammate to take advantage of it.



* The [[http://wiki.teamfortress.com/wiki/Gloves_of_Running_Urgently Gloves of Running Urgently]], originally released in the Polycount Update, gave the Heavy unprecedented mobility for virtually no penalty. While it was the active weapon, [[CastFromHitPoints the Heavy lost 6 HP per second]], but had his movement speed boosted to match that of other classes, allowing him to keep up with teammates and move to the front lines much more quickly. The health penalty was originally intended to penalize the Heavy and force him to work with teammates, especially Medics, in order to maximize its usefulness. But pocket Medics and Sandviches made the lost HP a moot point entirely, and Heavies could additionally simply equip the GRU and make a fast getaway for no penalties if a fight turned the wrong way. In addition, the health drain could be exploited to effectively provide a very small DoubleJump, slightly increasing jump distance even more than the increased running speed already did. The health drain penalty was eventually replaced with taking Marked-For-Death Mini-Crit damage while the weapon was active and for 3 seconds afterwards, forcing Heavies to utilize them more strategically. A future update plans to do away with the Marked-For-Death effect in favour of re-implementing the health drain, but now its 10 HP a second which is regenerated once the player switches away from the gloves.

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* The [[http://wiki.teamfortress.com/wiki/Gloves_of_Running_Urgently Gloves of Running Urgently]], originally released in the Polycount Update, gave the Heavy unprecedented mobility for virtually no penalty. While it was the active weapon, [[CastFromHitPoints the Heavy lost 6 HP per second]], but had his movement speed boosted to match that of other classes, allowing him to keep up with teammates and move to the front lines much more quickly. The health penalty was originally intended to penalize the Heavy and force him to work with teammates, especially Medics, in order to maximize its usefulness. But pocket Medics and Sandviches made the lost HP a moot point entirely, and Heavies could additionally simply equip the GRU and make a fast getaway for no penalties if a fight turned the wrong way. In addition, the health drain could be exploited to effectively provide a very small DoubleJump, slightly increasing jump distance even more than the increased running speed already did. The health drain penalty was eventually replaced with taking Marked-For-Death Mini-Crit damage while the weapon was active and for 3 seconds afterwards, forcing Heavies to utilize them more strategically. A future update plans to do away with the Marked-For-Death effect in favour of re-implementing the health drain, but now its 10 HP a second which is regenerated once the player switches away from the gloves.gloves, and it affects maximum health rather than current health, preventing pocket Medics to work around the health drain.
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