History GameBreaker / TeamFortress2

16th May '17 6:15:06 PM flameclaw0x7
Is there an issue? Send a Message


* The Conch Conqueror was one for a long time. Its essentially a version of the buff banner that replaces the the minicrits using the banner grants with a speed boost and the ability to heal based on damage dealt for you and any teammates int the buff zone. While that would have already made it a viable weapon, it also granted the soldier a healing rate of 3 hp per second. The quickly adds up even when the soldier doesn't opt to retreat to let his health regenerate. It also negated after burn damage from pyros. Combined with the healing effect of the Black Box, this gave the soldier an incredibly hard enemy to take down. After a few years of this it was nerfed so that it only heals a base of one hp point and slowly climbs to four the longer the soldier doesn't take any damage.

to:

* The Conch Conqueror was Concheror is one for a long time. Its essentially a version of the best Soldier secondaries availible. Replacing the Shotgun, it cannot directly deal damage - rather, the Soldier can deal damage to charge it up then deploy an area-of-effect healthsteal buff banner that replaces to nearby teammates. This alone isn't too bad. However, the Conch also offers up to 4 HP regen per second, the minicrits using the banner grants with charge applies a speed boost buff, AND the Conch takes less damage to charge up than the other two backpack items (the Buff Banner and Battalion's Backup). This is, quite possibly, one of the most versatile secondaries for Soldier, as the regen makes him difficult to kill, the charge can be deployed more often than the other two backpacks, and the ability to heal based on damage dealt for you and any teammates int the buff zone. While that would have already made it a viable weapon, it also granted the soldier a healing rate of 3 hp per second. The quickly adds up even when the soldier doesn't opt to retreat to let his health regenerate. It also negated after burn damage from pyros. Combined healthsteal combined with the healing runspeed effect of the Black Box, this gave the soldier an incredibly hard enemy can be applied to take down. After a few years of this it was nerfed so that it only heals a base of one hp point and slowly climbs to four the longer the soldier doesn't take virtually any damage. situation.
7th May '17 1:23:53 PM Caps-luna
Is there an issue? Send a Message


The Conch Conqueror was one for a long time. Its essentially a version of the buff banner that replaces the the minicrits using the banner grants with a speed boost and the ability to heal based on damage dealt for you and any teammates int the buff zone. While that would have already made it a viable weapon, it also granted the soldier a healing rate of 3 hp per second. The quickly adds up even when the soldier doesn't opt to retreat to let his health regenerate. It also negated after burn damage from pyros. Combined with the healing effect of the Black Box, this gave the soldier an incredibly hard enemy to take down. After a few years of this it was nerfed so that it only heals a base of one hp point and slowly climbs to four the longer the soldier doesn't take any damage.

to:

The *The Conch Conqueror was one for a long time. Its essentially a version of the buff banner that replaces the the minicrits using the banner grants with a speed boost and the ability to heal based on damage dealt for you and any teammates int the buff zone. While that would have already made it a viable weapon, it also granted the soldier a healing rate of 3 hp per second. The quickly adds up even when the soldier doesn't opt to retreat to let his health regenerate. It also negated after burn damage from pyros. Combined with the healing effect of the Black Box, this gave the soldier an incredibly hard enemy to take down. After a few years of this it was nerfed so that it only heals a base of one hp point and slowly climbs to four the longer the soldier doesn't take any damage.
7th May '17 1:17:17 PM Caps-luna
Is there an issue? Send a Message

Added DiffLines:

* 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 lethal joke weapon 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 lolichop in its place.
7th May '17 1:11:30 PM Caps-luna
Is there an issue? Send a Message

Added DiffLines:

The Conch Conqueror was one for a long time. Its essentially a version of the buff banner that replaces the the minicrits using the banner grants with a speed boost and the ability to heal based on damage dealt for you and any teammates int the buff zone. While that would have already made it a viable weapon, it also granted the soldier a healing rate of 3 hp per second. The quickly adds up even when the soldier doesn't opt to retreat to let his health regenerate. It also negated after burn damage from pyros. Combined with the healing effect of the Black Box, this gave the soldier an incredibly hard enemy to take down. After a few years of this it was nerfed so that it only heals a base of one hp point and slowly climbs to four the longer the soldier doesn't take any damage.
6th May '17 2:31:05 PM Caps-luna
Is there an issue? Send a Message

Added DiffLines:

[[folder:Medic]]
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.
*The Vaccinator's healing ability was an incredibly strong asset in a game where ShootTheMedicFirst is in full effect. As long as the Medic kept the vaccinator on the right damage type that was being dealt, it would heal the medic a large portion of damage that his patient took. On top of that the Vax grants a small damage resistance to the selected damage type, and could deploy its version of the uber charge more frequently. In shorter more violent game modes like king of the hill, it eclipsed the other three mediguns. The healing ability has since been removed.
*You see Medics equip the ubersaw more than any other melee weapon. It grants a twenty five uber charge on every hit in exchange for a 25 slower swing time. Considering the Medic hardly ever uses the bone saw anyway, there is almost no downside to the ubersaw.
[[/folder]]
1st May '17 8:31:41 AM Caps-luna
Is there an issue? Send a Message


* 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.

to:

* ** 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.
** The scout has the fan-o-war which marks an enemy for death. Slap a giant with one and the extra damage your team does will outweigh what you could do with any bat.
1st May '17 8:29:29 AM Caps-luna
Is there an issue? Send a Message


** 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 never use for added durability is a no brainier.

to:

** 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 never hardly use for added durability is a no brainier.


Added DiffLines:

* 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.
1st May '17 8:23:48 AM Caps-luna
Is there an issue? Send a Message

Added DiffLines:

** 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 never 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.
8th Feb '17 5:49:56 PM Diesel
Is there an issue? Send a Message


* The Pyro's [[http://wiki.teamfortress.com/wiki/Phlogistinator Phlogistinator]] was a very controversial weapon. In exchange for having no airblast, Pyros gain a "Mmmph" meter that tracks how much fire damage the Pyro has done. Once it's built up enough, they can activate a taunt that gives them guaranteed critical hits for 12 seconds, while restoring them to full HP. Normally, this wouldn't be too bad, but for the duration of the taunt, the Pyro gained 90% damage resistance, essentially making them invulnerable. This allowed players to ''stop in the middle of the battlefield and taunt'' without any repercussions until after the taunt finished. Additionally, the required fire damage in order to activate the taunt is a mere ''225 points'', which is easily achievable (just kill one or two enemies and ignite a couple others), and the critical hit boost is longer than the Medic's Kritzkrieg [=ÜberCharge=]. Since fire damage wasn't limited to igniting enemies with the Phlogistinator, using a flare weapon could guarantee that you would have a full meter ''before even getting within flamethrower range of an enemy''. In addition, "Mmmph" gained from fire damage was not affected by fire resistance; for example, a Spy equipped with the Dead Ringer (see below) could completely fill the meter despite not having enough health to do so normally. Valve toned this down over various patches, with the crit boost being 10 seconds instead of 12, Pyros not being healed upon activating MMMPH, 300 damage filling the meter instead of 225, and full invulnerability instead of dmaage resistance during activation. That last bit meeans the Phlogistinator is an even greater Game Breaker to inexperienced players, but ces't la vie.

to:

* The Pyro's [[http://wiki.teamfortress.com/wiki/Phlogistinator Phlogistinator]] was a very controversial weapon. In exchange for having no airblast, Pyros gain a "Mmmph" meter that tracks how much fire damage the Pyro has done. Once it's built up enough, they can activate a taunt that gives them guaranteed critical hits for 12 seconds, while restoring them to full HP. Normally, this wouldn't be too bad, but for the duration of the taunt, the Pyro gained 90% damage resistance, essentially making them invulnerable. This allowed players to ''stop in the middle of the battlefield and taunt'' without any repercussions until after the taunt finished. Additionally, the required fire damage in order to activate the taunt is a mere ''225 points'', which is easily achievable (just kill one or two enemies and ignite a couple others), and the critical hit boost is longer than the Medic's Kritzkrieg [=ÜberCharge=]. Since fire damage wasn't limited to igniting enemies with the Phlogistinator, using a flare weapon could guarantee that you would have a full meter ''before even getting within flamethrower range of an enemy''. In addition, "Mmmph" gained from fire damage was not affected by fire resistance; for example, a Spy equipped with the Dead Ringer (see below) could completely fill the meter despite not having enough health to do so normally. Valve toned this down over various patches, with the crit boost being 10 seconds instead of 12, Pyros not being healed upon activating MMMPH, 300 damage filling the meter instead of 225, and full invulnerability instead of dmaage damage resistance during activation. That last bit meeans means the Phlogistinator is an even greater Game Breaker to inexperienced players, but ces't la vie.
28th Jan '17 4:51:46 PM Bravetriforcer
Is there an issue? Send a Message


* The [[http://wiki.teamfortress.com/wiki/Red-Tape_Recorder Red-Tape Recorder]] ruined the game for Engineers to the point it was patched the day after its release. It didn't destory buildings to normal way, instead it removed upgrades from buildings, quickly weakening Level 2 or 3 buildings, but slowly un-building Level 1 items into ammo. While interesting on paper, Engineers soon realized that it was removing a level once every 1.6 seconds -- the exact time it takes to swing the wrench twice and remove it. In other words, countering required an Engineer to swing his wrench at the '''exact''' second the sapper was placed, lest he lose a level. Even if Engineers synchronized their hits perfectly, the sentry would still be sapped between wrench hits and would thus remain completely inactive until the Spy was killed.

to:

* The [[http://wiki.teamfortress.com/wiki/Red-Tape_Recorder Red-Tape Recorder]] ruined the game for Engineers to the point it was patched the day after its release. It didn't destory buildings to the normal way, instead it removed upgrades from buildings, buildings; quickly weakening Level 2 or 3 buildings, but slowly un-building Level 1 items into ammo. While interesting on paper, Engineers soon realized that it was removing a level once every 1.6 seconds -- the exact time it takes to swing the wrench twice and remove it. In other words, countering required an Engineer needed to swing his wrench at the '''exact''' second the sapper was placed, lest he lose or his building lost a level. Even if Engineers synchronized their hits perfectly, the sentry Sentry would still be sapped between wrench hits and would thus remain completely inactive until the Spy was killed.
This list shows the last 10 events of 439. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=GameBreaker.TeamFortress2