History GameBreaker / TeamFortress2

8th Feb '17 5:49:56 PM Diesel
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* 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.

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* 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
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* 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.

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* 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.
28th Jan '17 12:32:35 PM Bravetriforcer
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** Among the new features in the Engineer Update is the ability for an Engineer to pack his buildings up and move them. Which was a very welcome change as Engineers could move Dispensers and Teleporter Exits with the team without needing to reuild everything. But when you can move your Sentry Gun as well, and combine it with the Wrangler, you could take over and lock down an entire area given about six seconds of nobody noticing you.

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** Among the new features in the Engineer Update is the ability for an Engineer to pack his buildings up and move them. Which was a very welcome change as Engineers could move Dispensers and Teleporter Exits with the team without needing to reuild rebuild everything. But when you can move your Sentry Gun as well, and combine it with the Wrangler, you could take over and lock down an entire area given about six seconds of nobody noticing you.



** The Gunslinger itself is also a point of contention. It grants the Engineer 25 more health points with the only downside it has as a melee weapon is that it can't randomly crit. Instead 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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** The Gunslinger itself is also a point of contention. It grants the Engineer 25 more health points with the only downside it has as a melee weapon is that it can't randomly crit. Instead 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).



* 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 (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.

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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 (without needing great dexterity).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.
28th Jan '17 11:11:31 AM Bravetriforcer
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* Upon initial release, the [[http://wiki.teamfortress.com/wiki/Cow_Mangler_5000 Cow Mangler 5000]] was quite unbalanced. Besides dealing reduced 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 without the need to get a Spy close-in, ''and'' possibly kill the Engineer tanking it. Then there was the fact that it was a ''[[GameBreakingBug literal]]'' game breaker in that its initial poly-count was SO high, a single player using it could spam and single-handedly crash an otherwise reliable '''server''', and even on a super-robust server that could withstand a Cow Mangler Soldier, its particle effects taxed some players' graphics cards and CPUs beyond their limits. Virtually all of this was fixed shortly after the update that introduced it, although later some of its penalties and bonuses (the extra shot per magazine and reload/damage penalties) were removed.
* The [[http://wiki.teamfortress.com/wiki/Air_Strike Air Strike]] is quite possibly the 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 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 it.

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* Upon its initial release, the [[http://wiki.teamfortress.com/wiki/Cow_Mangler_5000 Cow Mangler 5000]] was quite unbalanced. very overpowered. Besides dealing reduced almost no damage against buildings and its inability to be crit-boosted, it had no drawbacks compared to the stock Rocket Launcher; however, 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, 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 seconds. This allowed Soldiers to disable Sentry Gun nests from a distance without the need while Spies would have needed to get a Spy close-in, 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 initial poly-count was model detail and particle effects were SO high, detailed, a single player using it could spam and single-handedly crash an otherwise reliable '''server''', and even '''server'''. Even on a super-robust server that could withstand a Cow Mangler Soldier, its particle effects taxed some players' 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.
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.
* The [[http://wiki.teamfortress.com/wiki/Air_Strike Air Strike]] is quite possibly the best normal rocket launcher Rocket Launcher to date. Originally, the Air Strike was just bad. It shot pitiful rockets and had a reduced clip size. Its main power gimmick of getting extra clip size for every kill didn't matter, because kills with it were very rare. difficult. 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 or 4 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 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 iall of it). those rockets, Engineers can't vaporise it them quickly enough. eneough, and 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 it.



** Ironically, its 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.

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** Ironically, its 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]].Valve-Rocket]]. Since then it's been twice nerfed so the Valve Rocket Launcher once again reigns supreme.
27th Jan '17 11:21:12 PM Bravetriforcer
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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-rish high-reward.[[/folder]]

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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-rish low-risk high-reward.[[/folder]]
27th Jan '17 11:15:45 PM Bravetriforcer
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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 league play. 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]].
* [[https://wiki.teamfortress.com/wiki/Baby_Face%27s_Blaster The Baby Face's Blaster]] was initially viewed as a high-risk-high-reward weapon, as it let the Scout build up boost through damage that would let him run 175% faster than usual, but ''one jump'' would drain all his boost and slow him to roughly as fast as a Demoman. But then a following patch softened the penalty, so that one double jump would only reduce 25% of the Scout's boost and at zero boost he'd move only 10% slower. This quickly overpowered the weapon, as a zero boost Scout was still faster than every other class and it'd only take 99 damage to gain full boost; in other words, a single point-blank meatshot. The double jump penalty also wasn't so bad as a Scout skilled in aerial combat could keep dealing damage while jumping and so negate the boost loss. Thus the Blaster's only real downside compared to the Scattergun was the slightly smaller clip size. Eventually, the Gun Mettle update patched the Blaster to lose boost based on damage taken by the Scout, making him easier to slow and demanding he play more cautiously.
* [[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.
[[/folder]]

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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 league play.competitive TF2. 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]].
* [[https://wiki.teamfortress.com/wiki/Baby_Face%27s_Blaster The Baby Face's Blaster]] was initially viewed as a high-risk-high-reward weapon, as it let the Scout build up boost through damage that would let him run 175% faster than usual, but ''one jump'' would drain all his boost and slow him to roughly as fast as a Demoman. But then a following patch softened the penalty, so that one double jump would only reduce 25% of the Scout's boost and at zero boost he'd move only 10% slower. This quickly overpowered made the weapon, Blaster overpowered, as a zero boost Scout was still faster than every other class and it'd only take 99 damage to gain full boost; in other words, a single point-blank meatshot. The double jump penalty also wasn't so bad as a Scout skilled in aerial combat could keep dealing damage while jumping and so negate the boost loss. Thus the Blaster's only real downside compared to the Scattergun was the slightly smaller clip size. Eventually, the Gun Mettle update patched the Blaster to lose boost based on damage taken by the Scout, making him easier to slow and demanding he play more cautiously.
* [[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, bonus, and eventually culminated in reducing ''reduced'' the damage vulnerability even further to 10%. 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 wasn't isn't too bad in pubs, virtually every Scout player in the Matchmaking Beta would and now in the full Competitive Matchmaking will use it for its low-risk-high-reward playstyle.
it being massively low-rish high-reward.[[/folder]]



* The [[http://wiki.teamfortress.com/wiki/Equalizer Equalizer]] was quite controversial among many circles before its nerf. As the player lost more and more health, he started moving faster and dealing more damage while it was the active weapon, meaning that it became quite possible to one- or two-shot three or more enemies in a period of a few seconds, as the damage let you kill almost any class from full health in two hits and the speed made you nearly impossible to hit. The flip side is that Medics can't heal you while it's the active weapon, which is easily remedied by taking out any other weapon, but when you're moving around so quickly and dealing so much damage, why would you want to be healed? As a melee weapon, it was limited in how game-breaking it could be, but most players considered it a pure upgrade over the regular shovel, and Valve spent several patches nerfing it, finally culminating in splitting up its speed and damage attributes into two different weapons, with the speed portion going to the [[http://wiki.teamfortress.com/wiki/Escape_Plan Escape Plan]].

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* The [[http://wiki.teamfortress.com/wiki/Equalizer Equalizer]] was quite controversial among many circles practically the only Soldier melee weapon before its nerf. As the player lost more and more health, he Soldier started moving faster and dealing more damage while it was the active weapon, meaning that it became quite possible to one- or two-shot three or more enemies in a period of a few seconds, as the weapon. The damage let you kill almost any class from full health in two hits and scaled to the speed made you nearly impossible to hit. point that a near-death Soldier could one shot 125-health classes like Scout while running as fast or faster than them. The flip side is that Medics can't couldn't heal you while it's the active weapon, which is easily remedied by taking out any other weapon, but when you're moving around so quickly and dealing so much damage, why would you want to be healed? As a melee weapon, it was limited in how game-breaking it could be, but most players considered it a pure upgrade over the regular shovel, and Valve spent several patches nerfing it, finally it. This culminating in splitting up its speed and damage attributes into two different weapons, with the speed portion going to the [[http://wiki.teamfortress.com/wiki/Escape_Plan Escape Plan]].



* The Soldier's [[http://wiki.teamfortress.com/wiki/Battalion%E2%80%99s_Backup Battalion's Backup]] was also this for a time, though for different reasons. You charged it up by taking damage from enemy attacks, and once you get to a certain point, you just let it loose and any teammates close by become immune to critical hits (including headshots) and got a 35% damage resistance buff. By itself, this wasn't so bad since the effect only lasted for 10 seconds or until the Soldier died (and smart players always target banner-wielding Soldiers as high-priority targets), but the Soldier only had to take ''175 damage'' in order to fully charge it; given that the Soldier has 200 HP by himself, and even more given Medic support or by using the Black Box, it virtually guaranteed that a Medic-backed Soldier could have an active banner going around 50% of the time. In addition to this, fall damage still charged the banner, so it was possible to charge the banner during setup simply by rocket-jumping repeatedly just outside of spawn. The damage requirement was doubled to 350 damage later, though, and various methods of self-charging were also removed, though map effect damage such as burning torches and drowning still charged the banner before its charge method was changed altogether to dealing damage rather than taking it.

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* The Soldier's [[http://wiki.teamfortress.com/wiki/Battalion%E2%80%99s_Backup Battalion's Backup]] was also this for a time, though for different reasons. You charged it up by taking damage from enemy attacks, and once you get to a certain point, you just let it loose and any teammates close by become immune to critical hits (including headshots) and got a 35% damage resistance buff. By itself, this wasn't so bad since the effect only lasted for 10 seconds or until the Soldier died (and smart players always target banner-wielding Soldiers as high-priority targets), but the Soldier only had to take ''175 damage'' in order to fully charge it; given that the it. The Soldier has 200 HP by himself, and even more given Medic support or by using the Black Box, and it was virtually guaranteed that a Medic-backed Soldier could have an active banner going around 50% of the time.ready. In addition to this, fall damage still charged the banner, so it was possible to charge the banner during setup simply by rocket-jumping repeatedly just outside of spawn. The damage requirement was doubled to 350 damage later, though, and various methods of self-charging were also removed, though removed. Though map effect damage such as burning torches and drowning still charged the banner before its charge method was changed altogether to dealing damage rather than taking it.



* Upon initial release, the [[http://wiki.teamfortress.com/wiki/Cow_Mangler_5000 Cow Mangler 5000]] was quite unbalanced. Besides dealing reduced 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 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 without the need to get a Spy close-in, ''and'' possibly kill the Engineer tanking it. Then there was the fact that it was a ''[[GameBreakingBug literal]]'' game breaker in that its initial poly-count was SO high, a single player using it could spamshoot and single-handedly crash even an otherwise reliable '''server''', and even on a super-robust server that could withstand a Cow Mangler wielding soldier, its particle effects taxed some players' graphics cards beyond their limits. Virtually all of this was fixed shortly after the update that introduced it, although later some of its penalties and bonuses (the extra shot per magazine and reload/damage penalties) were removed.
* The [[http://wiki.teamfortress.com/wiki/Air_Strike Air Strike]] is quite possibly the 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 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 it.

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* Upon initial release, the [[http://wiki.teamfortress.com/wiki/Cow_Mangler_5000 Cow Mangler 5000]] was quite unbalanced. Besides dealing reduced 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 without the need to get a Spy close-in, ''and'' possibly kill the Engineer tanking it. Then there was the fact that it was a ''[[GameBreakingBug literal]]'' game breaker in that its initial poly-count was SO high, a single player using it could spamshoot spam and single-handedly crash even an otherwise reliable '''server''', and even on a super-robust server that could withstand a Cow Mangler wielding soldier, Soldier, its particle effects taxed some players' graphics cards and CPUs beyond their limits. Virtually all of this was fixed shortly after the update that introduced it, although later some of its penalties and bonuses (the extra shot per magazine and reload/damage penalties) were removed.
* The [[http://wiki.teamfortress.com/wiki/Air_Strike Air Strike]] is quite possibly the best, 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 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 it.



* The Pyro's [[http://wiki.teamfortress.com/wiki/Phlogistinator Phlogistinator]] was a fairly controversial weapon. In exchange for having no airblast, Pyros gain a "Mmmph" meter that tracks how much damage the weapon does. Once it's built up enough, they may activate a taunt that gives them guaranteed critical hits for 10 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=]. On top of that, 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, culminating in reducing its damage reduction to 75% and reducing the critical hit boost to 10 seconds.
** 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 GameBreaker territory for lower skill 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 [[ScrappyWeapon useless]].
* The "Puff and Sting" combo was a very controversial moveset for the Pyro requiring both the [[http://wiki.teamfortress.com/wiki/Axtinguisher Axtinguisher]] and [[http://wiki.teamfortress.com/wiki/Degreaser Degreaser]]. The Axtinguisher guaranteed crits on its melee hits if its target was on fire, the Degreaser reduced the time to switch weapons. This meant that Pyros could kill any non-overhealed class minus Heavies in ''less than 1.5 seconds''[[note]]The Degreaser takes 0.4 seconds to ignite and 0.23 seconds to switch weapons, the Axtinguisher's attack time is 0.8 seconds. Allowances may be made for player reaction time and speed of button pressing.[[/note]] by igniting their target then quickly stabbing them with their axe for a critical hit kill. Proponents of Puff-and-Sting argued that it was balanced because the attack is very short-ranged, and because the Pyro is an underpowered class overall. Opponents to it argued that it was nearly impossible to fight back against once one was in range, diminished the role of fire, and that Pyro's airblast further increased Puff-And-Sting's juggling and trapping capabilities. Valve eventually toned down Puff-and-Sting's effectiveness by having the Axtinguisher deal crits from behind but mini-crits from the front, encouraging Pyros to ambush for crits.
** 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[[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 [[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. The weapon mini-crits [[note]]+35% damage and no falloff[[/note]] airborne targets, in exchange for 2 less bullets per clip. This essentially lets Pyro 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 because it mini-crits airborne targets rather than ones launched by airblast, a Reserve Shooter Pyro can punish any class for jumping.

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* The Pyro's [[http://wiki.teamfortress.com/wiki/Phlogistinator Phlogistinator]] was a fairly very controversial weapon. In exchange for having no airblast, Pyros gain a "Mmmph" meter that tracks how much fire damage the weapon does. Pyro has done. Once it's built up enough, they may can activate a taunt that gives them guaranteed critical hits for 10 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=]. On top of that, since 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, culminating in reducing its damage reduction to 75% and reducing the critical hit boost to 10 seconds.
** 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 crit boost being 10 seconds instead of the taunt, pushing it back into GameBreaker territory for lower skill levels[[note]]The Phlog Pyro, when buffed, was ''strong'' but 12, Pyros 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 being healed upon activating MMMPH, 300 damage needed to fill filling the Mmmph meter instead of 225, and removing full invulnerability instead of dmaage resistance during activation. That last bit meeans 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 Phlogistinator is an even greater Game Breaker to be able to counter the new Phlog) deriding the weapon as [[ScrappyWeapon useless]].
inexperienced players, but ces't la vie.
* The "Puff and Sting" combo was a very controversial moveset for the Pyro requiring both the [[http://wiki.teamfortress.com/wiki/Axtinguisher Axtinguisher]] and [[http://wiki.teamfortress.com/wiki/Degreaser Degreaser]]. The Axtinguisher guaranteed crits on its melee hits if its target was on fire, the Degreaser reduced the time to switch weapons. This meant that Pyros could kill any non-overhealed class minus Heavies in ''less than 1.5 seconds''[[note]]The Degreaser takes 0.4 seconds to ignite and 0.23 seconds to switch weapons, the Axtinguisher's attack time is 0.8 seconds. Allowances may be made for player reaction time and speed of button pressing.[[/note]] by igniting their target then quickly stabbing them with their axe for a critical hit kill. Proponents Supporters of Puff-and-Sting argued that it was balanced because the attack is very short-ranged, and because the Pyro is an underpowered class overall. Opponents to it argued that it was nearly impossible to fight back against once one the Pyro was in range, diminished the role of fire, and that Pyro's airblast further increased Puff-And-Sting's juggling and trapping capabilities. Valve eventually toned down reduced the Puff-and-Sting's effectiveness by having the Axtinguisher deal crits from behind but mini-crits from the front, encouraging Pyros to ambush for crits.
** 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[[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.
essentially killed. Most Pyros just use the Powerjack now.
* 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. The weapon mini-crits [[note]]+35% damage and no falloff[[/note]] airborne targets, in exchange for 2 less bullets per clip.4 shots instead of 6. This essentially lets Pyro 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 because it mini-crits airborne targets rather than ones launched by airblast, a 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). It was also changed such that it will only mini-crit targets launched by explosives, airblasts, or by using the grappling hook.

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** And now with Tough Break, it the Reserve Shooter was indirectly nerfed with via directly nerfing the Degreaser, the go-to weapon for combo Pyro loadouts.Degreaser. 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 to only mini-crit targets enemies launched by explosives, airblasts, or by using the grappling hook.



* For the longest time the Demoman as a class was considered a gamebreaker. On top of being the only character with true indirect fire, he had the mobility of a Soldier but could also rapidly spam his grenades and stickies, whereas the Soldier could only fire off 4 rockets before a lengthy reload, allowing a Demoman to kill any class he sees before he needs to reload. Also unlike the Soldier, the Demoman's normal walking speed only has a 7% penalty (as opposed to the Soldier's 20% decrease and the Heavy's 23% decrease). All of this combined meant that a Demoman had no real weaknesses, making the only way to counter one to either catch him off guard or play a demo yourself. The Demoman's Grenade Launcher would be later nerfed to only 4 grenades in the magazine instead of 6, and the Stickybomb Launcher's ammo reserves reduced from 40 to 24.
** 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 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.
* The [[http://wiki.teamfortress.com/wiki/Tide_Turner Tide Turner]], released in the Love and War update. It gives FULL control over your shield charge while occupying the secondary slot, allowing a Demoknight to keep his grenade launcher yet turn like who has equipped the Bootlegger/Wee Booties. Worst of all, it completely recharges your charge meter if you charge-crit-kill someone. Putting it simply, if you know how to play Demoknight effectively, then you can VERY easily chain-charge everyone. Add in combos with the Half-Zatoichi (which refills your health upon a kill) or the Eyelander (which increases your max health and speed based on kills) and Demoknights can become basically unkillable to all but Sentries. Oh, and a glitch gave it the benefits of the Splendid Screen as well, letting you deal "shield bash damage" from point-blank, as if it didn't have enough going for it. The glitch was quickly fixed and the weapon was Nerfed in the Smissmas 2014 update, to where it doesn't restore all charge on a charge-crit-kill by itself, just 75% (meaning a Demoman has to use the Wee Booties, Bootlegger, and/or Claidheamh Mor, which give 25% charge meter on a charge-crit-kill, for the previous effect), and taking damage while charging reduces the charge duration.

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* For Since the longest time the game's release, Demoman as has been labeled a class was considered a gamebreaker. Game Breaker in one form or another. On top of being the only character with true indirect fire, he had the mobility of a Soldier but could also rapidly spam his 6 grenades and stickies, whereas 8 stickies. Whereas the Soldier could only fire off at most 4 rockets (Even less if he rocket jumped to the fight) before a lengthy reload, allowing a Demoman to can kill any class or even small groups he sees before he needs to reload. Also unlike the Soldier, the Demoman's normal walking speed only has a 7% penalty (as opposed to the Soldier's 20% decrease and the Heavy's 23% decrease). All of this combined meant that a Demoman had no real weaknesses, making the only way to counter one to either catch him off guard or play a demo Demoman yourself. The Demoman's Grenade Launcher would be later nerfed to only 4 grenades in the magazine instead of 6, and the Stickybomb Launcher's ammo reserves reduced from 40 to 24.
** 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.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 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 Sticky Launcher some other way. Smissmas 2014 gave the balance in that made stickies in the air have reduced blast radius for up to two seconds or until they landed, whichever came first (the first. The then-freshly-introduced Quickiebomb Launcher was not subjected subject to the nerf, as it was designed for airbursting).
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, Grenade Launcher, 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 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.
* The [[http://wiki.teamfortress.com/wiki/Tide_Turner Tide Turner]], released in the Love and War update. It gives FULL control over your shield charge while occupying the secondary slot, Shield Charge, allowing a Demoknight to keep his grenade launcher Grenade Launcher yet turn like who has equipped ''incomparably better'' than if he had Ali Baba's Wee Booties or the Bootlegger/Wee Booties. Bootlegger on. Worst of all, it completely recharges recharged your charge meter if you charge-crit-kill someone. kill someone with the Critical hit the shield gives at the end of a charge. Putting it simply, if you know how to play Demoknight effectively, then you can VERY easily chain-charge everyone.chain your charges to slaughter half a team and still get out. Add in combos with the Half-Zatoichi (which refills your health upon a kill) or the Eyelander (which increases your max health and speed based on kills) and Demoknights can become basically unkillable to all but Sentries. Oh, and a glitch gave it the benefits of the Splendid Screen as well, letting you deal "shield bash damage" from point-blank, as if it didn't have enough going for it. The glitch was quickly fixed and the weapon was Nerfed in the Smissmas 2014 update, to where it doesn't restore all charge on a charge-crit-kill by itself, just 75% (meaning a Demoman has to use the Wee Booties, Bootlegger, and/or Claidheamh Mor, which give 25% charge meter on a charge-crit-kill, for the previous effect), and taking damage while charging reduces the charge duration.



* The [[https://wiki.teamfortress.com/wiki/Loose_Cannon Loose Cannon]]. Its main gimmick, the Double Donk (that is, timing the fuse to hit an enemy once with the projectile and then the projectile immediately blowing up for mini-crit damage) would fall into DifficultButAwesome territory, were it not for the fact that, unlike many other weapons with situational mini-crits (i.e. the Cleaner's Carbine and the Back Scatter), it retains the ability to roll for random critical hits, which by itself poses a balance problem.

to:

* The [[https://wiki.teamfortress.com/wiki/Loose_Cannon Loose Cannon]]. Its main gimmick, the Double Donk (that is, timing the fuse to hit an enemy once with the projectile and then the projectile immediately blowing up for mini-crit damage) would fall into DifficultButAwesome territory, were it not for the fact that, unlike many other weapons with situational mini-crits (i.e. the Cleaner's Carbine and the Back Scatter), it retains the ability to roll for random critical hits, which by itself poses a balance problem.is not fun when they happen.



* [[http://wiki.teamfortress.com/wiki/Natascha Natascha]] was highly controversial for a time. In theory, it was supposed to be weaker because it did less damage per bullet than Sasha, and its "slowdown" effect was meant to make it a support weapon that made it easier for teammates to hit people you were shooting at (or for you to land more bullets on them). In practice, the slowdown effectively became a tractor beam, [[GoneHorriblyRight making anyone that been shot ONCE, regardless of distance, become a statue, allowing even more shots to be landed]]. Thus, the second weapon to be banned in competitive leagues. The Australian Christmas update tweaked the slowdown so that its effect would be reduced at long range, and increased its spin-up time so that Natascha-wielding Heavies were easier to ambush.

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* [[http://wiki.teamfortress.com/wiki/Natascha Natascha]] was highly controversial for a time. In theory, it was supposed to be weaker because it did less damage per bullet than Sasha, and its "slowdown" effect was meant to make it a support weapon that made it easier for teammates to hit people you were shooting at (or for you to land more bullets on them). In practice, the slowdown effectively became a tractor beam, [[GoneHorriblyRight making anyone that been shot ONCE, regardless of distance, become a statue, allowing even more shots to be landed]]. Thus, the second weapon to be banned in competitive leagues. The Australian Christmas update tweaked the slowdown so that its effect would be it's reduced at long range, and increased its spin-up time so that Natascha-wielding Heavies were easier to ambush.



* 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 when combined with the Sandvich's ability to instantly heal, this penalty suddenly became useless, 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 Mini-Crit damage while the weapon was active and for 3 seconds afterwards, forcing Heavies to utilize them more strategically.
** If a Heavy were to jump and switch away from the GRU, he would retain his running speed until he landed, without being subjected to the full health drain. Many players would use scripts to automate the process of GRU-hopping with perfection, effectively allowing them to reap the benefits of the speed boost with none of the disadvantages. Coupled with a pre-patch Tomislav, the main disadvantages of the Heavy himself were effectively nullified. The Mini-Crit debuff was added to circumvent this exploit.
** Prior to nerfing the interaction, a Heavy who just ate a Buffalo Steak Sandvich would have it's speed boost stack with the GRU's innate speed bonus. While the GRU still had a damage penalty, the heavy was fast enough to blaze through enemy fire and punch them to death--faster than ''the Scout'', even[[note]]Granted, he wasn't ''that faster'' than the Scout, but he still was[[/note]]. That's right. He was a better demoknight than the demoknight. This has since been removed, with the GRU's speed bonus no longer stacking with the Buffalo Steak Sandvich.
* The Heavy's [[http://wiki.teamfortress.com/wiki/Sandvich Sandvich]] was somewhat 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 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.
* The [[http://wiki.teamfortress.com/wiki/Fists_of_Steel Fists of Steel]] when first released. Sure, you take double damage when hit by melee weapons (usually resulting in OHKO when engaged in melee battle, especially against a Pyro with the Axtinguisher), but the fact that it provided [[StoneWall 60% damage resistance against ranged weaponry]] allowed Heavies to survive [[ChunkySalsaRule fully-charged]] [[DefiedTrope headshots]], as well as Sentry barrages. Thankfully, this was later reduced to 40% and a weapon switch time penalty was implemented as well.
** [[ShootingSuperman Add on to that the fact that everyone instinctively backpedals]] [[ReflexiveResponse and shoots at a melee equipped Heavy usually...]]
** 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-wielding Pyro.
** Things got hilarious when [[http://www.youtube.com/watch?v=JZbtuGWo1gE a glitch]] was discovered, where disconnecting from the server after playing the Amputator (which gives a small amount of healing to everyone in the Medic's radius) would cause the healing effect to stay. Combine it with the Fists of Steel, and it was possible for a Heavy to wade into [[InstantDeathRadius point-blank minigun fire]] and punch the enemy Heavy to death without dying.

to:

* 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 when combined with usefulness. But pocket Medics and Sandviches made the Sandvich's ability to instantly heal, this penalty suddenly became useless, 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 Mini-Crit damage while the weapon was active and for 3 seconds afterwards, forcing Heavies to utilize them more strategically.
** If a Heavy were to jump and switch away from the GRU, he would retain his running speed until he landed, without being subjected to the full health drain. Many players would use scripts to automate the process of GRU-hopping with perfection, effectively allowing them to reap the benefits of the speed boost with none of the disadvantages. Coupled with a pre-patch Tomislav, the main disadvantages of the Heavy himself were effectively nullified. The Mini-Crit debuff was added to circumvent this exploit.
** Prior to nerfing the interaction, a Heavy who just ate a Buffalo Steak Sandvich would have it's speed itsspeed boost stack with the GRU's innate speed bonus. While the GRU still had a damage penalty, the heavy was fast enough to blaze through enemy fire and punch them to death--faster than ''the Scout'', even[[note]]Granted, he even[[note]]He wasn't ''that faster'' much'' faster than the Scout, but he still was[[/note]].was faster[[/note]]. That's right. He was a better demoknight Demoknight than the demoknight. This has since been removed, with the Demoknight. The GRU's speed bonus no longer stacking stacks with the Buffalo Steak Sandvich.
* The Heavy's [[http://wiki.teamfortress.com/wiki/Sandvich Sandvich]] was somewhat overpowering for quite some time. One of its functionalities that was added some time after Its initial release was to use alternate fire that allowed threw the user Sandvich onto the ground to throw it down and act a Medium Health Pack. It was intended to have it act Heavy be a Support-lite who heals buddies, but Heavy could also pick up the Sandvich as a medium health pack. Not 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 A fleeing Heavy (or one wounded in between engagements) since they could throw down their Sandvich and who is able to heal himself for 150 HP instantly replenish health on basically killed any reason of eating it the move.normal way. 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/Fists_of_Steel Fists of Steel]] when first released. Sure, you take double damage when hit by melee weapons (usually resulting in OHKO when engaged in melee battle, especially against a Pyro with the Axtinguisher), but the fact that it provided [[StoneWall 60% damage resistance against ranged weaponry]] allowed Heavies to survive [[ChunkySalsaRule fully-charged]] [[DefiedTrope headshots]], as well as Sentry barrages. Thankfully, this was later reduced to 40% and a weapon switch time penalty was implemented as well.\n** [[ShootingSuperman Add on to that the fact that everyone instinctively backpedals]] [[ReflexiveResponse and shoots at a melee equipped Heavy usually...]]
usually.]] This was later reduced to 40% ranged resistance, and a weapon switch time penalty was implemented as well.
** 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-wielding Axtinguisher Pyro.
** Things got hilarious when [[http://www.youtube.com/watch?v=JZbtuGWo1gE a glitch]] was discovered, where disconnecting from the server after playing the Amputator (which gives a small amount of healing to everyone in the Medic's radius) would cause the healing effect to stay. Combine it with the Fists of Steel, and it It was possible for a Fists of Steel Heavy to wade into [[InstantDeathRadius point-blank minigun fire]] and punch the enemy Heavy to death without dying.with health to spare.



* The Engineer Update set a new standard for turtling. One of the Engineer's new weapons was the [[http://wiki.teamfortress.com/wiki/Wrangler Wrangler]], which allows an Engineer to take personal control of where his Sentry Gun shoots. Not bad by itself, but consider the fact that this gives the Sentry infinite range (along with the fact that it has no damage falloff, meaning it does full damage at any range), and among the Wrangler's features is that it doubles the Sentry's fire rate (which is basically double damage), and projects a shield that causes it to take only 33% damage, tripling its HP. With no downside apart from disabling the Sentry for three seconds when the Wrangler is un-equipped or when the Engineer is killed. Instantly banned in competitive play.
** Among the new features in the same update is the ability for an Engineer to pack his buildings up and move them. Not too bad by itself since it's generally a wise idea to be able to move Dispensers and Teleporter Exits forward as your team advances. But when you can move your Sentry Gun as well, and combine it with the Wrangler... you can take over and lock down an entire area given about six seconds of nobody noticing you.

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* The Engineer Update set a new standard for turtling. One of the Engineer's new weapons was the [[http://wiki.teamfortress.com/wiki/Wrangler Wrangler]], which allows an Engineer to take personal control of where his Sentry Gun shoots. Not bad by itself, but consider the fact that this also gives the Sentry infinite range (along with the fact that it has no damage falloff, meaning it does full damage at any range), and among the Wrangler's features is that it doubles the Sentry's fire rate (which is basically double damage), and projects a shield that causes it to take only 33% damage, tripling its HP. With no downside apart from disabling the Sentry for three seconds when the Wrangler is un-equipped or when the Engineer is killed. Instantly banned in competitive play.
play. Over the years it was nerfed to reduce the repair-rate of the Sentry by 66%, same as its shield strength, and for the wrangled Sentry to be less accurate and have damage falloff. Now a few compeititve rulesets allow it.
** Among the new features in the same update Engineer Update is the ability for an Engineer to pack his buildings up and move them. Not too bad by itself since it's generally Which was a wise idea to be able to very welcome change as Engineers could move Dispensers and Teleporter Exits forward as your with the team advances. without needing to reuild everything. But when you can move your Sentry Gun as well, and combine it with the Wrangler... Wrangler, you can could take over and lock down an entire area given about six seconds of nobody noticing you.



** Eventually, Valve decided to make long-range Wrangling less effective by reducing its long range accuracy and increasing its damage falloff, and having the Wrangler's shield also reduce the effectiveness of reloading and repairing the Sentry. This reduced the efficiency of repairing a Wrangled Sentry, making it a bit easier to destroy as a repairing Engineer can no longer outpace incoming damage and needs to spend more time in a more vulnerable position to fix it up.
* 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, increased its hitbox to make them easier to 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.
** This is to say nothing of the Gunslinger itself. It grants the Engineer 25 more health points with 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).
* The [[http://wiki.teamfortress.com/wiki/Pomson_6000 Pomson 6000]] got a lot of hate for its low risk vs. reward and capability to easily counter two of the Engineer's counters upon release. Its normal attributes weren't anything to write home about, and its ability to [[OneHitPolykill penetrate targets]] was only really useful when holding down a corridor due to its mediocre damage at long range. The main problem came from its ability to strip 10% [=ÜberCharge=] from a Medic for each shot landed; just hitting a Medic twice (which is really easy to do given the projectile's large hitbox detection) was enough to set their charge time back by 16 seconds, long enough to create a window with which to kill the Medic while he's helpless; this becomes a major problem when a Medic has a full [=ÜberCharge=] meter, charges forward, only to have it taken away the second before he's able to pop it, completely shutting down a push attempt. Teammates trying to body-block these shots, the natural tendency when trying to protect a Medic, were also wasting their time, given the Pomson's ability to penetrate targets. The Mann vs. Machine update removed its penetration ability, greatly reducing its spammability.
** The same weapon also made Spies ineffective. While it didn't affect Cloak and Dagger Spies (although they could be found much more easily simply by shooting everything with a pistol), it heavily affected the Dead Ringer Spy. The Dead Ringer can only activate upon a full cloak, so being glanced by one shot meant you had to wait several seconds before you could actually cloak. A sharpshooter Engineer could hit potential Spies long before they realized what had happened and deny them fake deaths in enemy territory. It also didn't help that the Pomson made a tell-tale noise whenever it drained Cloak or [=ÜberCharge=], whereas every other hit-related sound in the game is disabled if you hit a disguised Spy. Suddenly Pyros were no longer needed...

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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, and having the Wrangler's shield also reduce the effectiveness of reloading and repairing the Sentry. This reduced the efficiency of repairing a Wrangled Sentry, making it a bit easier to destroy as a repairing Engineer can no longer outpace incoming damage and needs to spend more time in a more vulnerable position to fix it up.
* The [[http://wiki.teamfortress.com/wiki/Gunslinger Gunslinger]] made quite the splash when it was initially added to the game, splash, creating a sudden surge new breed of aggressive engineers using a viable playstyle that Engineers which, unlike before the update, was completely effective and caught players at the time were not prepared for. entirely off guard. It replaces the Engineer's wrench with a robotic hand that grants him more health, and instead of his giant Sentry lets him build he builds 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 lower 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, increased its hitbox to make them easier to destroy, and adjusted its building process such that players can destroy the mini-sentry before it finishes construction. While the gunslinger Gunslinger is still hated, the community has more or less adapted to it.
** This is to say nothing of the The Gunslinger itself.itself is also a point of contention. It grants the Engineer 25 more health points with the only downside it has as a melee weapon is that it can't randomly crit. Instead, however, Instead 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).
patched).
* The [[http://wiki.teamfortress.com/wiki/Pomson_6000 Pomson 6000]] got a lot of hate for its low risk vs. reward and capability to easily counter two of the Engineer's counters upon release.counters. Its normal attributes weren't anything to write home about, and its ability to [[OneHitPolykill penetrate targets]] was only really useful when holding down a corridor due to its mediocre damage at long range. The main problem came from its ability to strip 10% [=ÜberCharge=] from a Medic for each shot landed; just hitting a Medic twice (which is really easy to do given the projectile's large hitbox detection) was enough to set their charge time back by 16 seconds, long enough to create a window with which to kill the Medic while he's helpless; this becomes a major problem when a Medic has a full [=ÜberCharge=] meter, charges forward, only to have it taken away the second before he's able to pop it, completely shutting down a push attempt. Teammates trying to body-block these shots, the natural tendency when trying to protect a Medic, were also wasting their time, given the Pomson's ability to penetrate targets. The Mann vs. Machine update removed its penetration ability, greatly reducing its spammability.
** The same weapon also made Spies ineffective. While it didn't affect Cloak and Dagger Spies (although they could be found much more easily simply by shooting everything with a pistol), it heavily affected the Dead Ringer Spy. The Dead Ringer can only activate upon a full cloak, so being glanced by one shot meant you had to wait several seconds before you could actually cloak. A sharpshooter Engineer could hit potential Spies long before they realized what had happened and deny them fake deaths in enemy territory. It also didn't help that the Pomson made a tell-tale noise whenever it drained Cloak or [=ÜberCharge=], whereas every other hit-related sound in the game is disabled if you hit a disguised Spy. Suddenly Pyros were no longer needed...needed.



*** Due to the fact that the Short Circuit [[BeamSpam was so powerful against classes that normally counter engineers]], and fact that people were [[http://www.youtube.com/watch?v=9_pTnrap_mQ abusing a defensive tool to wipe out enemies]] and even [[https://www.youtube.com/watch?v=bL5kacDoPGo destroy Robin Walker]], the Short Circuit was soon nerfed; a minor patch (1/9/14) increased metal cost for destroying projectiles (to 15 metal) and lowered the damage [[CherryTapping even further]]. A second nerf the next month prevents Engineers from gaining metal from dispensers while the Short Circuit was the active weapon, reducing the Engineer's ability to camp at a dispenser and spam the weapon. While the firing rate was still left untouched, these nerfs encourage Engineers to time it on projectiles, especially if the dispenser is not full or there are no ammo crates nearby.

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*** Due to the fact that the Short Circuit [[BeamSpam was so powerful against classes that normally counter engineers]], and fact that people were [[http://www.youtube.com/watch?v=9_pTnrap_mQ abusing a defensive tool to wipe out enemies]] and even [[https://www.youtube.com/watch?v=bL5kacDoPGo destroy Robin Walker]], the Short Circuit was soon nerfed; a nerfed. A minor patch (1/9/14) increased metal cost for destroying projectiles (to 15 metal) and lowered the damage [[CherryTapping even further]]. A second nerf the next month prevents Engineers from gaining metal from dispensers while the Short Circuit was the active weapon, reducing the Engineer's ability to camp at a dispenser and spam the weapon. While the firing rate was still left untouched, these nerfs encourage Engineers to time it on projectiles, especially if the dispenser is not full or there are no ammo crates nearby.



* 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'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.
* Similarly to the Danger Shield, the Razorback is disproportionately useful in higher level play. While a mere nuisance in standard play (where a Spy can easily gun down a Sniper), Snipers are arguably the most powerful class in high-level Highlander matches, and stand need the combo. Since the combo includes Medic (who almost always overheals the Sniper so he doesn't get quickscoped) and Pyro, this means that it's nearly impossible for a Spy to kill the class that he supposedly counters.

to:

* Believe it or not, the Darwin's Danger Shield, albeit only in [=PUGs=] and competitive play; the play. The largest threat to a Sniper is other Snipers, and the Danger Shield's bullet resistance allows the user wearer to tank a quick-scope headshot, or a fully charged body shot, even offsetting the Machina's damage bonus, RNG notwithstanding.
bonus.
* Similarly to the Danger Shield, the Razorback is disproportionately useful in higher level play. While a mere nuisance in standard play (where a Spy can easily gun down a Sniper), Snipers are arguably the most powerful class in high-level Highlander matches, and stand need is the combo.focal point of a class-combo. Since the combo includes Medic (who almost always overheals the Sniper so he doesn't get quickscoped) and Pyro, this means that it's nearly impossible for a Spy to kill the class that he supposedly counters.



* 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 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.

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* The Bushwacka was extremely powerful when first introduced. The weapon crits whenever it would normally mini-crit, almost doubling its strength. The Sniper has Jarate and the Sydney Sleeper, weapons that can force minicrits on the target, which more than doubles its damage in those situations. essentially gave the Sniper the ability to easily assassinate anyone at close range. The opposite of where a Sniper should be capable. It initially only had the penalty of 20% fire damage taken, which didn't really matter even to against 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. anyway. It initially could also random randomly crit, so there was almost no reason a Sniper wouldn't carry one even if they didn't use Jarate. It was eventually patched initially nerfed so that it couldn't have that random randomly crit, giving the Sniper at least some reason to use the kukri Kukri over it. Finally Finally, it was nerfed so that the wielder had a general penalty of 20% extra damage taken while the weapon is out, which prevents snipers from using made the "Jarate-chop" as "Jarate-Chop" into a low-penalty high-risk high-reward emergency weapon. maneuver if the enemy could react.



** The first release of the Dead Ringer let him cancel it immediately. Add the fast recharge and as long as you constantly clicked to keep it active and cancel any faked death, you had about 1200 HP (ten times the normal amount or so). Compare the highest-HP class, the Heavy, with his smashing 300 HP, the Spy was basically immortal until a patch fixed this. Now it drains down to 40% every time you cancel, as well as having a cooldown of sorts.
*** It was ''still'' 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.
*** Even despite all that, the Dead Ringer '''still''' demanded nerfs, since the feign death feature was abused by bad Spies for the damage resistance. In addition to promoting bad tactics (using it to tank damage rather than fool the enemy), it served mainly to set back the enemy while the Spy has plenty of time to run to a health and ammo pack, even while on fire. In the end, the Dead Ringer was nerfed so that taking enough damage while cloaked will revoke the damage resistance and no-flicker of its cloak, making sure that those useless Spies don't overstay their welcome (a Dead Ringer Spy will now die to a Pyro in about 3 seconds at most.)
* The [[http://wiki.teamfortress.com/wiki/Enforcer Enforcer]] was another Über Update weapon that was highly controversial upon release. For a 20% damage increase, its only disadvantage was taking a little extra time to become invisible... something easily negated by using the Dead Ringer, which instantly cloaks regardless. The additional damage allowed Spies to ''fight on the front lines'' and deal a surprising amount of damage to pursuers, which completely eliminates the Spy's class disadvantage of not being able to fight back against other classes in a direct fight or when discovered. This got especially terrible when a certain glitch with the Diamondback allowed players to [[http://www.youtube.com/watch?v=6hBSs1q7cFg exploit infinite crits with the Spy's primary weapon]]. However, it has since been nerfed and now has a slower firing speed, only causes the damage bonus when the Spy is undisguised, and can't deal random critical hits. When all is said however, the fact remains that this weapon is capable of two-shotting any 125-health class, in contrast to the 3 shots of a revolver, and allows the spy to be have a very good chance of defeating scouts, one of his natural counters.
** The Gun Mettle update nerfed the weapon again, this time changing the damage bonus to only applying when disguised, so a Spy has to wait a short moment before he can use the bonus again.
* 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. Incapable of destroying or damaging buildings, it removes upgrades from buildings, quickly weakening Level 2 or 3 buildings, but slowly un-building Level 1 items into ammo. Despite being a balanced concept, however, 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.
** 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 or paralyzing mini-sentries.

to:

** The first release of the Dead Ringer let him cancel it immediately. Add the fast recharge and as long as you constantly clicked to keep it active and cancel any faked death, you had about 1200 HP (ten times the normal amount or so). Compare Compared to the highest-HP class, 300 HP Heavy being the Heavy, with his smashing 300 HP, tankiest class by Valve's design, the Spy was basically immortal until a patch fixed this. Now it drains down to 40% every time you cancel, cancel with more "Cloak" than that, as well as having a cooldown of sorts.
*** It was ''still'' 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.
*** Even despite Despite all that, the Dead Ringer '''still''' demanded nerfs, since got reworked, because the feign death feature was abused used by bad Spies for the damage resistance. In addition to promoting bad tactics (using it to tank damage rather than fool the enemy), it served mainly to set back the enemy while the Spy has plenty of time to run to a health and ammo pack, even while on fire. In the end, the Dead Ringer was nerfed so that taking enough damage while cloaked will revoke the damage resistance and no-flicker of its cloak, making sure that those useless rather than any attempt to fool enemies. This promoted reckless play, with Spies don't overstay their welcome (a running around as a very specialized assault class looking for backstabs, and using the damage resistance to get away scot free. The new Dead Ringer Spy will now die to as of the Gun Mettle has a Pyro in about new speed boost upon trigger, playing into it being used as an escape tool. But as a trade off, the damage resistance is overall lower, and after 3 seconds at most.)
the Spy takes has the normal damage resistance when cloaked and flickers when shot or bumping into enemies.
* The [[http://wiki.teamfortress.com/wiki/Enforcer Enforcer]] was another Über Update weapon that was highly controversial upon release. For With a 20% damage increase, its only disadvantage was taking a little extra time to become invisible... something easily negated by using the invisible. The Dead Ringer, which Ringer instantly cloaks regardless. the Spy upon taking damage. The additional damage allowed Spies to ''fight on the front lines'' and deal a surprising amount of damage to pursuers, which completely eliminates the Spy's class disadvantage of not being able to fight back against other classes in handle a direct fight or when discovered.fight. Add on the Spy-cicle, from a Smissmas update, which let the Spy backstab enemies without them screaming and extinguish fire on himself. [[FanNickname Dr. Enforcicle]] terrorized pubs for ''years''. This got especially terrible when a certain glitch with the Diamondback allowed players to [[http://www.youtube.com/watch?v=6hBSs1q7cFg exploit infinite crits with the Spy's primary weapon]]. However, it the Enforcer has since been nerfed and now has a slower firing speed, only causes the damage bonus when the Spy is undisguised, and can't deal random critical hits. When all is said however, The enforcer still lets the fact remains that this weapon is capable of two-shotting any 125-health class, Spy 2-shot classes with 125 health, in contrast to the 3 shots of a revolver, and allows the spy still giving Spy a good tool against Scouts. The Spy-cicle was nerfed to be have a very good chance victims scream when backstabbed, and reducing its fire immunity to 1 second with 10 seconds of defeating scouts, one of his natural counters.
afterburn immunity.
** The Gun Mettle update nerfed the weapon again, weapon even further, this time changing the damage bonus to only applying apply when disguised, so disguised. So if a Spy has to wait misses that first shot, he's stuck with a short moment before he can use the bonus again.
standard Revolver that fires slower.
* 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. Incapable of destroying or damaging buildings, It didn't destory buildings to normal way, instead it removes removed upgrades from buildings, quickly weakening Level 2 or 3 buildings, but slowly un-building Level 1 items into ammo. Despite being a balanced concept, however, 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 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.
** This was alleviated when the downgrade time was extended from 1.8 6 seconds to 3 seconds, nerfing it somewhat; while 3.0 seconds. 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 14 seconds to finish off a Level 1 Sentry (or even 21.4 7 seconds for Level 1 Dispensers and Teleporters), the higher probability of buildings being saved fact it will almost never fully kill a building means that it's only good for weakening guarded buildings for allies or paralyzing mini-sentries.



* The first Polycount Update (along with Australian Christmas) brought this with the advent of '[[http://wiki.teamfortress.com/wiki/Item_sets set bonuses]].' Having an entire [[SetBonus set of equipment grants bonuses and flaws on top of existing ones]]. While bonuses and flaws aren't exactly new, what made it game-breaking is that some of these sets didn't come with any flaws at all, meaning that somebody with the item set ''hat'' had a pure advantage over someone who didn't (for instance, a player with the Special Delivery set while wearing the Milkman has 25 more HP than a player without the hat, while carrying the exact same weapons loadout). This was eventually rectified by making future sets purely cosmetic or having small enough bonuses that they didn't matter, and the old ones had their bonuses merged into the weapons.
** In general, the first set of Polycount item sets drew a lot of hate and ire since they required players to wear a ''hat'' alongside the items, and hats are a hell of a lot harder to come by than weapons, both in random drop and in crafting. So, for the first few weeks of the update (and for months afterwards), the only ones who were able to take advantage of the item set bonuses were the ones that either got lucky in item drops or crate openings, were farsighted enough to save up enough Refined Metal to craft one of the hats before the update, or [[BribingYourWayToVictory simply purchased the hat from the Mann Co. Store]].

to:

* The first Polycount Update (along with Australian Christmas) brought this with the advent of '[[http://wiki.teamfortress.com/wiki/Item_sets set bonuses]].' Having an entire [[SetBonus set of equipment grants bonuses and flaws on top of existing ones]]. While bonuses and flaws aren't exactly new, what made it game-breaking is that some of these first sets didn't come with any flaws at all, meaning that somebody all. Somebody with the item set ''hat'' had a pure advantage over someone who didn't (for instance, a (A player with the Special Delivery set while wearing the Milkman has 25 more HP than a player without the hat, while carrying the exact same weapons loadout). weapons). This was eventually rectified by making future sets purely cosmetic or having small enough bonuses that they didn't matter, and the old ones initial Polycount Sets had their bonuses merged into the weapons.
** In general, the first set of The Polycount item sets drew a lot of hate and ire since they required players to wear a ''hat'' alongside the items, and hats are a hell Hell of a lot harder to come by than weapons, both weapons. Both in random drop drops and in crafting. So, for So until the first few weeks of set bonuses were merged into the update (and for months afterwards), weapons themselves), the only ones who were able to take advantage of the item set bonuses were the ones that either got lucky in item drops or crate openings, were farsighted enough willing to save up enough grind out the Refined Metal needed to craft one of the hats before the update, hats, or [[BribingYourWayToVictory simply purchased the hat from the Mann Co. Store]].



* Exploits in general, although not an intended part of the game, seem to come up frequently enough to deserve mention and are excruciatingly difficult to deal with fairly. While a complete list would fill up this page, one particularly grievous [[https://www.youtube.com/watch?v=pPoKaoJu0m4 exploit]] early in the game's history allowed players to get under the map, making them effectively invincible while they shot up through the floor to unsuspecting players . Engineers could build Teleporters to more quickly facilitate this, then build Sentry Guns directly under the enemy spawn to keep enemy players from doing anything, leading to ragequits. Needless to say, this was quickly patched.
** Virtually the same exploit came back years later, thanks to a glitch related to coaching and dueling someone at the same allowing the student to clip through map objects and walls.
** There have been many, many bugs allowing players to enter enemy spawns before the round ended in a colorful array of methods, almost always leading to [[TotalPartyKill Total Party Kills]] and [[RageQuit Rage Quits]]; in fact, because of this, [[https://forums.alliedmods.net/showthread.php?p=1847458 at least one server mod exists]] which [[NoFairCheating automatically slays anyone who gets into the enemy spawn prior to humiliation]].
* The Gun Mettle Update and the Love & War update both showed, in varying ways, that designers of Payload maps are very lax when it comes to determining what sets off the bomb explosion at the end. [[note]] Here's how it works in a nutshell: the bomb hole contains a trigger which captures the point and creates the explosion whenever a physics object passes through it. There is a filter which allows only the cart to trigger the explosion, but wasn't added to many maps for the longest time due to not being necessary. Payload maps are typically designed so that the cart is the only physics prop on the map, plus on most there is a glass panel which opens only for the cart. However, both these updates added ways to create physics props yourself, allowing for premature explosions and causing the cart to disappear, since it's scripted to do so upon "exploding".[[/note]] The Love & War Update added bread objects which occasionally spawn when using a Teleporter; on Upward, a crafty Engineer could build a Teleporter Exit near the pit which would cause a bread object to spawn, triggering the explosion. Thankfully, it was patched soon afterwards. However, a year later, the Gun Mettle Update changed the way dropped weapons work, so that now they were physics props rather than pickups, and also added medium ammo boxes on death that are also props. People found various ways of spawning ammo boxes inside the pit via High-Fiving and then suiciding (caused by the High-Five pose causing the ammo box to spawn in an awkward position) and tossing weapons, especially oblong ones such as the flamethrower, on the last point until it clipped through. It took ''three patches'' to fix all this. And again, shortly after the Touch Break Update, it became possible for a pyro picking up and dropping a flamethrower repeatedly to set off the final capture point in Borneo, effectively making the second-to-last capture point the final terminus.
* Many weapons suddenly become this in Mann vs. Machine, due to the different nature of the game mode and the fact that most weapons can be upgraded. Weapons with unique and useful abilities can often have all their drawbacks all but eliminated with upgrades. Case and point, the Kritzkrieg replaces its Ubercharge with guaranteed crits and has faster uber rate than the stock medigun. Since the medic can create barriers to block damage in this mode anyway, and canteens for Uber are cheaper than canteens for Crits, there is no reason to use the stock medigun.
** If your team is running a Sniper instead of a Demoman, chances are he will use the Hitman's Heatmaker because it functionally grants the Sniper a damage boost by charging while reloading and allows the Sniper to continually aim while it's enabled. It only takes three kills to activate focus, and kills made under focus refill the bar. Given that the sniper rifle can be upgraded to deal splash damage on headshots, a Sniper using the Hitman's Heatmaker can stay scoped in until there is nothing to kill or he runs out of ammo.

to:

* Exploits in general, although not an intended part of the game, general seem to come up frequently enough to deserve mention and are excruciatingly difficult to deal with fairly. While a complete list would fill up this page, one particularly grievous [[https://www.youtube.com/watch?v=pPoKaoJu0m4 exploit]] early in the game's history allowed players to get under the map, making them effectively invincible while they shot up through the floor to at unsuspecting players . players. Engineers could build Teleporters to more quickly facilitate this, then build Sentry Guns directly under the enemy spawn to keep enemy players from doing anything, leading to ragequits. Needless to say, this This was quickly patched.
** Virtually the same exploit came back years later, thanks to a glitch related to coaching and dueling someone at the same time allowing the student to clip through map objects and walls.
** There have been many, many bugs allowing players to enter enemy spawns before the round ended in a colorful array of methods, almost always leading to [[TotalPartyKill Total Party Kills]] and [[RageQuit Rage Quits]]; in fact, because Quits]]. Because of this, [[https://forums.alliedmods.net/showthread.php?p=1847458 at least one server mod exists]] which [[NoFairCheating automatically slays anyone who gets into the enemy spawn prior to humiliation]].
Humiliation]].
* The Gun Mettle Update and the Love & War update both showed, in varying ways, that designers of Payload maps are very lax when it comes to determining what sets off the bomb explosion at the end. [[note]] Here's how it works in a nutshell: the bomb The bomb's intended hole contains a trigger which captures the point and creates the explosion whenever a physics object passes through it. There is a filter which allows only the cart to trigger the explosion, but wasn't added to many maps for the longest time due to not being necessary. Payload maps are typically designed so that the cart is the only physics prop on the map, plus on most there is a glass panel which opens only for the cart. However, both these updates added ways to create physics props yourself, allowing for premature explosions and causing the cart to disappear, since it's scripted to do so upon "exploding".[[/note]] The Love & War Update added bread objects which occasionally spawn when using a Teleporter; on Upward, a crafty Engineer could build a Teleporter Exit near the pit which would cause a bread object to spawn, triggering the explosion. Thankfully, it was patched soon afterwards. However, a year later, the Gun Mettle Update changed the way dropped weapons work, so that now they were physics props rather than pickups, and also added medium ammo boxes on death that are also props. People found various ways of spawning ammo boxes inside the pit via High-Fiving and then suiciding (caused by the High-Five pose causing the ammo box to spawn in an awkward position) and tossing weapons, especially oblong ones such as the flamethrower, on the last point until it clipped through. It took ''three patches'' to fix all this. And again, shortly after the Touch Break Update, it became possible for a pyro picking Pyro to pick up and dropping drop a flamethrower Flamethrower repeatedly to set off the final capture point in Borneo, effectively making the second-to-last capture point the final terminus.
Borneo.
* Many weapons suddenly become this intentionally in Mann vs. Machine, due to the different horde-mode nature of the game mode and the fact that most weapons can be upgraded. Weapons with unique and useful abilities can often have all their drawbacks all but eliminated with upgrades. Case and point, the upgrades.
** The
Kritzkrieg replaces its Ubercharge with giving the patient guaranteed crits Critical Hits and has a faster uber charge rate than the stock medigun. Since the medic default Medigun. Medic can create barriers to block damage in this mode anyway, to substitute for an Ubercharge, and canteens for Uber are cheaper than canteens for Crits, so there is no reason to use the stock medigun.default Medigun.
** If your team is running a Sniper instead of a Demoman, chances are he will use the Hitman's Heatmaker because it functionally Heatmaker. It grants the Sniper a damage boost by charging its damage while reloading and allows the Sniper to continually aim while it's down his scope when "Focus" is enabled. It only takes three kills to activate focus, Focus, and kills made under focus Focus refill the bar. Given that the sniper rifle The Sniper Rifles can be upgraded to deal splash damage on headshots, so a Sniper using the Hitman's Heatmaker can stay scoped in and mow down waves of robots until there is nothing to kill or he runs he's out of ammo.
14th Nov '16 11:54:11 AM weiserthanyou
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* The Gun Mettle Update and the Love & War update both showed, in varying ways, that designers of Payload maps are very lax when it comes to determining what sets off the bomb explosion at the end. [[note]] Here's how it works in a nutshell: the bomb hole contains a trigger which captures the point and creates the explosion whenever a physics object passes through it. There is a filter which allows only the cart to trigger the explosion, but wasn't added to many maps for the longest time due to not being necessary. Payload maps are typically designed so that the cart is the only physics prop on the map, plus on most there is a glass panel which opens only for the cart. However, both these updates added ways to create physics props yourself, allowing for premature explosions and causing the cart to disappear, since it's scripted to do so upon "exploding".[[/note]] The Love & War Update added bread objects which occasionally spawn when using a Teleporter; on Upward, a crafty Engineer could build a Teleporter Exit near the pit which would cause a bread object to spawn, triggering the explosion. Thankfully, it was patched soon afterwards. However, a year later, the Gun Mettle Update changed the way dropped weapons work, so that now they were physics props rather than pickups, and also added medium ammo boxes on death that are also props. People found various ways of spawning ammo boxes inside the pit via High-Fiving and then suiciding (caused by the High-Five pose causing the ammo box to spawn in an awkward position) and tossing weapons, especially oblong ones such as the flamethrower, on the last point until it clipped through. It took ''three patches'' to fix all this.

to:

* The Gun Mettle Update and the Love & War update both showed, in varying ways, that designers of Payload maps are very lax when it comes to determining what sets off the bomb explosion at the end. [[note]] Here's how it works in a nutshell: the bomb hole contains a trigger which captures the point and creates the explosion whenever a physics object passes through it. There is a filter which allows only the cart to trigger the explosion, but wasn't added to many maps for the longest time due to not being necessary. Payload maps are typically designed so that the cart is the only physics prop on the map, plus on most there is a glass panel which opens only for the cart. However, both these updates added ways to create physics props yourself, allowing for premature explosions and causing the cart to disappear, since it's scripted to do so upon "exploding".[[/note]] The Love & War Update added bread objects which occasionally spawn when using a Teleporter; on Upward, a crafty Engineer could build a Teleporter Exit near the pit which would cause a bread object to spawn, triggering the explosion. Thankfully, it was patched soon afterwards. However, a year later, the Gun Mettle Update changed the way dropped weapons work, so that now they were physics props rather than pickups, and also added medium ammo boxes on death that are also props. People found various ways of spawning ammo boxes inside the pit via High-Fiving and then suiciding (caused by the High-Five pose causing the ammo box to spawn in an awkward position) and tossing weapons, especially oblong ones such as the flamethrower, on the last point until it clipped through. It took ''three patches'' to fix all this. And again, shortly after the Touch Break Update, it became possible for a pyro picking up and dropping a flamethrower repeatedly to set off the final capture point in Borneo, effectively making the second-to-last capture point the final terminus.
16th Oct '16 7:10:43 PM GuiRitter
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** The Beggar's Bazooka had a glitch that probably inspired the Air Strike and made it 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.

to:

** The Beggar's Bazooka had a glitch that probably inspired the Air Strike and made it very powerful. Loading in to too 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.
16th Oct '16 7:08:20 PM GuiRitter
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* The [[http://wiki.teamfortress.com/wiki/Air_Strike Air Strike]] is quite possibly the 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 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.

to:

* The [[http://wiki.teamfortress.com/wiki/Air_Strike Air Strike]] is quite possibly the 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 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.it.
22nd Aug '16 2:04:45 PM flameclaw0x7
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Added DiffLines:

* [[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.
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http://tvtropes.org/pmwiki/article_history.php?article=GameBreaker.TeamFortress2