History GameBreaker / WideOpenSandbox

30th Apr '17 12:28:09 PM garthvader
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** The RC Possessor weapon is a semi-automatic gun that lets you take control of vehicles, either instantly exploding them regardless of their armour or allowing you to use armed vehicles which enemies are not programmed to react to.
16th Feb '17 9:51:18 PM Mr.Movie
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* ''VideoGame/SidMeiersPirates'' Sloop and Pinnacle class vessels. Ostensibly maneuverable and fast vessels balanced out by poor armament and mediocre crew capacity, they are by far the best and most popular vessels for ship-to-ship combat. The reason why is because the combat system places extremely emphasis on controlling the distance between ships, dodging cannonballs, and getting into an opponent's blind spots while keeping them in your field of fire. Sloop and Pinnacle class vessels are the best at all these things: their speed (as well as their ability to sail relatively well at all points of sail) means they can stay safely out of reach of larger opponents, while their maneuverability and small size helps these weave through enemy cannonballs and ensure their guns are always pointed in the right direction. All this is flipped for larger ships: they can't catch up to or outrun their opponents, their greater durability is meaningless because their slow speed and large size means they'll usually get hit, their greater armament is negated by the fact that they can't hit faster opponents, and their larger crews are negated by Sloops and Pinnacles using grape-shot ammunition prior to boarding.
** Some players take this to the extreme by always using the ''War Canoe'', the smallest sub-variant of the Pinnacle class (which is in turn the smallest ship class).
15th Feb '17 1:37:41 PM Delta2501
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* ''{{VideoGame/WatchDogs2}}'': The distraction ability trivialises stealth encounters since you effectively render an enemy blind for several seconds, giving you plenty of time to walk past them, have your car hack a terminal they are standing in front of or use a stealth takedown. It's just as effective in battle, paralysing even armoured elite enemies and setting them up for an instant-kill melee attack. It's also ridiculously cheap and spammable (requiring only one bar of energy with the right upgrades).
** The mass communication hack variant is even more powerful, stunning every enemy nearby and letting you easily run rings around the squad of guards seeking you out or the swat team after your blood.
* ''{{VideoGame/SleepingDogs}}'': Consuming a Pork Bun will give you a long-lasting health regeneration so powerful you can spend entire missions ignoring cover, running right up to gun-wielding enemies and using a melee takedown/disarm, before doing the same to the next guy. Guess the guy was right, [[MemeticMutation a man who never eats pork buns is never a whole man!]]
31st Jan '17 1:51:48 PM garthvader
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* The jetpack in the "Air Assault" DLC of JustCause3 outright destroys the game: infinite flight, the ability to fire guns and lock-on missiles with no limit but a short cooldown (which can be made shorter), personal VTOL launching...there's literally no need to ever use a vehicle again outside of missions that require one. The DLC was actually heavily criticised on the basis it made so many of the core game mechanics utterly redundant.
31st Jan '17 1:45:34 PM garthvader
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** The M-16 in ''VideoGame/GrandTheftAutoIII'' was easily the most overpowered overwhelming weapon in the game. Available early on, the M-16 shredded everything that stood in its path - cars, people, law enforcement, you name it.

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** The M-16 in ''VideoGame/GrandTheftAutoIII'' was easily the most overpowered overwhelming weapon in the game. Available early on, the M-16 shredded everything that stood in its path - cars, people, law enforcement, you name it.
31st Jan '17 1:44:58 PM garthvader
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** The M-16 in ''VideoGame/GrandTheftAutoIII'' was easily the most overwhelming weapon in the game. Available early on, the M-16 shredded everything that stood in its path - cars, people, law enforcement, you name it.

to:

** The M-16 in ''VideoGame/GrandTheftAutoIII'' was easily the most overpowered overwhelming weapon in the game. Available early on, the M-16 shredded everything that stood in its path - cars, people, law enforcement, you name it.



** The Surgery skill. 4% chance per point that a unit will be knocked unconscious rather than killed. Doesn't sound like much, but remember that soldiers who survive battles and get experience are much stronger. Stronger soldiers are much harder to kill and much better at killing other soldiers, so you win more battles with fewer casualties. You win more battles, and you get more experience for your elite killing machines ''and'' your raw recruits due to LeakedExperience, and they in turn become much harder to kill... See how there's a snowball effect here? You only need about 3-4 points in the skill for a noticeable effect, and it becomes even better if you take up the Trainer skill as well, which allows you to distribute a small amount of experience points from just randomly marching around.

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** The Surgery skill. 4% chance per point that a unit will be knocked unconscious rather than killed. Doesn't sound like much, but remember that soldiers who survive battles and get experience are much stronger. Stronger soldiers are much harder to kill and much better at killing other soldiers, so you win more battles with fewer casualties. You win more battles, and you get more experience for your elite killing machines ''and'' your raw recruits due to LeakedExperience, and they in turn become much harder to kill... See how there's a snowball effect here? You only need about 3-4 points in the skill for a noticeable effect, and it becomes even better more broken if you take up the Trainer skill as well, which allows you to distribute a small amount of experience points from just randomly marching around.
20th Oct '16 7:33:36 PM flarn2006
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** As of version 1.9, there is now a vanilla item that allows flight. It is non-renewable and has limited durability, though the Mending enchantment can enable it to be repaired without limit at the cost of experience. However, it is not obtainable until you have access to the outer islands of the End, and once there, you need to find an End City and get to the top. Once you have it, the flight is very limited, requiring good timing if you don't want to just glide, and you can't take off instantly. It works similar to the Wing Cap in VideoGame/SuperMario64.
30th Sep '16 2:59:33 AM Kotomikun
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* ''VideoGame/KerbalSpaceProgram'''s [[NintendoHard difficulty]] mainly comes from the realistic fuel limitations--requiring many huge fuel tanks, most of which will be ditched along the way, just to go to the "Mun" and back. Running out of fuel is a common problem, and usually forces you to restart or send a rescue mission. But there are a couple of ways to effectively have limitless fuel.
** The infamous "get out and push" strategy. A Kerbal on EVA can use their jetpack to push their spacecraft; when fuel gets low, they can hop back in the capsule to replenish it, and repeat as many times as necessary. This is very tedious, and obviously won't work for landing or takeoff, but it's commonly used to fudge the numbers a bit when you run out of fuel just short of a return trajectory.
** [[GoodBadBugs Kraken drives.]] Most versions of the game have some physics-exploiting means of accelerating for free, usually [[https://www.youtube.com/watch?v=QBeYZOwNOvc without using engines at all.]]
** To a lesser degree, using the ion engines and/or command chairs to make [[https://www.youtube.com/watch?v=7EWKbHt7Vxs ridiculously tiny vessels]] and/or ships with ludicrous amounts of delta-v. The ion engines are PurposelyOverpowered because realistic ones would take ''months'' to produce significant acceleration, but they're still intended for space probes, as in reality; command chairs are literally just chairs with control capabilities, and are intended for rovers, not spacecraft. But [[AintNoRule you can put any type of engine on anything and kerbals don't mind sitting in a spacesuit strapped to a chair for decades]], so EmergentGameplay takes over.
9th Jul '16 9:32:01 PM DoctorTItanX
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** The M-16 in ''VideoGame/GrandTheftAutoIII'' was easily the most overpowered weapon in the game. Available early on, the M-16 shredded everything that stood in its path - cars, people, law enforcement, you name it.

to:

** The M-16 in ''VideoGame/GrandTheftAutoIII'' was easily the most overpowered overwhelming weapon in the game. Available early on, the M-16 shredded everything that stood in its path - cars, people, law enforcement, you name it.



** The Surgery skill. 4% chance per point that a unit will be knocked unconscious rather than killed. Doesn't sound like much, but remember that soldiers who survive battles and get experience are much stronger. Stronger soldiers are much harder to kill and much better at killing other soldiers, so you win more battles with fewer casualties. You win more battles, and you get more experience for your elite killing machines ''and'' your raw recruits due to LeakedExperience, and they in turn become much harder to kill... See how there's a snowball effect here? You only need about 3-4 points in the skill for a noticeable effect, and it becomes even more broken if you take up the Trainer skill as well, which allows you to distribute a small amount of experience points from just randomly marching around.

to:

** The Surgery skill. 4% chance per point that a unit will be knocked unconscious rather than killed. Doesn't sound like much, but remember that soldiers who survive battles and get experience are much stronger. Stronger soldiers are much harder to kill and much better at killing other soldiers, so you win more battles with fewer casualties. You win more battles, and you get more experience for your elite killing machines ''and'' your raw recruits due to LeakedExperience, and they in turn become much harder to kill... See how there's a snowball effect here? You only need about 3-4 points in the skill for a noticeable effect, and it becomes even more broken better if you take up the Trainer skill as well, which allows you to distribute a small amount of experience points from just randomly marching around.
6th Jan '16 6:57:23 AM Nick98
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** 'Merica, particularly once you unlock unlimited ammo. A dozen guns firing at once ''and'' either a flamethrower or a repeating rocket launcher? The closest thing to a downside is its recoil; hold down the trigger, and the only thing you need to worry about is blowing yourself up if you aim at the ground. Combine it with Buff, and you can take down a Warden in ''seconds''.* Early in ''VideoGame/RedFactionGuerrilla'', Sam will invent the Arc Welder. Buy it, upgrade it, and never look back. This thing will not only fry the three nearest enemies (either killing them or setting them up for a hammer blow), it can somehow distinguish friend from foe, making it safe to use around valuable [=NPCs=]. Most important, it'll kill the driver of ''any vehicle'', from the humblest car to the mightiest tank... leaving it undamaged for you to use. Many missions that would otherwise be tough are a snap with this glorified power tool.

to:

** 'Merica, particularly once you unlock unlimited ammo. A dozen guns firing at once ''and'' either a flamethrower or a repeating rocket launcher? The closest thing to a downside is its recoil; hold down the trigger, and the only thing you need to worry about is blowing yourself up if you aim at the ground. Combine it with Buff, and you can take down a Warden in ''seconds''.''seconds''.
* Early in ''VideoGame/RedFactionGuerrilla'', Sam will invent the Arc Welder. Buy it, upgrade it, and never look back. This thing will not only fry the three nearest enemies (either killing them or setting them up for a hammer blow), it can somehow distinguish friend from foe, making it safe to use around valuable [=NPCs=]. Most important, it'll kill the driver of ''any vehicle'', from the humblest car to the mightiest tank... leaving it undamaged for you to use. Many missions that would otherwise be tough are a snap with this glorified power tool.
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