History GameBreaker / XCom

14th May '16 11:56:33 AM PlasmaTalon
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** To lesser extent, the repeater weapon mod. The mod causes any weapon strikes made by the soldier to have a chance to be a OneHitKill, with the highest level mod to be 15% chance. This ignores armor or anything else and it works even when the target is a Sectopod or [[spoiler: Avatar]] and even when said hit is a [[ScratchDamage glancing blow from the stock upgrade]]. In addition, if weapon with a Repeater attached inflicts Poison or Fire damage on an enemy via the specialized ammo types, the lingering damage inflicted by the statuses inflicted by that weapon have additional chances to instantly kill thanks to the Repeater. Yes, this means that that Lancer you hit with Venom Rounds can randomly drop dead at the end of your turn because the poison damage will also work with your Repeater.

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** To lesser extent, the repeater weapon mod. The mod causes any weapon strikes made by the soldier to have a chance to be a OneHitKill, with the highest level mod to be 15% chance. This ignores armor or anything else and it works even when the target is a Sectopod or [[spoiler: Avatar]] and even when said hit is a [[ScratchDamage glancing blow from the stock upgrade]]. In addition, if weapon with a Repeater attached inflicts Poison or Fire damage on an enemy via the specialized ammo types, the lingering damage inflicted by the statuses inflicted by that weapon have additional chances to instantly kill thanks to the Repeater. Yes, this means that that Lancer you hit with Venom Rounds can randomly drop dead at the end of your turn because the poison damage will also work with your Repeater. Firaxis fixed this in an update so Repeaters can only trigger on actual attacks.
10th May '16 9:27:49 AM AceOfScarabs
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** It's generally agreed that the Grenadier is the most overpowered starting class, mostly due to how powerful and how useful grenades are in the game. Grenades deal guaranteed damage, shred armor, destroy cover, AND can hit multiple enemies at once. Grenadiers can take skills and upgrades that allow them to shoot grenades farther, carry more grenades, shoot multiple grenades in a single turn, AND deal more damage with grenades. This isn't even getting into the special grenades you can develop like proximity mines, acid grenades, incendiary grenades, gas grenades, and more!

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** It's generally agreed that the Grenadier is the most overpowered starting class, mostly due to how powerful and how useful grenades are in the game. Grenades deal guaranteed damage, shred armor, destroy cover, AND can hit multiple enemies at once. Grenadiers can take skills and upgrades that allow them to shoot grenades farther, carry more grenades, shoot multiple grenades in a single turn, AND deal more damage with grenades. This isn't even getting into the special grenades you can develop like proximity mines, acid grenades, incendiary grenades, gas grenades, and more!more! Two of their skills make their munitions even more effective - Volatile Mix makes grenades do more damage and have a large splash radius, while Salvo is the Bullet Swarm of the Grenadier, allowing them to take another action after launch if they used their first action to fire a grenade or Heavy Weapon. Due to the synergies, Grenadiers are even more deadly with the heavy weapons used with the E.X.O suits and W.A.R suits, such as Blaster Bombs, Shredderstorm, and the humble Rocket Launcher. Grenades aside, their secondary skillset options are immensely useful as well - Chain Shot is a slightly less-powerful Rapid Fire, Suppression is ''better'' that it was in ''Enemy Unknown'' (with the larger Aim penalty inflicted by suppression as well as the ability to stack multiple Suppressions from different operatives), Holo-targeting is more effective than in ''EU'', Hail of Bullets guarantees a hit regardless of enemy evasion/cover/defense in exchange for massive ammo consumption, and Rupture is an auto-critical that inflicts the Ruptured debuff on enemies. Such a powerful secondary gunner skilltree allows Grenadiers to continue providing fire support after using all their grenades during an extended mission.
7th Apr '16 11:05:42 PM AceOfScarabs
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*** For [[LongRangeFighter Sharpshooters]], Serial and Fan Fire. Serial makes every kill made with their primary weapon a free action, effectively making it a RANGED version of Reaper and arguably ''better'' than In The Zone from Enemy Within as it even works on enemies in cover, limited only by the clip size and accuracy of your weapon (which can also be alleviated with extended magazines and autoloaders). Fan Fire is Rapid Fire taken UpToEleven, being 3 pistol shots instead of 2, ''all of which are counted as a single move'', meaning that they have 1 hit chance, and will only cause a reaction from enemies AFTER all the shots connect. Now keep in mind that Special Ammunition stacks with pistol damage from Gunslinger-type Sharpshooters, and you'll see that a Fan Fire burst from a gunslinger with Bluescreen ammo will ''shred'' mech enemies. Another Sharpshooter skill, Face-Off, allows them to take potshots at all enemies in range with their pistol, no matter how many of them there are. This skill, when used corractly, will not only allow you soften up multiple pods of enemies at once, but can result in truly mind-blowing numbers of aliens slain with your sidearm in one non-stop chain of pistol shots. There are reported instances of player managing as many as six to nine kills with a single use of Face-Off.

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*** For [[LongRangeFighter Sharpshooters]], Serial and Fan Fire. Serial makes every kill made with their primary weapon a free action, effectively making it a RANGED version of Reaper and arguably ''better'' than In The Zone from Enemy Within as it even works on enemies in cover, limited only by the clip size and accuracy of your weapon (which can also be alleviated with extended magazines and autoloaders). Fan Fire is Rapid Fire taken UpToEleven, being 3 pistol shots instead of 2, ''all of which are counted as a single move'', meaning that they have 1 hit chance, and will only cause a reaction from enemies AFTER all the shots connect. Now keep in mind that Special Ammunition stacks with pistol damage from Gunslinger-type Sharpshooters, and you'll see that a Fan Fire burst from a gunslinger with Bluescreen ammo will ''shred'' mech enemies. Another Sharpshooter skill, Face-Off, allows them to take potshots at all enemies in range with their pistol, no matter how many of them there are. This skill, when used corractly, correctly, will not only allow you soften up multiple pods of enemies at once, but can result in truly mind-blowing numbers of aliens slain with your sidearm in one non-stop chain of pistol shots. There are reported instances of player managing as many as six to nine kills with a single use of Face-Off.
7th Apr '16 11:04:55 PM AceOfScarabs
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*** Between Fortress and Solace, you will have a Psi Operative utterly immune to any attack that does not inflict direct damage (like melee attacks, gun/beam attacks, and psychic attacks like the Avatar's Null Lance). They will end up immune to disorientation, panicking, ''mind control'', acid, fire, poison, and ''explosions''. Sustain makes sure that they will survive supposedly-fatal injuries by going into Stasis with a single hitpoint, and Soulfire combined with Soul Steal allows them to recover health through a psionic attack that cannot be evaded by organic enemies.



*** For [[LongRangeFighter Sharpshooters]], Serial and Fan Fire. Serial makes every kill made with the primary weapon free of cost, effectively making it a RANGED version of Reaper and arguably ''better'' than In The Zone from Enemy Within as it even works on enemies in cover, limited only by the clip size and accuracy of your weapon (which can also be alleviated with extended magazines and speed loaders). Fan Fire is Rapid Fire taken UpToEleven, being 3 pistol shots instead of 2, ''all of which are counted as a single move'', meaning that they have 1 hit chance, and will only cause a reaction from enemies AFTER. Now keep in mind that Special Ammunition stacks with pistol damage from Gunslinger-type Sharpshooters, and you'll see that a Fan Fire burst from a gunslinger with Bluescreen ammo will ''shred'' mech enemies.

to:

*** For [[LongRangeFighter Sharpshooters]], Serial and Fan Fire. Serial makes every kill made with the their primary weapon a free of cost, action, effectively making it a RANGED version of Reaper and arguably ''better'' than In The Zone from Enemy Within as it even works on enemies in cover, limited only by the clip size and accuracy of your weapon (which can also be alleviated with extended magazines and speed loaders). autoloaders). Fan Fire is Rapid Fire taken UpToEleven, being 3 pistol shots instead of 2, ''all of which are counted as a single move'', meaning that they have 1 hit chance, and will only cause a reaction from enemies AFTER.AFTER all the shots connect. Now keep in mind that Special Ammunition stacks with pistol damage from Gunslinger-type Sharpshooters, and you'll see that a Fan Fire burst from a gunslinger with Bluescreen ammo will ''shred'' mech enemies. Another Sharpshooter skill, Face-Off, allows them to take potshots at all enemies in range with their pistol, no matter how many of them there are. This skill, when used corractly, will not only allow you soften up multiple pods of enemies at once, but can result in truly mind-blowing numbers of aliens slain with your sidearm in one non-stop chain of pistol shots. There are reported instances of player managing as many as six to nine kills with a single use of Face-Off.
5th Apr '16 8:54:56 AM demonfiren
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*** [[SupportPartyMember Specialists]] get Restoration or Capacitor Discharge, both skills [[UpToEleven being upgraded versions of the first skill in their respective trees]]. Sounds boring? WRONG. Restoration is, ''in sequence'', Stabilize, Revival Protocol and Medical Protocol ON ALL SQUAD MEMBERS IN THE SPECIALIST'S SIGHT RANGE, whilst Capacitor Discharge is [[AlwaysAccurateAttack Combat]] [[ArmorPiercingAttack Protocol]] turned AoE with a flashbang thrown in, which can effectively render mobs of enemies impotent, whilst ''outright killing most robotic enemies''.

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*** [[SupportPartyMember Specialists]] get Restoration or Capacitor Discharge, both skills [[UpToEleven being upgraded versions of the first skill in their respective trees]]. Sounds boring? WRONG. Restoration is, ''in sequence'', Stabilize, Revival Protocol and Medical Protocol ON ALL SQUAD MEMBERS IN THE SPECIALIST'S SIGHT RANGE, whilst Capacitor Discharge is [[AlwaysAccurateAttack Combat]] [[ArmorPiercingAttack Protocol]] turned AoE AOE with a flashbang thrown in, which can effectively render mobs of enemies impotent, whilst ''outright killing most robotic enemies''.
3rd Apr '16 8:50:51 PM AceOfScarabs
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** To lesser extent, the repeater weapon mod. The mod causes any weapon strikes made by the soldier to have a chance to be a OneHitKill, with the highest level mod to be 15% chance. This ignores armor or anything else and it works even when the target is a Sectopod or [[spoiler: Avatar]] and even when said hit is a [[ScratchDamage glancing blow from the stock upgrade]]. In addition, if weapon with a Repeater attached inflicts Poison or Fire damage on an enemy via the specialized ammo types, the lingering damage inflicted by the statuses inflicted by that weapon have addition chances to instantly kill thanks to the Repeater. Yes, this means that that Lancer you hit with Venom Rounds can randomly drop dead at the end of your turn because the poison damage is also affected by your Repeater.

to:

** To lesser extent, the repeater weapon mod. The mod causes any weapon strikes made by the soldier to have a chance to be a OneHitKill, with the highest level mod to be 15% chance. This ignores armor or anything else and it works even when the target is a Sectopod or [[spoiler: Avatar]] and even when said hit is a [[ScratchDamage glancing blow from the stock upgrade]]. In addition, if weapon with a Repeater attached inflicts Poison or Fire damage on an enemy via the specialized ammo types, the lingering damage inflicted by the statuses inflicted by that weapon have addition additional chances to instantly kill thanks to the Repeater. Yes, this means that that Lancer you hit with Venom Rounds can randomly drop dead at the end of your turn because the poison damage is will also affected by work with your Repeater.
3rd Apr '16 8:23:49 PM AceOfScarabs
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** To lesser extent, the repeater weapon mod. The mod causes any weapon strikes made by the soldier to have a chance to be a OneHitKill, with the highest level mod to be 15% chance. This ignores armor or anything else and it works even when the target is a Sectopod or [[spoiler: Avatar]] and even when said hit is a [[ScratchDamage glancing blow from the stock upgrade]].

to:

** To lesser extent, the repeater weapon mod. The mod causes any weapon strikes made by the soldier to have a chance to be a OneHitKill, with the highest level mod to be 15% chance. This ignores armor or anything else and it works even when the target is a Sectopod or [[spoiler: Avatar]] and even when said hit is a [[ScratchDamage glancing blow from the stock upgrade]]. In addition, if weapon with a Repeater attached inflicts Poison or Fire damage on an enemy via the specialized ammo types, the lingering damage inflicted by the statuses inflicted by that weapon have addition chances to instantly kill thanks to the Repeater. Yes, this means that that Lancer you hit with Venom Rounds can randomly drop dead at the end of your turn because the poison damage is also affected by your Repeater.
3rd Apr '16 3:15:48 PM WhoNeedsAMango
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* In ''VideoGame/XCOM2'', you can build an Advanced Warfare Center facility which, along with accelerated healing for your soldiers, will grant your soldiers one random skill outside of their class on a random level up. Depeding on the class and skill synergies, this could result in very broken builds.

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* In ''VideoGame/XCOM2'', ''VideoGame/XCOM2'':
** Once you get them to a decent level, Psi Operatives snap the game in half. Their huge range of offensive, defensive and utility abilities allow them to annihilate most enemy units in one turn, and either Dominate or Stasis those they can't. If they manage to get [[MasterOfAll ALL psionic skills]], you basically have a soldier that can adapt to ANY situation on the battlefield.
*** You don't even need to do ''that'', as ALL it will take is the right combination of psionic abilities from the SuperpowerLottery. An example is the combination of Void Rift, Null Lance, and Soulfire. This gives the Psi Op an AOE attack that can disorient, panic, or ''outright mind control enemies on the spot'', a long range linear, high damage attack, and an AlwaysAccurateAttack that ignores all possible defensive variables. By that point, anything that CAN survive the Psi Op will be easy pickings for the rest of the squad.
** It's generally agreed that the Grenadier is the most overpowered starting class, mostly due to how powerful and how useful grenades are in the game. Grenades deal guaranteed damage, shred armor, destroy cover, AND can hit multiple enemies at once. Grenadiers can take skills and upgrades that allow them to shoot grenades farther, carry more grenades, shoot multiple grenades in a single turn, AND deal more damage with grenades. This isn't even getting into the special grenades
you can build develop like proximity mines, acid grenades, incendiary grenades, gas grenades, and more!
** The Colonel level skills are ALL this. Considering how hard it is to get a soldier to Colonel due to the NintendoHard AnyoneCanDie nature of the game, it's probably a case of PurposelyOverpowered.
*** For [[CloseRangeCombatant Rangers]], Rapid Fire and Reaper. The former is basically taking two shots against
an enemy. EXCEPT this time, it has no cooldown, being limited ONLY by the clip size of your soldier's weapon (which can be alleviated with the right upgrades). The latter is a KillStreak ''that continues as long as the Ranger gets kills''. Sure, every attack in the sequence gets weaker, but with the right set up, (like, oh say a Gunslinger's Faceoff) a Ranger can kill large mobs of enemies in one turn. Add to that the Untouchable perk (if the Ranger gets a kill, the first attack, ''any'' attack will have no effect) and the Bladestorm perk (anyone who gets in melee range of the Ranger gets a fistful of sword), and hoo boy, unstoppable killing machine when played right.
*** For [[LongRangeFighter Sharpshooters]], Serial and Fan Fire. Serial makes every kill made with the primary weapon free of cost, effectively making it a RANGED version of Reaper and arguably ''better'' than In The Zone from Enemy Within as it even works on enemies in cover, limited only by the clip size and accuracy of your weapon (which can also be alleviated with extended magazines and speed loaders). Fan Fire is Rapid Fire taken UpToEleven, being 3 pistol shots instead of 2, ''all of which are counted as a single move'', meaning that they have 1 hit chance, and will only cause a reaction from enemies AFTER. Now keep in mind that Special Ammunition stacks with pistol damage from Gunslinger-type Sharpshooters, and you'll see that a Fan Fire burst from a gunslinger with Bluescreen ammo will ''shred'' mech enemies.
*** [[SupportPartyMember Specialists]] get Restoration or Capacitor Discharge, both skills [[UpToEleven being upgraded versions of the first skill in their respective trees]]. Sounds boring? WRONG. Restoration is, ''in sequence'', Stabilize, Revival Protocol and Medical Protocol ON ALL SQUAD MEMBERS IN THE SPECIALIST'S SIGHT RANGE, whilst Capacitor Discharge is [[AlwaysAccurateAttack Combat]] [[ArmorPiercingAttack Protocol]] turned AoE with a flashbang thrown in, which can effectively render mobs of enemies impotent, whilst ''outright killing most robotic enemies''.
*** Lastly, [[TheBigGuy Grenadiers]] get either Saturation Fire or Rupture. Saturation Fire eats up 3 ammo pips in exchange for ''damaging every enemy and demolishing all cover within it's cone of effect'', whilst Rupture is a shot that is a guaranteed critical, as well as applying a DamageIncreasingDebuff to the target. The latter ultimately suffers from the weakness of bad aim, but, [[RuleOfThree again, weapon upgrades can alleviate that weakness]].
** [[UpToEleven As if that wasn't crazy enough]], the
Advanced Warfare Center Systems facility which, along grants soldiers the ability to randomly acquire ANY skill from the other classes, allowing non-Colonel soldiers to get Colonel level skills not meant for their class. Combined with accelerated healing for your soldiers, the weapons upgrades and utility weapons and you've got some ridiculous combinations that break the game into a million pieces. A Sniper with Rupture and AR Rounds can OneHitKill anything that isn't a full-fledged [[BossInMooksClothing Sectopod or Gatekeeper]], and even then, those two will grant lose about half their health AND be vulnerable to everything else thrown at them. [[ArsonMurderAndJaywalking Additionally, the AWS facility speeds up your soldiers healing rate.]]
** The Mimic Beacon in its original incarnation, which can be acquired extremely early in the game. When deployed, it creates a holographic duplicate that enemies will try to attack and then end the next turn. It's intended to only draw in
one random skill outside or two enemy attacks, but due to the fact it can take cover and get defensive buffs, it often results in the entire enemy team taking a break to try (and fail) to kill an obvious dupe. Jake Solomon has compared it to a "get out of their class on jail free" card, and the March 2016 patch removed duplicates' ability to take cover.
** To lesser extent, the repeater weapon mod. The mod causes any weapon strikes made by the soldier to have
a random chance to be a OneHitKill, with the highest level up. Depeding on mod to be 15% chance. This ignores armor or anything else and it works even when the class target is a Sectopod or [[spoiler: Avatar]] and skill synergies, this could result in very broken builds.even when said hit is a [[ScratchDamage glancing blow from the stock upgrade]].
15th Feb '16 7:56:08 AM Shinr
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** Amongst the Gene Mods in ''Enemy Within'', the Mimetic Skin. It's even more broken than the Ghost Armor, an already broken armor in the game, as it allows risk-free scouting for your troops. The only thing limiting about it is that the unit must be at full cover and that once they see an enemy and they attempt to move, the enemies will go directly towards opposite directions. The one exception? Snipers (again) thanks to their "Low Profile" perk (or, for that matter, any lucky operative who gets Low Profile due to Training Roulette). In fact, get a Sniper with Snapshot (that did get buffed by negating its penalty aim by -10), go near any cover, and either shoot and kill enemies with the ITZ or set up your other squad mates and wait for the next turn. And it ''doesn't run out and that unit is still in stealth mode'' as long as said unit hasn't made a move yet. In fact, they're the better recon team ''than assaults'' in this case. Problem with the -10 penalty aim? Just equip a "Scope" to your Snapshot sniper to negate the penalty aim. The only downside is that it costs an ungodly amount of MELD (''65'' meld + 150 credits for that single augment where the other mods cost less than 35 Meld!) to give to one person thanks to an early patch.

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** Amongst the Gene Mods in ''Enemy Within'', the Mimetic Skin. It's even more broken than the Ghost Armor, an already broken armor in the game, as it allows risk-free scouting for your troops. The only thing limiting about it is that the unit must be at full cover and that once they see an enemy and they attempt to move, the enemies will go directly towards opposite directions. The one exception? Snipers (again) thanks to their "Low Profile" perk (or, for that matter, any lucky operative who gets Low Profile due to Training Roulette). In fact, get a Sniper with Snapshot (that did get buffed by negating its penalty aim by -10), go near any cover, and either shoot and kill enemies with the ITZ or set up your other squad mates and wait for the next turn. And it ''doesn't run out and that unit is still in stealth mode'' as long as said unit hasn't made a move yet. In fact, they're the better recon team ''than assaults'' in this case. Problem with the -10 penalty aim? Just equip a "Scope" to your Snapshot sniper to negate the penalty aim. The only downside is that it costs an ungodly amount of MELD (''65'' meld + 150 credits for that single augment where the other mods cost less than 35 Meld!) to give to one person thanks to an early patch.patch.
* In ''VideoGame/XCOM2'', you can build an Advanced Warfare Center facility which, along with accelerated healing for your soldiers, will grant your soldiers one random skill outside of their class on a random level up. Depeding on the class and skill synergies, this could result in very broken builds.
13th Apr '15 6:13:23 AM IHateAlmostEverything
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Added DiffLines:

*** Ditto Laser Cannons from the first game. It's quite useful to build a base filled entirely with working and living facilities, doing nothing but producing and selling them.
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