History GameBreaker / XCom

25th Jun '17 6:52:40 PM RainingMetal
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** Last but not least is the Flashbang grenade, which deals no damage but Disorients all enemies hit. A debuff that reduces stats and prevents all special abilities. This makes dealing with most aliens monumentally easier since they rely heavily on them, and those that don't still have their stats reduced. They're practically mandatory when dealing with Codexes since it prevents them from teleporting, cloning, or doing their AoE blast. Best of all they can be built from the very start of the game. In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage - at that point, with the disorientation debuff and the massive radius, the only drawbacks of Flashbangs is that they cannot disorient mechanical enemies [[spoiler:or Avatars]] and that they cannot shred armor.

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** Last but not least is the Flashbang grenade, which deals no damage but Disorients all enemies hit. A debuff that reduces stats and prevents all special abilities. This makes dealing with most aliens monumentally easier since they rely heavily on them, and those that don't still have their stats reduced. They're practically mandatory when dealing with Codexes since it prevents them from teleporting, cloning, or doing their AoE blast.blast, as well as the Alien Rulers to negate their [[TheComputerIsACheatingBastard free turns for every little action your troops make]]. Best of all they can be built from the very start of the game. In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage - at that point, with the disorientation debuff and the massive radius, the only drawbacks of Flashbangs is that they cannot disorient mechanical enemies [[spoiler:or Avatars]] and that they cannot shred armor.



*** The SEAL class has a mid-level ability called "Hold The Line", which allows for free overwatch shots against any target that moves within a (admitedly small) radius from the soldier. Makes them particularly vicious against movement and melee based enemies. A Viper that grabs a SEAL and drags them into melee range will [[GoneHorriblyRight soon realise the error of their ways]] when the SEAL counter-attacks against their Bind move.

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*** The SEAL class has a mid-level ability called "Hold The Line", which allows for free overwatch shots against any target that moves within a (admitedly small) radius from the soldier. Makes them particularly vicious against movement and melee based enemies. A Viper that grabs a SEAL and drags them into melee range will [[GoneHorriblyRight soon realise the error of their ways]] when the SEAL counter-attacks against their Bind move.move.
** Other mods on the Steam Workshop include:
*** Moddable Ruler Turns, which swap out the Alien Rulers' free turns for every soldier action to a more relaxed three moves per turn (one more than the usual two). Of course, if one uses the Frost Grenade...
*** The Additional Mission Types mod adds a number of missions for various scenarios. Among them are missions that involve extra rookies (akin to the Base Defense mission in Enemy Within). Unlike the Base Defense Mission, however, once the mission is over, any rookies left alive ''join the XCOM crew for good''. This can save a considerable amount of money in certain cases.
*** There's a mod that has the AWC and Psi Lab use Scientists to boost their effectiveness rather than Engineers. Because Scientists are only used for the seldom-used Laboratory to begin with, this simply cuts healing/Psi training times in half at no cost.
*** Chooseable AWC Perks simply allows the player to select which abilities each soldier is rewarded rather than the skills being handed out at random. See the Advanced Warfare Center entry above.
9th Apr '17 7:56:04 PM Adbot
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** Last but not least is the Flashbang grenade, which deals no damage but Disorients all enemies hit. A debuff that reduces stats and prevents all special abilities. This makes dealing with most aliens monumentally easier since they rely heavily on them, and those that don't still have their stats reduced. They're practically mandatory when dealing with Codexes since it prevents them from teleporting, cloning, or doing their AoE blast. Best of all they can be built from the very start of the game. In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage - at that point, with the disorientation debuff and the massive radius, the only drawbacks of Flashbangs is that they cannot disorient mechanical enemies [[spoiler:or Avatars]] and that they cannot shred armor.

to:

** Last but not least is the Flashbang grenade, which deals no damage but Disorients all enemies hit. A debuff that reduces stats and prevents all special abilities. This makes dealing with most aliens monumentally easier since they rely heavily on them, and those that don't still have their stats reduced. They're practically mandatory when dealing with Codexes since it prevents them from teleporting, cloning, or doing their AoE blast. Best of all they can be built from the very start of the game. In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage - at that point, with the disorientation debuff and the massive radius, the only drawbacks of Flashbangs is that they cannot disorient mechanical enemies [[spoiler:or Avatars]] and that they cannot shred armor.armor.
** Several of the custom made classes on the Steam Workshop are significantly overpowered:
*** The Bruiser class has an ability where they run up to a target enemy and hit them with the butt of their gun, dealing significant damage, potentially stunning the target AND allowing them to use the target (if stunned) as High cover. Better yet, ''it does not immediately end the turn'', allowing them to potentially take another action, though certain actions are forbidden (moving, firing their primary weapon). Though restricted to shotguns only for their primary and pistols for their secondary, it's possible for a Bruiser to kill a Sectoid in one turn with starting weapons. For even more ridiculousness, this ability is given ''immediately'' to the soldier upon becoming a Bruiser.
*** The SEAL class has a mid-level ability called "Hold The Line", which allows for free overwatch shots against any target that moves within a (admitedly small) radius from the soldier. Makes them particularly vicious against movement and melee based enemies. A Viper that grabs a SEAL and drags them into melee range will [[GoneHorriblyRight soon realise the error of their ways]] when the SEAL counter-attacks against their Bind move.
10th Mar '17 7:20:40 AM AceOfScarabs
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** Last but not least is the Flashbang grenade, which deals no damage but Disorients all enemies hit. A debuff that reduces stats and prevents all special abilities. This makes dealing with most aliens monumentally easier since they rely heavily on them, and those that don't still have their stats reduced. They're practically mandatory when dealing with Codexes since it prevents them from teleporting, cloning, or doing their AoE blast. Best of all they can be built from the very start of the game.
** In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage.

to:

** Last but not least is the Flashbang grenade, which deals no damage but Disorients all enemies hit. A debuff that reduces stats and prevents all special abilities. This makes dealing with most aliens monumentally easier since they rely heavily on them, and those that don't still have their stats reduced. They're practically mandatory when dealing with Codexes since it prevents them from teleporting, cloning, or doing their AoE blast. Best of all they can be built from the very start of the game. \n** In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage.damage - at that point, with the disorientation debuff and the massive radius, the only drawbacks of Flashbangs is that they cannot disorient mechanical enemies [[spoiler:or Avatars]] and that they cannot shred armor.
10th Mar '17 7:18:40 AM AceOfScarabs
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** Last but not least is the Flashbang grenade, which deals no damage but Disorients all enemies hit. A debuff that reduces stats and prevents all special abilities. This makes dealing with most aliens monumentally easier since they rely heavily on them, and those that don't still have their stats reduced. They're practically mandatory when dealing with Codexes since it prevents them from teleporting, cloning, or doing their AoE blast. Best of all they can be built from the very start of the game.

to:

** Last but not least is the Flashbang grenade, which deals no damage but Disorients all enemies hit. A debuff that reduces stats and prevents all special abilities. This makes dealing with most aliens monumentally easier since they rely heavily on them, and those that don't still have their stats reduced. They're practically mandatory when dealing with Codexes since it prevents them from teleporting, cloning, or doing their AoE blast. Best of all they can be built from the very start of the game.
** In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage.
10th Mar '17 7:10:18 AM AceOfScarabs
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* Psicorps in ''VideoGame/XCOMUFODefense''. They are hard (and expensive) to acquire, as you need to capture a psi-using alien (specifically, a Sectoid Leader, which means either assaulting a larger UFO or finding the Leader in a Sectoid Terror Mission) that is blasting you with said psi-abilities ([[TheComputerIsACheatingBastard often straight at the easily affected guy that it can't even see]]), interrogate the alien, research the tech, build the required buildings, then wait until the month ends for results from said building. If you're ''extremely'' lucky, you'll have this by the 4th month, else you might have to wait until the late game aliens show up.\\\

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* Psicorps in ''VideoGame/XCOMUFODefense''. They are hard (and expensive) to acquire, as you need to capture a psi-using alien (specifically, a Sectoid Leader, Leader or Commander in the early game, which means either assaulting a larger UFO or finding the Leader in a Sectoid Terror Mission) that is blasting you with said psi-abilities ([[TheComputerIsACheatingBastard often straight at the easily affected guy that it can't even see]]), interrogate the alien, research the tech, build the required buildings, then wait until the month ends for results from said building. If you're ''extremely'' lucky, you'll have this by the 4th month, else you might have to wait until the late game aliens show up.\\\
10th Mar '17 6:49:05 AM AceOfScarabs
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* Psicorps in ''VideoGame/XCOMUFODefense''. They are hard (and expensive) to acquire, as you need to capture a psi-using alien that is blasting you with said psi-abilities ([[TheComputerIsACheatingBastard often straight at the easily affected guy that it can't even see]]), interrogate the alien, research the tech, build the required buildings, then wait until the month ends for results from said building. If you're ''extremely'' lucky, you'll have this by the 4th month, else you might have to wait until the late game aliens show up.\\\

to:

* Psicorps in ''VideoGame/XCOMUFODefense''. They are hard (and expensive) to acquire, as you need to capture a psi-using alien (specifically, a Sectoid Leader, which means either assaulting a larger UFO or finding the Leader in a Sectoid Terror Mission) that is blasting you with said psi-abilities ([[TheComputerIsACheatingBastard often straight at the easily affected guy that it can't even see]]), interrogate the alien, research the tech, build the required buildings, then wait until the month ends for results from said building. If you're ''extremely'' lucky, you'll have this by the 4th month, else you might have to wait until the late game aliens show up.\\\
7th Jan '17 8:59:36 AM PlasmaTalon
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** Speaking of Heavy Weapons, the Blaster Launcher is, like in the original, earlier XCOM Games, one of these. Think of a massive explosion that has absolutely ''no'' range restrictions. That's right, a couple of these can turn [[ThatOneLevel a UFO defense]] into a cakewalk, since the projectile can be launched at the tower preventing the Avenger from escaping immediately without need of line of sight.

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** Speaking of Heavy Weapons, the Blaster Launcher is, like in the original, earlier XCOM Games, one of these. Think of a massive explosion that has absolutely ''no'' range restrictions. That's right, a couple of these can turn [[ThatOneLevel a UFO defense]] into a cakewalk, since the projectile can be launched at the tower preventing the Avenger from escaping immediately without need of line of sight.sight.
** Last but not least is the Flashbang grenade, which deals no damage but Disorients all enemies hit. A debuff that reduces stats and prevents all special abilities. This makes dealing with most aliens monumentally easier since they rely heavily on them, and those that don't still have their stats reduced. They're practically mandatory when dealing with Codexes since it prevents them from teleporting, cloning, or doing their AoE blast. Best of all they can be built from the very start of the game.
30th Dec '16 8:07:42 PM TomS98
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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, Alien King, 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.
*** The 1 damage from missed Stock shots counts as an attack.

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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, Alien King, 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.
*** The 1 damage
a direct hit from missed Stock shots counts as an attack.the weapon it's attached to.
15th Dec '16 2:08:08 PM RainingMetal
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** [[UpToEleven As if that wasn't crazy enough]], the Advanced Warfare Centre facility 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 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 AP Rounds can OneHitKill anything that isn't a full-fledged [[BossInMooksClothing Sectopod or Gatekeeper]], and even then, those two will lose about half their health AND be vulnerable to everything else thrown at them. A Ranger with Serial can do the job of a Ranger with Reaper, but even better due to using the stronger shotgun; sure you need to reload, but a Superior Extended Magazine raises the magazine size to six shots, and if you need more than that in one turn you have bigger problems. [[ArsonMurderAndJaywalking Additionally, the AWC facility speeds up your soldiers' healing rate.]]

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** [[UpToEleven As if that wasn't crazy enough]], the Advanced Warfare Centre facility 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 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 AP Rounds can OneHitKill anything that isn't a full-fledged [[BossInMooksClothing Sectopod or Gatekeeper]], and even then, those two will lose about half their health AND be vulnerable to everything else thrown at them. A Ranger with Serial can do the job of a Ranger with Reaper, but even better due to using the stronger shotgun; sure you need to reload, but a Superior Extended Magazine raises the magazine size to six shots, and if you need more than that in one turn you have bigger problems. [[ArsonMurderAndJaywalking Additionally, the AWC facility speeds up your soldiers' healing rate.rate and allows soldiers to retrain their abilities in case of a mistake.]]



** The Shredstorm Cannon deals the most damage of all the heavy/powered weapons, enough to OneHitKill many lesser enemies. It can shred a whopping four armour pips, which is enough to strip an Andromedon bare; only Gatekeepers and Sectopods have more. Being a heavy weapon it always hits, and does so in a massive cone to boot. The only two limiting factors are only having one charge per mission and having to roll for it to appear when doing the necessary Proving Grounds project, but these are flaws common to all heavy weapons anyway.

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** The Shredstorm Cannon deals the most damage of all the heavy/powered weapons, enough to OneHitKill many lesser enemies. It can shred a whopping four armour pips, which is enough to strip an Andromedon bare; only Gatekeepers and Sectopods have more. Being a heavy weapon it always hits, and does so in a massive cone to boot. The only two limiting factors are only having one charge per mission and having to roll for it to appear when doing the necessary Proving Grounds project, but these are flaws common to all heavy weapons anyway.anyway.
** Speaking of Heavy Weapons, the Blaster Launcher is, like in the original, earlier XCOM Games, one of these. Think of a massive explosion that has absolutely ''no'' range restrictions. That's right, a couple of these can turn [[ThatOneLevel a UFO defense]] into a cakewalk, since the projectile can be launched at the tower preventing the Avenger from escaping immediately without need of line of sight.
29th Nov '16 1:40:11 AM AppleJuicetice
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Added DiffLines:

*** The 1 damage from missed Stock shots counts as an attack.
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