History GameBreaker / XCom

9th Jul '16 9:46:29 PM DoctorTItanX
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* Psicorps in ''{{X-Com}}: UFO Defense''. Hard as hell 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 lategame aliens show up. But it was well worth it. First off, you get to see the Psi-Defense stat of your units, eventually allowing you to get a team entirely immune to psi-attacks. The abilities themselves are powerful as well. The more accurate skill causes the target to panic, making them an easy kill. The other skill is Mind Control, a skill so powerful that you can use it to win the final mission ''on the first turn singlehandedly''. Apocalypse nerfed it from GameBreaker to merely stupidly powerful (the second was merely so hard [[NintendoHard you actually needed it to win on the higher levels]]). You can use it to mind-control a zombie, kill it, then you have a pet Chryssalid.

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* Psicorps in ''{{X-Com}}: UFO Defense''. Hard as hell They are hard 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 lategame late game aliens show up. But it was well worth it. First off, you get to see the Psi-Defense stat of your units, eventually allowing you to get a team entirely immune to psi-attacks. The abilities themselves are powerful as well. The more accurate skill causes the target to panic, making them an easy kill. The other skill is Mind Control, a skill so powerful that you can use it to win the final mission ''on the first turn singlehandedly''. single-handedly''. Apocalypse nerfed it from GameBreaker to merely stupidly powerful (the second was merely so hard [[NintendoHard you actually needed it to win on the higher levels]]). You can use it to mind-control a zombie, kill it, then you have a pet Chryssalid.



* Not to mention ''X-Com Apocalypse'''s Toxigun. An insanely powerful weapon that costs just a pair of [=APs=] per shot to fire and completely surpasses the aliens' Disruptor Shields. After researching this and the Personal Teleporter, the game pretty much turns into administering point-blank euthanasia shots to the aliens. Even more ridiculously overpowered Alien Gas Grenades and Alien Gas Rockets are available late in the game, provided you manage to [[spoiler:capture the Alien Queen live]]. The [[TeleportersAndTransporters Personal Teleporter]] allows you to instantly teleport your soldiers anywhere on the map, and it is not uncommon to [[SingleStrokeBattle win the mission on the first turn]] considering that your soldiers are likely [[PersonOfMassDestruction people of mass destruction]] by the time you research this item.

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* Not to mention ''X-Com Apocalypse'''s Toxigun. An insanely A highly powerful weapon that costs just a pair of [=APs=] per shot to fire and completely surpasses the aliens' Disruptor Shields. After researching this and the Personal Teleporter, the game pretty much turns into administering point-blank euthanasia shots to the aliens. Even more ridiculously overpowered Alien Gas Grenades and Alien Gas Rockets are available late in the game, provided you manage to [[spoiler:capture the Alien Queen live]]. The [[TeleportersAndTransporters Personal Teleporter]] allows you to instantly teleport your soldiers anywhere on the map, and it is not uncommon to [[SingleStrokeBattle win the mission on the first turn]] considering that your soldiers are likely [[PersonOfMassDestruction people of mass destruction]] by the time you research this item.



** With Enemy Within, we now have the MEC Trooper, the single most overpowered thing in the game. Its Minigun will shred virtually any early game enemy it encounters, the Kinetic Strike Module can One Hit Kill anything short of a Cyberdisk, Sectopod or Mechtoid, the Flamethrower is easily one of the best AOE attacks in the game (and has the bonus benefit of ''spreading the flames further than the Cone intended'', as well as panicking anyone hit by it) despite its limited Ammo use, and this is before having a special Class ability. ''And this is just the Mark I, unupgraded model''.

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** With Enemy Within, we now have the MEC Trooper, the single most overpowered overpowering thing in the game. Its Minigun will shred virtually any early game enemy it encounters, the Kinetic Strike Module can One Hit Kill anything short of a Cyberdisk, Sectopod or Mechtoid, the Flamethrower is easily one of the best AOE attacks in the game (and has the bonus benefit of ''spreading the flames further than the Cone intended'', as well as panicking anyone hit by it) despite its limited Ammo use, and this is before having a special Class ability. ''And this is just the Mark I, unupgraded model''.



** 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! 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.

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** It's generally agreed that the Grenadier is the most overpowered effective 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! 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.
9th Jul '16 9:37:07 PM DoctorTItanX
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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 effective than the Ghost Armor, an already broken great 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.
16th Jun '16 2:23:55 PM RainingMetal
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*** Or simply have someone accompany the sniper and stay on overwatch.



** 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.

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 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.attacks.
** Introduced in the ''Alien Hunters'' DLC is the Frost Grenade, which engulfs its targets in a frosty explosion, freezing them. No enemy is immune, not even the Alien Kings or [[spoiler:the Avatars]]. This can buy the team valuable time to wail on the target, as damage won't undo the freezing (it only expires after a few turns). It can't be reproduced, so it's best used by a Grenadier.
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.

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 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!

to:

** 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.

to:

*** 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.
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