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1* AbridgedArenaArray:
2** 24/7 [=HeloDeck=] TDM server. Enough said.
3** Now 24/7 Metro, on the other hand...
4* AccidentalInnuendo: Back in Closed Beta, the game would allow for things like a Shotgun to be named "Extended Forceful Violator" and some such.
5* BrokenBase:
6** The 200 HP build vs Bolt-Action Rifle debacle, oh lord. It's either crying for a {{Nerf}}/buff or "Learn to [[BoomHeadshot Headshot]]" being retorted back and forth. Pray that somebody doesn't mention the ''Incendiary'' 200 Damage BAR... Though this kinda died down after later nerfs.
7** The usage of Datanodes, temporary and time-limited minor enhancements that you can equip - up to 5 of them at a time - to buff certain aspects of your Agent. Partly because you cannot choose ''what'' Datanodes to get, and you also have to spend a lot of time grinding for them in the first place, which is unfair to newcomers. Most people just skip using them entirely. And after a major revival by Hardsuit Labs, they seem to have been removed from the game entirely.
8** The Onslaught Pack. Which is ''all'' of Year One content up for buying, including items that can only be gained via randomized Chance Packs. Many veterans of the game were not happy about this.
9* ComplacentGamingSyndrome:
10** '''THE ASSAULT RIFLE.''' Yes, that [[BoringButPractical starting receiver]], due to it's very low recoil. It got ridiculous during 2018's early patches, when it ended up with absolutely everyone using nothing but the AR despite it's [[CherryTapping 49 Damage cap]] enforced by Hardsuit Labs, due to it's readjusted [[GoneHorriblyRight sheer accuracy that was intended to be used by newcomers to the game]].
11** Players who can handle high recoil tend to gear their guns toward high Damage output. This of course leads to damage-increasing muzzles or barrels getting widely used. Many also use heavy stocks to compensate for the resulting inaccuracy too.
12** [[LightningBruiser The Break Guard armor set]], we're looking at you. The [=FoxCat=]-Break Guard combo even more so.
13** [[HitboxDissonance The Female character model]]. Some players blame it as one of the reasons why competitive BLR never gained any real traction, being much harder to see and shoot than the Male character model. [[ArsonMurderAndJaywalking Also, some of the armor pieces worn by the Male character model were not given Female versions too.]]
14** If you're not using the [[BottomlessMagazines Light Machine Gun]] in the ''Onslaught'' gamemode, then you're doing it wrong.
15* FanNickname:
16** "[=STacK=]" for Standard Tactical Knight,[[BoringButPractical thanks to the default setup of the first primary weapon]] given to all players when they start out. Some players have named it one of the best Assault Rifle setups around due to it's JackOfAllStats capability of doing ''any'' job. (Though people will probably recommend you change the scope and magazine type.)
17* GameBreaker:
18** Every once in a while, the official forum will have several threads complaining about the usage of Incendiary Rounds in Bolt-Action Rifles. But the later nerfs to the 200 Damage BAR [[labelnote:Explanation]]Going higher than 180 Damage will cause the gun's Aim Down Sight Spread to climb higher than 0.00, which is really bad news for a precision weapon like the BAR.[[/labelnote]] and the Incendiary Rounds itself has forced this to change.
19** Everyone agrees that the Rocket Swarm depot weapon is overpowered. It's a good thing then that it stayed in the depot at a 1000 CP cost per buy and comes supplied with only two rockets.
20** One can say that the Hardsuits are designed to be this. It takes quite the combined effort to take one down.
21*** While the Hardsuits are certainly dangerous, they're far from being game breakers. Every player starts with the ability to buy the Rocket Stinger from the depot, which costs 400 CP per buy (and also supplies you with three rockets, enough to destroy a full-health 'suit if you get direct hits with all three), and a Flamethrower which costs only 350 CP per buy (that's one third of the cost of a Hardsuit!) which allows you to cook a Hardsuit pilot alive and steal theirs without seriously damaging it. Likewise, the Hardsuit is sluggish, does not allow zoom in and has no HRV; only the mildly reliable ping which also happens to be a Tactical Gear. Without support from teammates, a very skilled pilot or ''completely clueless'' enemies... a Hardsuit is more or less just a bigger target and point sink.
22*** But ''several'' Hardsuits on the other hand... though that's the losing team's fault to begin with.
23** Explosive Rounds used to be this. Not because it's ability, but because of the [[LoudnessWar ear-ripping]] sounds it makes. To drive this even further, some douchbags slapped them on Submachine and Light Machine Guns, prompting protests in the official forum.
24** The Exploding Tomahawk currently holds this title. It can be thrown for direct range kills, can be used as a melee weapon and can be detonated after being thrown to serve as a 400 Damage makeshift grenade; and said detonation is manual, meaning it can even work as a makeshift mine. ''All in one weapon.'' It's not as bad these days, now that the developers removed it's ability to detonate mid-air, at the very least.
25** Stun Shurikens will immobilize targets on impact or on ''proximity trigger''. And you throw ''three'' of them at once. Be careful where you walk, and if you can, shoot them gone with a Shotgun or a weapon of your choice.
26** The [=M4X=] Rifle. A primary receiver that fires faster than the SMG and still retains the accuracy of the AR. Forum-goers can smell the nerf coming. The only reason it hasn't dominated pubs yet is because the [[BoringButPractical AR]] has a better recoil pattern and longer range.
27** [[ParanoiaFuel The HRV Cloak]]. So much so that PWE didn't make it permanently purchasable with GP until recently.
28** The Burstfire Rifle used to be considered one because of it's near-perfect spread and recoil at all ranges, until changes to the game's recoil and spread system made it less awesome than it used to be.
29** A Barricade in Metro can block half the map when placed correctly.
30* GoddamnedBats:
31** Active-Camo equipped speedbuilds with a dedicated melee weapon running after you are common annoyances.
32** The Rocket Stinger-wielding Agent troopers in the ''Onslaught'' gamemode. While the damage they can do are only decent, the amount of [[InterfaceScrew camera shake]] caused by their rockets' blasts can be quite hard to deal with.
33** In early 2018, Toxic Rounds was changed so that it now prevents the victim from regenerating hit-points above certain thresholds, and there is no way to get rid of the debuff except by dying or waiting until it faded away. Needless to say, there were more than a few people venting their frustrations in player communities.
34* GoodBadBugs:
35** The AR is missing it's trigger. Similar model oversights can also be seen in other places. Whether this is intentional or not remains a question.
36** Calling down a Hardsuit at certain places in Vortex or Rig will get it stuck on the random unreachable ledges.
37** Some barrels' front post block your aiming-down-sights visibility. This bugs players to no end.
38** Every once in a while, the server would revert the names and loadouts of everybody in a match to default "Player". [[HilarityEnsues Cue everyone in a lobby accusing each other of hacking.]]
39** [[https://www.youtube.com/watch?v=KYOJSiAZlaY Binding both LMB and RMB to fire]] can increase the Heavy Pistol's fire-rate to [[GameBreaker ridiculous]] levels.
40** The Evac Update introduced [[https://youtu.be/qaUwZw0Z0SQ?t=1m54s The Flying]] [[https://www.youtube.com/watch?v=z05S22znRhg&feature=youtu.be Katana]] that flings you across the map at high speed. The developers quickly fixed this.
41* MemeticMutation:
42** The Full Server. [[labelnote:Explanation]] For some odd reasons, the servers (in Zombie Studios' era) can only support limited number of players, regardless of the occupancy of its rooms. This was turned into a pseudo-god by forum goers.[[/labelnote]]
43** Jared's beard. [[labelnote:Explanation]] Jared Gerritzen is Zombie Studio's creative head. His beard is worshipped throughout the community.[[/labelnote]]
44** SOON. [[labelnote:Explanation]] Anything in regards to updates, either jokingly or desperately.[[/labelnote]]
45** Bulletproof railings. [[labelnote:Explanation]] Some railings in certain maps will ruin your shots despite you having ''clear'' line of sight to your target.[[/labelnote]]
46* ScrappyMechanic:
47** The random weapon spread has been a subject of debate. One side says it makes killing an enemy player more luck-based. The other side says that if it wasn't for the min-max spread stat, the weapon component system would be meaningless.
48** Zombie Studios replaced it for a more predictable recoil pattern system for each receiver, in order to encourage competitive play.
49** '''[[RandomNumberGod CHANCE]]''' '''[[AllegedlyFreeGame PACKS.]]''' Full stop.
50** The Spawning mechanic in small maps gets some flak from time to time.
51* ScrappyWeapon:
52** The Burst-Fire SMG and Tactical SMG for some. While they have superior movement speed and absurd firing rates (and great accuracy in the TSMG's case), they tend to do pitiful damage. The Tactical SMG has even weaker damage per shot than the ''Light Pistol'' of all things, and most gun components of the two cannot be customized.
53** And there's the Light Pistol itself. All other secondary weapons are downright better.
54** The short-ranged Flamethrower. While it has amazing [=DPS=], ''nobody'' uses it unless there are Hardsuits close by (or if they're really desperate) and even then, it's difficult to reach the 'suits with it unless you have a cloak and no regular enemies around it. And most Hardsuit pilots know better not to stick around getting blindsided anyway.
55* SurprisinglyImprovedSequel: ''Blacklight: Tango Down'' had mostly mediocre reviews. However, ''Blacklight: Retribution'' is a very polished game, and many reviewers call it a leading example of how to do a free-to-play game right.
56* ThatOneLevel:
57** A view held by some for [=HeloDeck=], the first departure from varied terrain and sightlines to dedicated close-quarter killhouse level. It's tight, fast-paced, and ''extremely small'', made worse with the odd Spawning mechanic that likes to put enemy players right behind you and the occasional [[GrenadeSpam shower of grenades down every corridor]].
58** One of the new maps named Decay has quickly gained this view as well. It's very small, has a lot of small corners and all the same problems [=HeloDeck=] has, being seen as the same but even worse by many.
59** Also applies to Metro for the same reason. Not to mention the smallness of the map and ''tight'' chokepoints (even by [=BLR=]'s standards), so tight, that spawn-killing on that map is a fairly normal occurrence.
60** A [=NetWar=] match on the Containment map, due to how the flag spawn is directly connected underground to one of the nodes.
61** Nuken, the only map available to the escort mission-esque Siege gamemode. It has long sightlines that favor camping tactics and is almost entirely outdoor, leading to one Airstrike after another. It doesn't help that many players hate the gamemode itself, due to the general lack of teamwork in public games.

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