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* The Railgun is a futuristic scopeless SniperRifle. Its base damage is 150 (100 in Deathmatch), enough to kill most enemies, including unarmored, respawned players in MP, [[OneHitKill in one shot]]. The Railgun also has a ridiculously high ammo limit of 50 slugs without any upgrades (and it benefits from the Bandolier, unlike explosive weapons of similar tier), works as a substitute to the Super Shotgun at any range, is perfectly accurate ''and'' [[OneHitPolykill the slugs punch through as many enemies as there are in its path, dealing the same damage to every single one of them]]. Its dominating capabilities are very comparable to the Rocket Launcher from [[VideoGame/QuakeI the previous game]], trading SplashDamage with {{hitscan}} projectiles. The weapon was unfortunately nerfed in the 2023 remaster to keep it on par with the re-balanced difficulty, its damage output being reduced from 150 to 100, matching its multiplayer counterpart. A patch has increased the damage in single player up to 125 as a compromise between the old 150 damage and nerfed 100 damage in the remaster.

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* The Railgun is a futuristic futuristic, scopeless SniperRifle. Its It has a base damage is of 150 (100 in Deathmatch), the original game, 125 in the remastered version, and 100 in Deathmatch. In all three cases, enough to kill most enemies, including unarmored, respawned players in MP, [[OneHitKill in one shot]]. The Railgun also has a ridiculously high ammo limit of 50 slugs without any upgrades (and it benefits from the Bandolier, unlike explosive weapons of similar tier), works as a substitute to the Super Shotgun at any range, is perfectly accurate ''and'' [[OneHitPolykill the slugs punch through as many enemies as there are in its path, dealing the same damage to every single one of them]]. Its dominating capabilities are very comparable to the Rocket Launcher from [[VideoGame/QuakeI the previous game]], trading SplashDamage with {{hitscan}} projectiles. The weapon was unfortunately nerfed in the 2023 remaster to keep it on par with the re-balanced difficulty, its damage output being reduced from 150 to 100, matching its multiplayer counterpart. A patch has increased the damage in single player up to 125 as a compromise between the old 150 damage and nerfed 100 damage in the remaster.



** ''Call of the Machine'' introduces the BFG as the first weapon of the first level of ''Operation: Corpse Run''. [[NewWeaponTargetRange Just picking up the weapon summons nearly 40 Machinegun Guards.]] A single, well-placed shot clears the room.

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** Just to drive home about how powerful the weapon is, ''Call of the Machine'' introduces the BFG as the first weapon of the first level of ''Operation: Corpse Run''. [[NewWeaponTargetRange Just picking up the weapon summons nearly 40 Machinegun Guards.]] A single, well-placed shot clears the room. [[DiscOneNuke And you get to keep the weapon for the rest of the mission]], plus you don't have to worry about saving cells for the Power Shield since said item is absent across the mission. Having to pick this weapon early and in a mandatory way is part of the reason why the SecretLevel "The Casali Effect" is [[BrutalBonusLevel So. Damn. Hard.]]
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Patch has increased railgun damage to 125


* The Railgun is a futuristic scopeless SniperRifle. Its base damage is 150 (100 in Deathmatch), enough to kill most enemies, including unarmored, respawned players in MP, [[OneHitKill in one shot]]. The Railgun also has a ridiculously high ammo limit of 50 slugs without any upgrades (and it benefits from the Bandolier, unlike explosive weapons of similar tier), works as a substitute to the Super Shotgun at any range, is perfectly accurate ''and'' [[OneHitPolykill the slugs punch through as many enemies as there are in its path, dealing the same damage to every single one of them]]. Its dominating capabilities are very comparable to the Rocket Launcher from [[VideoGame/QuakeI the previous game]], trading SplashDamage with {{hitscan}} projectiles. The weapon was unfortunately nerfed in the 2023 remaster to keep it on par with the re-balanced difficulty, its damage output being reduced from 150 to 100, matching its multiplayer counterpart.

to:

* The Railgun is a futuristic scopeless SniperRifle. Its base damage is 150 (100 in Deathmatch), enough to kill most enemies, including unarmored, respawned players in MP, [[OneHitKill in one shot]]. The Railgun also has a ridiculously high ammo limit of 50 slugs without any upgrades (and it benefits from the Bandolier, unlike explosive weapons of similar tier), works as a substitute to the Super Shotgun at any range, is perfectly accurate ''and'' [[OneHitPolykill the slugs punch through as many enemies as there are in its path, dealing the same damage to every single one of them]]. Its dominating capabilities are very comparable to the Rocket Launcher from [[VideoGame/QuakeI the previous game]], trading SplashDamage with {{hitscan}} projectiles. The weapon was unfortunately nerfed in the 2023 remaster to keep it on par with the re-balanced difficulty, its damage output being reduced from 150 to 100, matching its multiplayer counterpart. A patch has increased the damage in single player up to 125 as a compromise between the old 150 damage and nerfed 100 damage in the remaster.
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Added DiffLines:

** ''Call of the Machine'' introduces the BFG as the first weapon of the first level of ''Operation: Corpse Run''. [[NewWeaponTargetRange Just picking up the weapon summons nearly 40 Machinegun Guards.]] A single, well-placed shot clears the room.
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* ''The Reckoning'' introduces the Trap, a powerful item that makes health cubes out of a lot of enemies. Tempering its power, however, is the fact that said trap a) doesn't work on heavier enemies (such as Gladiators, Tanks and Bosses) and that b) [[HoistByHisOwnPetard the user themself can be turned into a health cube]]. Used correctly and on the right enemies such as Gunners and Berserkers, though, you can get beefy health packs for free, the health from these packs overstacks without the degeneration of Megahealth, and unlike Quad and Double Damage, it counts as a weapon rather than an item, so you can carry plenty of them in any difficulty level.
* With the 2023 remaster adjusting power screens/shields to take additional damage from energy weapons, the Plasma Beam from ''Ground Zero'' has emerged as the most potent weapon against shielded enemies. Whereas the other energy weapons (Blaster, Hyperblaster, Ion Ripper and Phalanx Particle Cannon) projectile-based, the Plasma Beam is a hitscan tracking weapon ''à la'' the [[VideoGame/QuakeI Thunderbolt]]; guaranteed, pinpoint-accurate damage with zero travel time so long as you keep your cross-hairs on an enemy. Being a non-projectile attack means that enemies also cannot sidestep or duck beneath any incoming fire, further enhancing its potential damage output. Couple it with a Double or Quad Damage and those pesky Brains, Daedali and Gunner Commanders can kiss their shields goodbye.
** The sole exception is the [=BFG10K=]; the tracer lasers fired by the BFG ball allow it to damage targets that are simply within close proximity to it, making accuracy largely a non-issue against shielded foes. The obvious drawback is that the weapon’s massive cell ammo expenditure per-shot makes it extremely wasteful to use against anything besides large groups or particularly durable foes; Medic Commanders are a prime target for this gun.

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* ''The Reckoning'' introduces the Trap, a powerful item that makes health cubes Health Cubes out of a lot of enemies. Tempering its power, however, is the fact that said trap a) doesn't work on heavier enemies (such as Gladiators, Tanks and Bosses) and that b) [[HoistByHisOwnPetard the user themself can be turned into a health cube]]. Used correctly and on the right enemies such as Gunners and Berserkers, though, you can get beefy health packs for free, the health from these packs overstacks without the degeneration of Megahealth, and unlike Quad and Double Damage, it counts as a weapon rather than an item, so you can carry plenty of them in any difficulty level.
* With the 2023 remaster adjusting power screens/shields to take additional damage from energy weapons, the Plasma Beam from ''Ground Zero'' has emerged as the most potent weapon against shielded enemies. Whereas the other energy weapons (Blaster, Hyperblaster, Ion Ripper and Phalanx Particle Cannon) are projectile-based, the Plasma Beam is a hitscan tracking weapon ''à la'' the [[VideoGame/QuakeI Thunderbolt]]; guaranteed, pinpoint-accurate damage with zero travel time so long as you keep your cross-hairs on an enemy. Being a non-projectile attack means that enemies also cannot sidestep or duck beneath any incoming fire, further enhancing its potential damage output. Couple it with a Double or Quad Damage and those pesky Brains, Daedali and Gunner Commanders can kiss their shields goodbye.
** The sole exception is the [=BFG10K=]; the tracer lasers fired by the BFG ball allow it to damage targets that are simply within close proximity to it, making accuracy largely a non-issue against shielded foes. The obvious drawback is that the weapon’s massive cell ammo expenditure per-shot per shot makes it extremely wasteful to use against anything besides large groups or particularly durable foes; Medic Commanders are a prime target for this gun.



** Since it features the item pools from both expansion packs, the 2023 remaster's ''Call of the Machine'' makes it possible to have Quad, Double ''and'' Dualfire Damage all active at the same time, allowing you to go an awe-inspiring (close approximation to a) '''''Sexdecuple Damage rampage'''''! Case in point: ''[[Recap/QuakeIICallOfTheMachineOperationCorpseRun Operation: Corpse Run]]'', [[spoiler:should you keep the Dualfire Damage from "Give Me Back My Moon". The next level, "Strogg Jammers" has a Double Damage in the first Makron area, and a Quad Damage in the Sons of Makron area]].
* The [[DeflectorShields Power Shield]], a piece of equipment that adds another protection layer on top of your armor, even more so when playing Deathmatch. It has a tradeoff that it uses cells as power, so the Hyperblaster, ''The Reckoning''[='=]s Ion Ripper, ''Ground Zero''[='=]s Plasma Beam, or even [[{{BFG}} the BFG10K]] can't be used as freely, but as long as the power cells are kept stocked, the user is very difficult to kill unless their opponent is a crack shot ''and'' happens to have a Railgun and QuadDamage handy. If they have an armor vest on top of that, then the opponent is in for a long slog. It's of little surprise that the Power Shield appears quite late in ''The Reckoning'' and became an EleventhHourSuperpower in ''Ground Zero''.

to:

** Since it features the item pools from both expansion packs, the 2023 remaster's ''Call of the Machine'' makes it possible to have Quad, Double ''and'' Dualfire Damage all active at the same time, allowing you to go an awe-inspiring (close approximation to a) '''''Sexdecuple Damage rampage'''''! Case in point: ''[[Recap/QuakeIICallOfTheMachineOperationCorpseRun Operation: Corpse Run]]'', [[spoiler:should you keep the Dualfire Damage from "Give Me Back My Moon". The next level, "Strogg Jammers" has a Double Damage in the first Makron area, area and a Quad Damage in the Sons of Makron area]].
* The [[DeflectorShields Power Shield]], a piece of equipment that adds another protection layer on top of your armor, even more so when playing Deathmatch. It has a tradeoff that it uses cells as power, so the Hyperblaster, [[{{BFG}} the BFG10K]], ''The Reckoning''[='=]s Ion Ripper, Ripper and ''Ground Zero''[='=]s Plasma Beam, or even [[{{BFG}} the BFG10K]] Beam can't be used as freely, but as long as the power cells are kept stocked, the user is very difficult to kill unless their opponent is a crack shot ''and'' happens to have a Railgun and QuadDamage handy. If they have an armor vest on top of that, then the opponent is in for a long slog. It's of little surprise that the Power Shield appears quite late in ''The Reckoning'' and became becomes an EleventhHourSuperpower in ''Ground Zero''.
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* With the 2023 remaster adjusting power screens/shields to take additional damage from energy weapons, the Plasma Beam from ''Ground Zero'' has emerged as the most potent weapon against shielded enemies. Whereas the other energy weapons (Blaster, Hyperblaster, Ion Ripper and Phalanx Particle Cannon) projectile-based, the Plasma Beam is a hitscan tracking weapon ''à la'' the [[VideoGame/QuakeI Thunderbolt]]; guaranteed, pinpoint-accurate damage with zero travel time so long as you keep your cross-hairs on an enemy. Being a non-projectile attack means that enemies also cannot sidestep or duck beneath any incoming fire, further enhancing its potential damage output. Couple it with a Quad Damage or Double Damage, and those pesky Brains, Daedali and Gunner Commanders can kiss their shields goodbye.

to:

* With the 2023 remaster adjusting power screens/shields to take additional damage from energy weapons, the Plasma Beam from ''Ground Zero'' has emerged as the most potent weapon against shielded enemies. Whereas the other energy weapons (Blaster, Hyperblaster, Ion Ripper and Phalanx Particle Cannon) projectile-based, the Plasma Beam is a hitscan tracking weapon ''à la'' the [[VideoGame/QuakeI Thunderbolt]]; guaranteed, pinpoint-accurate damage with zero travel time so long as you keep your cross-hairs on an enemy. Being a non-projectile attack means that enemies also cannot sidestep or duck beneath any incoming fire, further enhancing its potential damage output. Couple it with a Double or Quad Damage or Double Damage, and those pesky Brains, Daedali and Gunner Commanders can kiss their shields goodbye.
Is there an issue? Send a MessageReason:
None


* The {{BFG}}10K is a cousin to ''VideoGame/{{Doom}}''[='=]s {{BFG}}9000; fire it into a room full of enemies, be it in PvE or PvP, and watch as the giant green ball and its tracer lasers reduce practically everything in that room to chunky piles of gore. Its extreme lethality is enough to make whole hordes of enemies and even ''bosses'' a joke, allowing you to conserve on using the game's several damage multiplier power-ups (though nothing's stopping you from using the BFG with one and watching as it slices through everything like a red-hot knife through butter). It's telling of the difficulty of ''Ground Zero'' that you're given the weapon as a secret ''[[DiscOneNuke in the second level of the second unit]]''. The late appearance of the Power Shield (mentioned below) frees the cells to be used for the weapon, and the presence of [[EnemySummoner the Medic Commander]] justifies completely its use.

to:

* The {{BFG}}10K is a cousin to ''VideoGame/{{Doom}}''[='=]s {{BFG}}9000; fire it into a room full of enemies, be it in PvE or PvP, [=PvP=], and watch as the giant green ball and its tracer lasers reduce practically everything in that room to chunky piles of gore. Its extreme lethality is enough to make whole hordes of enemies and even ''bosses'' a joke, allowing you to conserve on using the game's several damage multiplier power-ups (though nothing's stopping you from using the BFG with one and watching as it slices through everything like a red-hot knife through butter). It's telling of the difficulty of ''Ground Zero'' that you're given the weapon as a secret ''[[DiscOneNuke in the second level of the second unit]]''. The late appearance of the Power Shield (mentioned below) frees the cells to be used for the weapon, and the presence of [[EnemySummoner the Medic Commander]] justifies completely its use.



* With the 2023 remaster adjusting power screens/shields to take additional damage from energy weapons, the Plasma Beam from ''Ground Zero'' has emerged as the most potent weapon against shielded enemies. Whereas the other energy weapons (Blaster, Hyperblaster, Ion Ripper and Phalanx Particle Cannon) projectile-based, the Plasma Beam is a hitscan tracking weapon ''à la'' the [[VideoGame/QuakeI Thunderbolt; guaranteed, pinpoint-accurate damage with zero travel time so long as you keep your cross-hairs on an enemy. Being a non-projectile attack means that enemies also cannot sidestep or duck beneath any incoming fire, further enhancing its potential damage output. Couple it with a Quad Damage or Double Damage, and those pesky Brains, Daedali and Gunner Commanders can kiss their shields goodbye.

to:

* With the 2023 remaster adjusting power screens/shields to take additional damage from energy weapons, the Plasma Beam from ''Ground Zero'' has emerged as the most potent weapon against shielded enemies. Whereas the other energy weapons (Blaster, Hyperblaster, Ion Ripper and Phalanx Particle Cannon) projectile-based, the Plasma Beam is a hitscan tracking weapon ''à la'' the [[VideoGame/QuakeI Thunderbolt; Thunderbolt]]; guaranteed, pinpoint-accurate damage with zero travel time so long as you keep your cross-hairs on an enemy. Being a non-projectile attack means that enemies also cannot sidestep or duck beneath any incoming fire, further enhancing its potential damage output. Couple it with a Quad Damage or Double Damage, and those pesky Brains, Daedali and Gunner Commanders can kiss their shields goodbye.

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Changed: 1458

Removed: 761

Is there an issue? Send a MessageReason:
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* The {{BFG}}10K is a cousin to ''VideoGame/{{Doom}}''[='=]s {{BFG}}9000; fire it into a room full of enemies, be it in PvE or PvP, and watch as the giant green ball and its tracer lasers reduce practically everything in that room to chunky piles of gore. Its extreme lethality is enough to make whole hordes of enemies and even ''bosses'' a joke, allowing you to conserve on using the game's several damage multiplier power-ups (though nothing's stopping you from using the BFG with one and watching as it slices through everything like a red-hot knife through butter). It's telling of the difficulty of ''Ground Zero'' that you're given the weapon as a secret ''[[DiscOneNuke in the second level of the second unit]]''. The late appearance of the Power Shield (mentioned below) frees the cells to be used for the weapon, and the presence of [[EnemySummoner the Medic Commander]] justifies completely its use.



* The preferred item to take down shielded foes is the Plasma Beam from ''Ground Zero''. Unlike the Hyperblaster, you can hit most of what you shoot. And unlike the Ion Ripper, the Hyperblaster and the Phalanx Cannon, there's no travel time between the projectile and your foe. Couple it with a Quad Damage or Double Damage, and those pesky Daedali can kiss their shields and health goodbye.

to:

* The preferred item With the 2023 remaster adjusting power screens/shields to take down shielded foes is additional damage from energy weapons, the Plasma Beam from ''Ground Zero''. Unlike Zero'' has emerged as the most potent weapon against shielded enemies. Whereas the other energy weapons (Blaster, Hyperblaster, you can hit most of what you shoot. And unlike the Ion Ripper, the Hyperblaster Ripper and the Phalanx Cannon, there's no Particle Cannon) projectile-based, the Plasma Beam is a hitscan tracking weapon ''à la'' the [[VideoGame/QuakeI Thunderbolt; guaranteed, pinpoint-accurate damage with zero travel time between the projectile and so long as you keep your foe. cross-hairs on an enemy. Being a non-projectile attack means that enemies also cannot sidestep or duck beneath any incoming fire, further enhancing its potential damage output. Couple it with a Quad Damage or Double Damage, and those pesky Brains, Daedali and Gunner Commanders can kiss their shields and health goodbye.
** The sole exception is the [=BFG10K=]; the tracer lasers fired by the BFG ball allow it to damage targets that are simply within close proximity to it, making accuracy largely a non-issue against shielded foes. The obvious drawback is that the weapon’s massive cell ammo expenditure per-shot makes it extremely wasteful to use against anything besides large groups or particularly durable foes; Medic Commanders are a prime target for this gun.



* The {{BFG}}10K is a cousin to the {{BFG}}9000 from ''VideoGame/{{Doom}}''. If you fire it into a room full of players in Deathmatch, you can take out most or all of the room in a suicide rush. If you have Quad damage activated too, it slices through everyone like lava. In single-player, it's extremely lethal too and you can save a QuadDamage in your inventory to make a group of enemies (and even the bosses) a joke. It is telling of the difficulty of ''Ground Zero'' that you're given the weapon as a secret ''[[DiscOneNuke in the second level of the second unit]]''. The late appearance of the Power Shield (mentioned below) frees the cells to be used for the weapon, and the presence of [[EnemySummoner the Medic Commander]] justifies completely its use.



* The 2023 remastered version of the game has ''Threewave CTF'' as an integrated gamemode, much like [[VideoGame/QuakeI its predecessor did]]. Sounds good, right? Well, there are two maps ("[=Q2KCTF1=]: Capture Reckoning" and "[=Q2KCTF2=]: Nexus CTF") which show what happens when you combine the overpoweredness of the ''The Reckoning'' and ''Ground Zero'' arsenal and items with the Runes from TWCTF, leading to obscene things such as the 8x Quad+Double Damage combo ''plus'' the Power Amplifier tech, or the Hunter/Vengeance/Defence spheres combined with the [[GradualRegeneration AutoDoc]] rune in order to become a NighInvulnerable juggernaut.

to:

* The 2023 remastered version of the game has ''Threewave CTF'' as an integrated gamemode, much like [[VideoGame/QuakeI its predecessor did]]. Sounds good, right? Well, there are two maps ("[=Q2KCTF1=]: Capture Reckoning" and "[=Q2KCTF2=]: Nexus CTF") which show what happens when you combine the overpoweredness pure obscenity that results from combining the item pools of the ''The Reckoning'' and ''Ground Zero'' arsenal and items base game ''and'' the two mission packs with the Runes TECH power-ups from TWCTF, leading to obscene things such as TWCTF. From combining the 8x Quad+Double Quad and Double Damage combo ''plus'' with the Power Amplifier tech, or the Hunter/Vengeance/Defence spheres combined with the for a ''literal'' '''''Sexdecuple Damage rampage''''', to activating all sphere varieties (Hunter/Vengeance/Defence) alongside [[GradualRegeneration AutoDoc]] rune in order to become a NighInvulnerable juggernaut.
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Added DiffLines:

Considering [[DemonicSpiders/QuakeII how powerful]] many of [[VideoGame/QuakeII this game's]] foes are, it's no wonder you have [[GameBreaker plenty of equally powerful toys]] to take them down.
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!! Weapons
* The Railgun is a futuristic scopeless SniperRifle. Its base damage is 150 (100 in Deathmatch), enough to kill most enemies, including unarmored, respawned players in MP, [[OneHitKill in one shot]]. The Railgun also has a ridiculously high ammo limit of 50 slugs without any upgrades (and it benefits from the Bandolier, unlike explosive weapons of similar tier), works as a substitute to the Super Shotgun at any range, is perfectly accurate ''and'' [[OneHitPolykill the slugs punch through as many enemies as there are in its path, dealing the same damage to every single one of them]]. Its dominating capabilities are very comparable to the Rocket Launcher from [[VideoGame/QuakeI the previous game]], trading SplashDamage with {{hitscan}} projectiles. The weapon was unfortunately nerfed in the 2023 remaster to keep it on par with the re-balanced difficulty, its damage output being reduced from 150 to 100, matching its multiplayer counterpart.
* ''The Reckoning'' introduces the Trap, a powerful item that makes health cubes out of a lot of enemies. Tempering its power, however, is the fact that said trap a) doesn't work on heavier enemies (such as Gladiators, Tanks and Bosses) and that b) [[HoistByHisOwnPetard the user themself can be turned into a health cube]]. Used correctly and on the right enemies such as Gunners and Berserkers, though, you can get beefy health packs for free, the health from these packs overstacks without the degeneration of Megahealth, and unlike Quad and Double Damage, it counts as a weapon rather than an item, so you can carry plenty of them in any difficulty level.
* The preferred item to take down shielded foes is the Plasma Beam from ''Ground Zero''. Unlike the Hyperblaster, you can hit most of what you shoot. And unlike the Ion Ripper, the Hyperblaster and the Phalanx Cannon, there's no travel time between the projectile and your foe. Couple it with a Quad Damage or Double Damage, and those pesky Daedali can kiss their shields and health goodbye.

!! Items
* Some of the {{timed powerup}}s have the very obvious AchillesHeel of their limited duration and how many of a particular class can a player carry with them[[note]]Hard and [[HarderThanHard Hard+/Nightmare]] only allow you to carry one, Medium two, Easy infinite[[/note]], however, they can ''stack'', and some of them complement each other quite nicely. To boot:
** QuadDamage, even more so than in the first game, as this game has [[RPGElements an inventory system]], meaning you can save it up for a rainy day. It complements nicely with most powerups, among them Invulnerability, ''The Reckoning''[='=]s Dualfire Damage and ''Ground Zero''[='=]s Double Damage.
** ''Ground Zero'' introduced the Double Damage, first found as a secret [[DiscOneNuke in the very first room of the very first level]]. Doesn't sound much impressive, until you figure out that it's still a power amplifier, and its effect stacks with the Quad Damage for an obscene damage multiplier of '''eight times'''. It's telling of the [[HarderThanHard difficulty]] of ''Ground Zero'' that [[spoiler:the FinalBoss acquires immunity to both damage multipliers]].
** ''The Reckoning'' has Dualfire Damage, a power-up that makes every weapon fire twice as fast. This also stacks with Quad Damage and effectively gives you octuple damage when using both, if not as ammo-efficient as ''Ground Zero''[='=]s Double Damage.
** Since it features the item pools from both expansion packs, the 2023 remaster's ''Call of the Machine'' makes it possible to have Quad, Double ''and'' Dualfire Damage all active at the same time, allowing you to go an awe-inspiring (close approximation to a) '''''Sexdecuple Damage rampage'''''! Case in point: ''[[Recap/QuakeIICallOfTheMachineOperationCorpseRun Operation: Corpse Run]]'', [[spoiler:should you keep the Dualfire Damage from "Give Me Back My Moon". The next level, "Strogg Jammers" has a Double Damage in the first Makron area, and a Quad Damage in the Sons of Makron area]].
* The {{BFG}}10K is a cousin to the {{BFG}}9000 from ''VideoGame/{{Doom}}''. If you fire it into a room full of players in Deathmatch, you can take out most or all of the room in a suicide rush. If you have Quad damage activated too, it slices through everyone like lava. In single-player, it's extremely lethal too and you can save a QuadDamage in your inventory to make a group of enemies (and even the bosses) a joke. It is telling of the difficulty of ''Ground Zero'' that you're given the weapon as a secret ''[[DiscOneNuke in the second level of the second unit]]''. The late appearance of the Power Shield (mentioned below) frees the cells to be used for the weapon, and the presence of [[EnemySummoner the Medic Commander]] justifies completely its use.
* The [[DeflectorShields Power Shield]], a piece of equipment that adds another protection layer on top of your armor, even more so when playing Deathmatch. It has a tradeoff that it uses cells as power, so the Hyperblaster, ''The Reckoning''[='=]s Ion Ripper, ''Ground Zero''[='=]s Plasma Beam, or even [[{{BFG}} the BFG10K]] can't be used as freely, but as long as the power cells are kept stocked, the user is very difficult to kill unless their opponent is a crack shot ''and'' happens to have a Railgun and QuadDamage handy. If they have an armor vest on top of that, then the opponent is in for a long slog. It's of little surprise that the Power Shield appears quite late in ''The Reckoning'' and became an EleventhHourSuperpower in ''Ground Zero''.
* In ''Ground Zero''[='=]s Deathmatch mode, the [[DoomsdayDevice A-M Bomb]] becomes a portable bomb that takes a lot of time to respawn and it's located in EXTREMELY dangerous areas (such as deadends or {{Death Trap}}s) for a reason. It must be deployed manually, but once done, a countdown takes place, after which everyone must clear the area, lest the wall explosion take all of the present players in its surrounding area. The bomb is susceptible to traps[[note]]For example, the pack's version of "[=Q2DM1=]: The Edge", "[=rdm14=]: Rogue's Edge", features it in a button-triggered chamber, which seals it and fills the area with lava; while the DM version of "[=rware2=]: Waterfront Storage", features it in the small chamber that must be sealed in the main game and whose damage over time [[NoFairCheating ignores the God mode cheat]], and whose bottom can frag players, ignoring the same cheat code[[/note]] and weapon fire, but even as a SuicideAttack its carrier can rack a notable amount of frags, provided there are more than two players on the server. Knowing where the bomb is located increases the chance of finding it and deploying it, reducing ''Ground Zero'' Deathmatches (unless server admins activate the required setting) to races about who gets the bomb first.
* The 2023 remastered version of the game has ''Threewave CTF'' as an integrated gamemode, much like [[VideoGame/QuakeI its predecessor did]]. Sounds good, right? Well, there are two maps ("[=Q2KCTF1=]: Capture Reckoning" and "[=Q2KCTF2=]: Nexus CTF") which show what happens when you combine the overpoweredness of the ''The Reckoning'' and ''Ground Zero'' arsenal and items with the Runes from TWCTF, leading to obscene things such as the 8x Quad+Double Damage combo ''plus'' the Power Amplifier tech, or the Hunter/Vengeance/Defence spheres combined with the [[GradualRegeneration AutoDoc]] rune in order to become a NighInvulnerable juggernaut.
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