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* ''VideoGame/{{Achron}}'' has a major problem with air units in general. Air units are supposed to be balanced by their high cost and frailty. However, when massed, air is much more powerful then ground units can possibly be, because air units can stack up in the sky, creating a rolling wall of death that will focus tons of damage on anything in its way. By contrast, ground units are limited by the amount of space on the ground, so you can't have many focus on one point. Also, air units are several times as fast as ground units and don't have to worry about terrain obstacles, so a single death ball can threaten the entire map and fly circles around their supposed counters. If they are outmatched, they can quickly retreat to heal or attack somewhere else.

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* ''VideoGame/{{Achron}}'' has a major problem with air units in general. Air units are supposed to be balanced by their high cost and frailty. However, when massed, air is much more powerful then than ground units can possibly be, because air units can stack up in the sky, creating a rolling wall of death that will focus tons of damage on anything in its way. By contrast, ground units are limited by the amount of space on the ground, so you can't have many focus on one point. Also, air units are several times as fast as ground units and don't have to worry about terrain obstacles, so a single death ball can threaten the entire map and fly circles around their supposed counters. If they are outmatched, they can quickly retreat to heal or attack somewhere else.


** Against the AI, the Necromancer/Meat Wagon/Obsidian Statue combo is nearly unstoppable. Necromancers to swarm the enemy with multiple skeletons, meat wagons to create corpses when the enemy isn't dying fast enough (and shoot the enemy from out of tower range), and obsidian statues to refill life and/or mana to multiple units at the same time. Air units will put a significant crimp, but the AI never builds more than two or three at a time, and would you look at those Crypt Fiends just waitng to web something up.

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** Against the AI, the Necromancer/Meat Wagon/Obsidian Statue combo is nearly unstoppable. Necromancers to swarm the enemy with multiple skeletons, meat wagons to create corpses when the enemy isn't dying fast enough (and shoot the enemy from out of tower range), and obsidian statues to refill life and/or mana to multiple units at the same time. Air units will put a significant crimp, but the AI never builds more than two or three at a time, and would you look at those Crypt Fiends just waitng waiting to web something up.


* ''VideoGame/AgeOfEmpires''
* ''VideoGame/DawnOfWar''
* ''VideoGame/HeartsOfIron''
* ''VideoGame/IronMarines''
* ''VideoGame/TotalWar''

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* ''VideoGame/AgeOfEmpires''
''GameBreaker/AgeOfEmpires''
* ''VideoGame/DawnOfWar''
''GameBreaker/DawnOfWar''
* ''VideoGame/HeartsOfIron''
''GameBreaker/HeartsOfIron''
* ''VideoGame/IronMarines''
''GameBreaker/IronMarines''
* ''VideoGame/TotalWar''''GameBreaker/TotalWar''

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* ''VideoGame/IronMarines''


* ''VideoGame/EmpireAtWar'' introduced the Zann Consortium in an expansion pack. Nearly all of their basic units are far stronger than their Rebel or Imperial counterparts, and most of them can take on things they're supposed to be weak to after a single upgrade (even the base trooper). The ''Vengeance''-class Frigate, ''Aggressor''-class Destroyer, ''Canderous''-class tank, Skipray Blastboat, and ''[=StarViper=]''-class fighter are particularly overpowered and do an excellent job of covering each other's bases, making Consortium armies tricky to remove. In the Galactic Conquest mode, Consortium units all become available at Tech Level 2 while the other two factions have to build up to that level. Then there's a grab bag of other completely needless advantages, like cloaked infantry transports that can run infantry over despite being repulsorcraft, the Consortium's ground building being shielded unlike the other two factions, and Corruption abilities being utterly retarded and expensive to remove. Even in the game's Campaign Mode, the Consortium have a strong whiff of VillainSue about them; despite having no basis in canon, they somehow managed to conclude the story having built up a massive fleet, dominated a good portion of the galaxy, handed the Rebels and Imperials their asses, and even gotten their hands on an Eclipse-class Star Destroyer. Somehow.

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* ''VideoGame/EmpireAtWar'' introduced the Zann Consortium in an expansion pack. Nearly all of their basic units are far stronger than their Rebel or Imperial counterparts, and most of them can take on things they're supposed to be weak to after a single upgrade (even the base trooper). The ''Vengeance''-class Frigate, ''Aggressor''-class Destroyer, ''Canderous''-class tank, Skipray Blastboat, and ''[=StarViper=]''-class fighter are particularly overpowered and do an excellent job of covering each other's bases, making Consortium armies tricky to remove. In the Galactic Conquest mode, Consortium units all become available at Tech Level 2 while the other two factions have to build up to that level. Then there's a grab bag of other completely needless advantages, like cloaked infantry transports that can run infantry over despite being repulsorcraft, the Consortium's ground building being shielded unlike the other two factions, and Corruption abilities being utterly retarded and expensive to remove. Even in the game's Campaign Mode, the Consortium have a strong whiff of VillainSue about them; despite Despite having no basis in canon, they somehow managed to conclude the story having built up a massive fleet, dominated a good portion of the galaxy, handed the Rebels and Imperials their asses, and even gotten their hands on an Eclipse-class Star Destroyer. Somehow.


* The Balance in ''VideoGame/CommandAndConquer'', especially in the early installments, tended to be a little off. It's gotten better in recent times, but {{Game Breaker}}s still pop up.
** Early ''Command & Conquer'' games were infamous for having tank spamming being virtually uncounterable strategy except by an opposing tank spam, giving them game ending status. In fact, it wasn't until [=RA3=] that this strategy was finally wrestled under control, by making anti-tank infantry much more viable.
** ''VideoGame/CommandAndConquerTiberianDawn'':
*** The first game had GDI grenadiers. Capable of superior [=AoE=] damage against infantry than minigunners and decent damage against structures and vehicles, the grenadier could also be built both early and cheap, allowing a GDI player to just spam them to victory. Though the minigunners were cheaper, the grenadier could hit all of them with a single grenade, allowing him to wipe out many times his own number. Fortunately, they were toned down in ''VideoGame/CommandAndConquerRedAlert'', where the Soviet version did slightly reduced damage and, to prevent spamming them, exploded upon death, which could set off groups of grenadiers like firecrackers.
*** The AI would not try to destroy sand bags that blocked its movement. (It would shoot through walls and fences that blocked line of fire, destroying them in the process, but sand bags didn't block [=LoF=], so they would never be destroyed unless they were close enough to another target to be hit by stray shots). This meant that if you could build a sand bag wall round you base, far enough out from any target, then the enemy would be unable to get in. Then you could extend the wall into the enemy base, and wall off all their unit factories. Or build [[{{BFG}} Advanced Guard Towers]] / [[DeathRay Obelisks of Light]] inside their base. Or build a barracks in their base (particularly effective if you simultaneously build an Engineer, timed to complete just after the barracks completes, for instant AllYourBaseAreBelongToUs).
** ''VideoGame/CommandAndConquerTiberianSun'':
*** Before the ''Firestorm'' expansion pack the game had the bugged Nod Artillery unit, which could always hit its target even if the shell itself didn't hit anything, and the range and damage is insane. While GDI Orca Bombers are arguably their counter as they are helpless against air units and NOD's mobile anti-air units are somewhat weak, they are also higher on the tech tree and much more expensive per unit.
*** The GDI disc throwers have a combination of good damage against everything (unlike the Nod rocket infantry, which had a crippling weakness against infantry), low production cost, quick production time, and a GoodBadBug that allowed them to throw discs ''across the freaking map'' basically meant building an army of disc throwers was a perfectly viable strategy for most levels.
** ''VideoGame/CommandAndConquerRedAlert2'':
*** There's the extremely broken French subfaction, which came with the Grand Cannon, a huge defensive artillery piece which could destroy any enemy in the game with ease. As air units, its only counter, were rare and underpowered, a French player could simply slowly creep his base towards the enemies under the constant protection of his cannons, until he was shelling the enemy base.
*** The British subfaction has Snipers, who could insta-kill any infantry unit in the game.
*** Yuri, the faction added in the [=RA2=] expansion, was a game breaker ''faction''. Its mind control tech was an instant game breaker in and of itself, making any notion of cost-effectiveness totally null, especially as he could recycle these units for cash. Their resource gathering mechanic allowed them to expand lightning-fast and claim new ore fields that the enemy could never touch, and their Floating Discs could shut down whole bases with ease in a game where flying units and the defenses against them were both seriously underpowered, and even steal from the enemy directly. Yet, even with all these advantages, Yuri was no worse in direct combat than his foes, with good tanks, rock solid defenses and excellent basic infantry. A few examples:
*** Initiates are far and away the best basic infantry unit out of the three main factions, and they become killing machines when garrisoned.
*** The Virus is basically a beefed-up Sniper that doesn't need a British subfaction to unlock.
*** Magnetrons are great anti-building siege units, and become downright ridiculous against any enemy vehicle with good micromanagement. Either destroy instantly them by dropping them into impassable terrain, or two birds in one stone by dropping them into an critical structure like a Construction Yard.
*** Yuri Prime is able to do an infinite combo of capturing enemy structures and selling them for cash, and you get two of them when trained with a Cloning Vat.
*** Playing against a halfway decent Yuri player on a water-based map is a death sentence, since the basic tier Boomer submarine combines the best of the Soviet Attack Submarine and Dreadnaught, while being cheaper than the $2000 Dreadnaught and it doesn't even need a Tech Centre to build!
*** Demolition Truck + Iron Curtain combo. The Demolition Truck is a suicide unit carrying a mini-nuke that explodes if the unit is killed or if the unit is commanded to attack something. Iron Curtain is a minor superweapon that makes the targeted nine units invincible and immune to mind-control for a short time. At least the original ''Red Alert'' had the courtesy of causing iron curtain to wear off very quickly from demo trucks... Lampshaded in ''Yuri's Revenge'' in the Soviet campaign where one mission requires you to either use this tactic or spam a metric fuckton of V3 Launchers to crack the enemy base.
*** If you play against the [[ArtificialStupidity dumb AI]], it's possible to blockade a base using Desolators. Doing the deploy command causes them to irradiate an area equal to a nuke until they are given the deploy command again. Most infantry simply melt before they have a chance to attack the Desolators while basic tanks will slowly disintegrate. In fact, in one of the ''Yuri's Revenge'' campaign maps, you could effectively blockade Yuri's base with two at a choke point.
** ''VideoGame/CommandAndConquerTiberiumWars'':
*** The Mammoth Tank is a ''beast''. Easily the toughest unit in the game, with upgradeable weapons that let it kill infantry in a single hit, more firepower than any other armored unit in the game, ''and'' respectable anti-air capability to boot. Massed together, they're able to go toe-to-toe with equivalent numbers of Nod Avatars and win, and outlast Scrin Planetary Assault Carriers. Nothing short of a direct hit with a superweapon can really stop the billowing clouds of dust that herald a Mammoth rush. Later patches {{Nerf}}ed the Mammoth, but its early-game counterpart, the Predator, which had the same weapon upgrade, proved effective against all but air units.
*** One Russian journalist summed it best: "Five elite Mammoth Tanks destroy everything. Ten elite Mammoth Tanks destroy completely everything."
*** The expansion introduces Mechapedes, fast-moving units that can be equipped with a variety of weapon modules. With enough micromanagement, just a few can wipe out an enemy force without exposing their weak points to serious damage.
*** The Black Hand gains the Purifier Warmech, which was suppose to be a primitive version of the Avatar. In theory it's a costlier Avatar with a built-in flame thrower in lieu of the upgrading ability. While it resolves the Avatar's initial problem of not being able to deal with infantry, it also made the Purifier completely immune to its hard counter: commandos. On top of that, the Black Hand has the Purifying Flame upgrade, which allowed all their flame-based weapons to deal extra damage to vehicles (normally fire damage deal almost negligible damage). Because the flame thrower is programmed to fire without the unit needing to target, a group of 6 Purifiers can literally walk right through the opponent's base, torching anything short of flying aircrafts without so much as raising their arm-mounted lasers.
*** The Black Hand also has stupidly powerful infantry. Spam Confessors and Rocket Launchers in 1:4 ratio, rush Black Disciples (which grants an extra flamethrower-unit to each infantry squad) and the aforementioned Purifying Flames and send your army to the enemy base. The Confessors will stomp pretty much any other infantry (especially if you add in Charged Particle Beams, which also makes them viable against vehicles and buildings!) and the Disciples and Rockets (buffed by Confessors' aura) will make short work of everything else. The enemy needs to spend the entire start of the game spamming anti-infantry buildings and units to have any hope of surviving the initial rush, and even then the cheap cost and short training time of the units allows you to keep up constant pressure on the enemy so they don't have resources to counterattack before you already have even more powerful units like the Purifiers.
** ''VideoGame/CommandAndConquerRedAlert3'':
*** The Yuriko unit from the Empire of the Rising Sun can destroy buildings in seconds, can attack both land and air units, and has a special attack that kills all infantry within a certain radius around her.
*** In the Empire of the Rising Sun campaign, the Shogun Executioner. Lampshaded by the Soviet Commander accused you of cheating and let the GameBreaker unit win the mission for you, instead of any real strategy.
*** ''Red Alert 3: Uprising'' is just packed to the gills with gamebreaking units, suspiciously almost all of them Allied units. There's the Harbinger gunship, with insanely heavy armor, and dual weapons capable of catastrophic damage against armor, or nearly insta-kill guns against infantry. There's the Pacifier mobile cannon which is AMPHIBIOUS, and when it sets up, produces an extreme range cannon as powerful as the Cruiser in ''[=RA1=]''. The Future Tank X-1 is pretty much super effective against everything, and weak only against the most powerful armored units. The Cryo Legionnaire freezes up ALL units within a rather large radius in front of it, and these frozen units can be broken into a bunch of pieces by the weakest units in the game. The only non-Allied unit that comes closer to gamebreaking is the Japanese Giga Fortress, but even that is hardly as powerful as the Allied units. Suffice it to say there's a reason why ''Uprising'' doesn't include any sort of multiplayer.
** In ''VideoGame/CommandAndConquerGenerals'', each faction has one. Hilariously enough, ''Zero Hour'' actually gives you the option of picking a subfaction that '''upgrades''' these tactics:
*** The Chinese Overlord tank which is the obligatory Mammoth {{Expy}} whose counters are supposed to be aircraft and rocket-wielding infantry, both of which are negated by sticking a gattling gun on top of it which also lets it detect stealth, It gets turned UpToEleven with the tank general's Emperor Overlord, who comes with the self healing propaganda tower by standard issue and can build a gattling cannon as well. The main issue balancing them is very slow speed and average attack range and the expense of the [[GatlingGood minigun]].
*** The GLA terrorist on a bike, Terrorists can OHKO a tank, their weakness is supposed to be that they're not much faster than regular infantry. Putting them on a bike lets them jump cliffs, go faster and generally make your life a pain. It gets turned UpToEleven by the Bomb general, who can build them with the terrorist on top by standard, make them cheaper, and more powerful.
*** The US Aurora Bomber, which is literally invincible until it drops its bomb, the bomber can literally be used in groups to completely eliminate anti air before blowing the entire base to kingdom come. Gets turned UpToEleven with the Superweapon general's Alpha Aurora, which is 20% cheaper and comes with a more powerful fuel air bomb.


* ''TotalAnnihilationKingdoms'' has the entire Zhon race as a gamebreaker, as they can create units anywhere without the need for buildings. The ability to conjure up an army at a moment's notice in almost any point of the map, not to mention that of relocating a base simply by walking most of it away, makes the Zhon much more versatile and efficient than the other races. As for specific units, the Zhon lightning tower is cheap, quick to build, powerful and long-range, making it ideal for both defending and attacking by fortification-walk.

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* ''TotalAnnihilationKingdoms'' ''VideoGame/TotalAnnihilationKingdoms'' has the entire Zhon race as a gamebreaker, as they can create units anywhere without the need for buildings. The ability to conjure up an army at a moment's notice in almost any point of the map, not to mention that of relocating a base simply by walking most of it away, makes the Zhon much more versatile and efficient than the other races. As for specific units, the Zhon lightning tower is cheap, quick to build, powerful and long-range, making it ideal for both defending and attacking by fortification-walk.


* In ''{{Pikmin}} 2'', you get purple Pikmin. They can kill around 90% of the enemies in a few throws, making most bosses ridiculously easy (in fact, this game's Prima guide just says to throw purple Pikmin on said bosses). Their weakness? They're slow. Yellow Pikmin in the first game may also count due to their ability to carry bomb rocks.

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* In ''{{Pikmin}} 2'', ''VideoGame/{{Pikmin 2}}'', you get purple Pikmin. They can kill around 90% of the enemies in a few throws, making most bosses ridiculously easy (in fact, this game's Prima guide just says to throw purple Pikmin on said bosses). Their weakness? They're slow. Yellow Pikmin in the first game may also count due to their ability to carry bomb rocks.


*** Before the ''Firestorm'' expansion pack the game had the bugged Nod Artillery unit, which could always hit its target even if the shell itself didn't hit anything.

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*** Before the ''Firestorm'' expansion pack the game had the bugged Nod Artillery unit, which could always hit its target even if the shell itself didn't hit anything.anything, and the range and damage is insane. While GDI Orca Bombers are arguably their counter as they are helpless against air units and NOD's mobile anti-air units are somewhat weak, they are also higher on the tech tree and much more expensive per unit.



*** Yuri, the faction added in the [=RA2=] expansion, was a game breaker ''faction''. Its mind control tech was an instant game breaker in and of itself, making any notion of cost-effectiveness totally null, especially as he could recycle these units for cash. Their resource gathering mechanic allowed them to expand lightning-fast and claim new ore fields that the enemy could never touch, and their flying unit could shut down whole bases with ease in a game where flying units and the defenses against them were both seriously underpowered, and even steal from the enemy directly. Yet, even with all these advantages, Yuri was no worse in direct combat than his foes, with good tanks, rock solid defenses and excellent basic infantry.

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*** Yuri, the faction added in the [=RA2=] expansion, was a game breaker ''faction''. Its mind control tech was an instant game breaker in and of itself, making any notion of cost-effectiveness totally null, especially as he could recycle these units for cash. Their resource gathering mechanic allowed them to expand lightning-fast and claim new ore fields that the enemy could never touch, and their flying unit Floating Discs could shut down whole bases with ease in a game where flying units and the defenses against them were both seriously underpowered, and even steal from the enemy directly. Yet, even with all these advantages, Yuri was no worse in direct combat than his foes, with good tanks, rock solid defenses and excellent basic infantry. A few examples:
****Initiates are far and away the best basic infantry unit out of the three main factions, and they become killing machines when garrisoned.
****The Virus is basically a beefed-up Sniper that doesn't need a British subfaction to unlock.
****Magnetrons are great anti-building siege units, and become downright ridiculous against any enemy vehicle with good micromanagement. Either destroy instantly them by dropping them into impassable terrain, or two birds in one stone by dropping them into an critical structure like a Construction Yard.
****Yuri Prime is able to do an infinite combo of capturing enemy structures and selling them for cash, and you get two of them when trained with a Cloning Vat.
****Playing against a halfway decent Yuri player on a water-based map is a death sentence, since the basic tier Boomer submarine combines the best of the Soviet Attack Submarine and Dreadnaught, while being cheaper than the $2000 Dreadnaught and it doesn't even need a Tech Centre to build!


Games with their own pages:
* ''VideoGame/AgeOfEmpires''
* ''VideoGame/DawnOfWar''
* ''VideoGame/HeartsOfIron''
* ''VideoGame/TotalWar''



* The first ''VideoGame/{{Age of Empires|I}}'' game had the Horse Archers. They can move fast, do a ton of damage, and have a range longer than anything except upgraded Priests (which they can easily kill) and certain siege weapons (which fire sluggish, easily dodged projectiles). The only downside is that they're expensive to make and can't take much damage...at least, not until you upgrade them to [[UpToEleven Heavy Horse Archers]].
** FridgeBrilliance and TruthInTelevision. For the time period, horse archers were devastating, capable of swooping in, spraying the enemy with arrows, and then beating a quick retreat before the enemy could marshal its forces. Hell, even today that'd be a viable strategy against anything less than a fleet of attack helicopters.
** The series also has elephant-mounted warriors. The Elephant Archer in the original has as many hitpoints as ''buildings''[[note]] (though it has as many hitpoints as buildings, in the first game buildings take a fifth of the damage that units do)[[/note]], and the Persians' War Elephant of the second game is probably the strongest unique unit (good for the Persians, since they're otherwise kind of a limited civilization in-game).
** The second expansion for ''Age of Empires II'', ''The Forgotten'', added the Slavs and their unique unit, the Boyar. The Boyar is essentially a super-heavy cavalry unit, having tremendous melee armor, attack and HP on par with ''Paladins'', and respectable pierce armor. A squad of maxed-out Elite Boyars is more or less unstoppable; they can even go toe-to-toe with heavy camels or halberdiers and come out on top.
** In the third game, Grenadiers. They are effective against both infantry and buildings, and do splash damage. They're produced at the Siege Workshop, but they're infantry, which means they're cheaper, faster, and don't have to deploy in order to attack. They're vulnerable to cavalry, but Grenadiers can stand up to massed infantry, where an equivalent unit of artillery will not. This is particularly nasty when fighting the Aztecs, who have no cavalry aside from any native units they've acquired.


*** The first game had GDI grenaders. Capable of superior [=AoE=] damage against infantry than minigunners and decent damage against structures and vehicles, the Grenader could also be built both early and cheap, allowing a GDI player to just spam them to victory. Though the minigunners were cheaper, the grenader could hit all of them with a single grenade, allowing him to wipe out many times his own number. Fortunately, they were toned down in ''VideoGame/CommandAndConquerRedAlert'', where the Soviet version did slightly reduced damage and, to prevent spamming them, exploded upon death, which could set off groups of grenaders like firecrackers.

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*** The first game had GDI grenaders. grenadiers. Capable of superior [=AoE=] damage against infantry than minigunners and decent damage against structures and vehicles, the Grenader grenadier could also be built both early and cheap, allowing a GDI player to just spam them to victory. Though the minigunners were cheaper, the grenader grenadier could hit all of them with a single grenade, allowing him to wipe out many times his own number. Fortunately, they were toned down in ''VideoGame/CommandAndConquerRedAlert'', where the Soviet version did slightly reduced damage and, to prevent spamming them, exploded upon death, which could set off groups of grenaders grenadiers like firecrackers.



*** Before the ''Firestorm'' expansion pack the game had the bugged Nod Artillery unit, which could always hit it's target even if the shell itself didn't hit anything.

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*** Before the ''Firestorm'' expansion pack the game had the bugged Nod Artillery unit, which could always hit it's its target even if the shell itself didn't hit anything.


*** The Black Hand also has stupidly powerful infantry. Spam Confessors and Rocket Launchers in 1:4 ratio, rush Black Disciples (which grants an extra flamethrower-unit to each infantry squad) and the aforementioned Purifying Flames and send your army to the enemy base. The Confessors will stomp pretty much any other infantry (especially if you add in Charged Particle Beams, which also makes them viable against vehicles and buildings!) and the Disciples and Rockets (buffed by Confessors' aura) will make a short work of everything else. The enemy needs to spend the entire start of the game spamming anti-infantry buildings and units to have any hope of surviving the initial rush, and even then the cheap cost and short training time of the units allows you to keep up constant pressure on the enemy so they don't have resources to counterattack before you already have even more powerful units like the Purifiers.

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*** The Black Hand also has stupidly powerful infantry. Spam Confessors and Rocket Launchers in 1:4 ratio, rush Black Disciples (which grants an extra flamethrower-unit to each infantry squad) and the aforementioned Purifying Flames and send your army to the enemy base. The Confessors will stomp pretty much any other infantry (especially if you add in Charged Particle Beams, which also makes them viable against vehicles and buildings!) and the Disciples and Rockets (buffed by Confessors' aura) will make a short work of everything else. The enemy needs to spend the entire start of the game spamming anti-infantry buildings and units to have any hope of surviving the initial rush, and even then the cheap cost and short training time of the units allows you to keep up constant pressure on the enemy so they don't have resources to counterattack before you already have even more powerful units like the Purifiers.



*** The Chinese overlord tank which is the obligatory Mammoth {{Expy}} who's counters are supposed to be aircraft and rocket-wielding infantry, both of which are negated by sticking a gattling gun on top of it which also lets it detect stealth, It gets turned UpToEleven with the tank general's Emperor Overlord, who comes with the self healing propaganda tower by standard issue and can build a gattling cannon as well. The main issue balancing them is very slow speed and average attack range and the expense of the [[GatlingGood minigun]].

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*** The Chinese overlord Overlord tank which is the obligatory Mammoth {{Expy}} who's whose counters are supposed to be aircraft and rocket-wielding infantry, both of which are negated by sticking a gattling gun on top of it which also lets it detect stealth, It gets turned UpToEleven with the tank general's Emperor Overlord, who comes with the self healing propaganda tower by standard issue and can build a gattling cannon as well. The main issue balancing them is very slow speed and average attack range and the expense of the [[GatlingGood minigun]].



*** The US Aurora Bomber, which is literally invincible until it drops its bomb, the bomber can literally be used in groups to completely eliminate anti air before blowing the entire base to kingdom come. Gets turned UpToEleven with the Superweapon general's Alpha auoroa, which is 20% cheaper and comes with a more powerful fuel air bomb.

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*** The US Aurora Bomber, which is literally invincible until it drops its bomb, the bomber can literally be used in groups to completely eliminate anti air before blowing the entire base to kingdom come. Gets turned UpToEleven with the Superweapon general's Alpha auoroa, Aurora, which is 20% cheaper and comes with a more powerful fuel air bomb.


*** In the Empire of the Rising Sun, the Shogun Executioner. Lampshaded by the Soviet Commander accused you of cheating and let the GameBreaker unit win the mission for you, instead of any real strategy.

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*** In the Empire of the Rising Sun, Sun campaign, the Shogun Executioner. Lampshaded by the Soviet Commander accused you of cheating and let the GameBreaker unit win the mission for you, instead of any real strategy.


* ''StarWarsRebellion'' is full of these. The first is the Alliance Escort Carrier. Seems unassuming, until you realize X-wings are arguably the best starfighter in the game, until the TIE Defender comes along. You can easily take down a Star Destroyer. The second is the Death Star, but only as a defense platform. Put one around Coruscant with plenty of starfighter protection and a shield, with plenty of troops to protect the shield, and hilarity ensues.

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* ''StarWarsRebellion'' ''VideoGame/StarWarsRebellion'' is full of these. The first is the Alliance Escort Carrier. Seems unassuming, until you realize X-wings are arguably the best starfighter in the game, until the TIE Defender comes along. You can easily take down a Star Destroyer. The second is the Death Star, but only as a defense platform. Put one around Coruscant with plenty of starfighter protection and a shield, with plenty of troops to protect the shield, and hilarity ensues.


* VideoGame/{{Stellaris}} the developers added an option for the player to get their own game breaker. A Psionic race can enter The Shroud, a psychic realm where you can get various bonuses. You may also be given the chance to enter a pact with a psionic deamon that will give you insane game winning bonuses. [[CosmicHorror For fifty years.]]

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* VideoGame/{{Stellaris}} the ''VideoGame/{{Stellaris}}'': The developers added an option for the player to get their own game breaker. A Psionic race can enter The Shroud, a psychic realm where you can get various bonuses. You may also be given the chance to enter a pact with a psionic deamon EldritchAbomination that will give you insane game winning bonuses. [[CosmicHorror For fifty years.]]]] [[spoiler:And then it utterly destroys your empire except for a single planet and a handful of pops and resources, [[ControllableHelplessness and then sets about destroying the galaxy while intentionally leaving your sorry little colony for last]]. And if someone somehow manages to beat it, they'll probably be out for your hide afterwards since you have a -1000 diplomatic malus for "dooming the galaxy".]]
** Materialists can get robotic Pops, which start out weak (Robots get a small bonus to Minerals production and the ability to colonise any habitable planet but ''massive'' disadvantages to everything else) but eventually can grow into Synths, who get a 20% to everything except Food production (which they don't consume anyway). Players in early patch cycles used to [[TheSingularity replace the entire population of their empire with Synths]] just to be that much more powerful, before developers made it a canonical option with the Synthetic Ascension Path.
** The Biological Ascension Path is difficult to use, but potentially even more broken. Synths get a 20% to everything? Please. You can genetically modify subspecies in your empire to be highly specialised and really powerful, with traditional limitations to the gene modding process - like the inability to remove positive traits or add negative ones - removed. For example, giving a slave race Industrious and Extremely Strong gives them a ''40%'' bonus to Mineral production ''plus'' another 40% to Army Damage. You can also hilariously [[https://www.youtube.com/watch?v=8ZxBQlgXZ-Q genebomb enemy empires]]: genemod an entire planet's population to be useless at everything but give them Nomadic and Fertile, concede the planet to an empire who share a migration treaty with your rival, and then sit back and watch as the hordes of weak, stupid, hostile, politically subversive and genetically crippled untermensch flow into your rival's empire and outbreed the natives, bringing the rival to its knees.
** Pacifist Xenophobes get two civics to snowball their Unity gain: Inward Perfection gives a 30% bonus to Unity (plus some Happiness too) and Agrarian Idyll causes all farm buildings to produce 1 Unity. Combined with the Pacifists' natural enhanced Unity gain, it means they can blast through the Tradition trees of their choice and quickly seize powerful Ascension perks, such as the one (One Vision) that ''further'' increases their Unity gain.
** Cruisers with Medium Plasma Cannons. [[JackOfAllStats No, seriously.]] Good damage, good fire rate, good accuracy, good performance against both shields and armour... and then stacked with tier 4 sensors and sentient combat computers...
** [[https://www.reddit.com/r/Stellaris/comments/6ax3i4/the_stellaris_mp_meta_and_its_problems/ Naked Corvette Spam.]] Technology is actually quite cost-inefficient in the current meta, so often forming huge doomstacks of Corvettes equipped with the basic starter laser and kinetic weapons and [[ZergRush throwing them at the endgame Crisis or Fallen Empires]] can destroy them easily. It's really quite an absurd situation.

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