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** The 3rd game has explosive ammo for the pistols, which, if damage is also maxed out, either kills most enemies in one shot or stuns stronger enemies, allowing them to be killed very quickly. It’s so powerful that they can destroy all vehicles except for literal tanks within four shots.
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* ''DarkSector'' has the Enferon Shells upgrade when applied to shotguns. Normally, this is a powerful mod which makes rounds fired by a weapon produce a small cloud of gas that deals additional damage to mutant "Technocyte" enemies: instantaneous damage is roughly doubled, and there's a small amount of damage over time. Sounds fair so far? The problem comes when this is placed on a shotgun, where ''each pellet'' produces an individual Enferon cloud which assigns the same damage over time as a normal bullet. Suddenly even winging a Technocyte (or even hitting a surface ''near'' one) gives it about ten seconds to live.

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* ''DarkSector'' ''VideoGame/DarkSector'' has the Enferon Shells upgrade when applied to shotguns. Normally, this is a powerful mod which makes rounds fired by a weapon produce a small cloud of gas that deals additional damage to mutant "Technocyte" enemies: instantaneous damage is roughly doubled, and there's a small amount of damage over time. Sounds fair so far? The problem comes when this is placed on a shotgun, where ''each pellet'' produces an individual Enferon cloud which assigns the same damage over time as a normal bullet. Suddenly even winging a Technocyte (or even hitting a surface ''near'' one) gives it about ten seconds to live.
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* ''VideoGame/Splatoon2'' has the Tri-Slosher, a bucket segmented into three parts that fires three separate projectiles at medium range, giving it a wider spread. While it was a solid weapon in the first game, nerfs to some of the GameBreaker weapons from the original bumped the Tri-Slosher to this. The triple projectile nature of the weapon means it hits a roughly 60~90 degree cone in front of the player, ''it has farther range than some of the guns'', the player can slosh ink at a rate of twice per second, and those three globs of ink hit for 62 damage, which is enough to two-hit kill any player in the game. In addition, it comes armed with Burst Bombs, which enable the player to get quick kills by chucking a Burst Bomb at another player then cancelling it into a slosh for kill. It even gets Ink Armor as its [[LimitBreak Special Weapon]], which shields the player from some incoming damage, allowing the player just enough time to kill the target before they keeled over. The [[ComplacentGamingSyndrome competitive response]] to this weapon was so bad that it quickly became a TierInducedScrappy, and it was bad enough that it received a {{Nerf}} in a balance patch ''that wasn't even focused on main weapon balancing.''
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* In ''VideoGame/ResidentEvil4: The Mercenaries'', you have Wesker and Krauser. Wesker has a semi-auto rifle that just kills grunt in one hit, a magnum that two shots most bosses, silenced handgun that leads to melee, tons of grenades and healing. His melee moves tend to kill instantly. His only weakness is that he doesn't have a knife. Krauser has the highest HP, a fast run, an arm that kills everything, arrows that do high damage, good melee, a knife that really hurts, and flash grenades. His weakness? Wesker's just better at killing things.
** In ''Resident Evil 5'', it's all about the Weskers. Midnight Wesker is the current score holder. Basically, you shoot grunts in the face to set up for the Cobra Strike, which instantly kills. In Resi5, you get time bonuses for melee, a mere 5 seconds. The top players can chain melee kill after melee kill and basically get infinite time to kill the grunts. And if you run into the boss? Magnum + Melee until the boss dies. And if you gets swarmed, there's always the 5 starting grenades. S.T.A.R.S. Wesker is even stronger, he substitutes the grenades for the HYDRA shotgun, which boasts a range comparable to a sniper rifle with none of damage degrading. He also gets the Samurai Edge, which two shots most grunts. Wesker's weaknesses? No first aid sprays, which the bosses drop.
*** It isn't ''all'' about the Weskers. Tribal Sheva is often considered great due to her extremely powerful infinite ammo weapon, the Longbow, and her personal boss and mob killer, the Grenade Launcher. Since her primary weapon has infinite ammo, all ammo drops will be for the Grenade Launcher, so she can replace the [[AwesomeButImpractical Nitrogen Rounds]] with something more effective against the "boss" enemies. Her only real issue is that the Longbow lacks a laser sight and is, therefore, harder to aim than everyone else's weapons.
*** And with the newest patch and DLC comes the Mercenaries Reunion, the same Mercenaries mode as before but with new characters. One of these is Fairy Tale Sheva, a Sheva that starts out with the Handcannon, the most powerful weapon in the game except for rocket launchers. And to top it all off, she also starts with 5 (5!) Golden Eggs, which fully restore health. Combine this with Online or Offline Co-Op and both using her, and anyone can easily get an S rank on all of the levels. And then theres Heavy Metal Chris with his Infinite Ammo Mini-gun, which is possibly the most crippled weapon in the game.
*** Possibly? There's no hunting for ammo and no need to reload; you can grab several time extensions at the start of the map, and then just camp in a safe place and rack up enormous combos.
*** [[VideoGame/ResidentEvil0 Rebecca Chambers]]. She wields a powerful machine gun, an auto shotgun for close up work and stacks of ammo. What's more, thanks to the crosspad inventory, she can just tap up or down to instan-heal, [[FridgeBrilliance which]] [[TheMedic makes]] [[HealThyself sense]].
* In the campaign of ''VideoGame/ResidentEvil5'', once you get to level 3-1 you can cheerfully wave "Bye-bye!" to any semblance of difficulty. The level starts you in a massive sprawling area where, once you learn the easy-to-memorize enemy spawn points, it's easily possible to find about $25,000 in treasures along with a free rocket launcher in about 10 minutes of game play without ever once encountering a single enemy. [[SaveScumming Then reset the level and do it again]]. Not only can you access upgrades much faster and earlier than normal, but since you can access your item and weapon cache every single time you save, quit, and restart, the only thing limiting your ability to [[OneHitKill feed a rocket]] to every single boss, miniboss, and DemonicSpider you meet is how many times you're willing to replay that 10 minute segment of 3-1, which you can go back and do at any time thanks to the option to replay levels.
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* ''DarkSector'' has the Enferon Shells upgrade when applied to shotguns. Normally, this is a powerful mod which makes rounds fired by a weapon produce a small cloud of gas that deals additional damage to mutant "Technocyte" enemies: instantaneous damage is roughly doubled, and there's a small amount of damage over time. Sounds fair so far? The problem comes when this is placed on a shotgun, where ''each pellet'' produces an individual Enferon cloud which assigns the same damage over time as a normal bullet. Suddenly even winging a Technocyte (or even hitting a surface ''near'' one) gives it about ten seconds to live.
**There's also the Korbov [=TK6=]. While the most expensive weapon in the game by a large margin, this assault rifle is head-and-shoulders above every other weapon, draws from the largest pool of ammunition, is more accurate without an accuracy mod than the sniper rifle is ''with'' one, and with three damage upgrades a short burst will instantly kill just about any enemy in the game.
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typo: int -> into


*** The smoke grenade was later patched and does not have knockback. At first, the nerf just reduced the range at which it would throw one int the air. Then it would just stun only people who were right on top of it. Now it just blows smoke. The shotgun, however, is still the most abused weapon in the game. Many players adopted the "Two-piece" strategy in which you melee the opposing player, then blind fire a shell into their legs directly after. The combo results in almost guaranteed instant kills if all rounds from the shell hit. which at point blank where this tactic is supposed to be done, isn't very hard.

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*** The smoke grenade was later patched and does not have knockback. At first, the nerf just reduced the range at which it would throw one int into the air. Then it would just stun only people who were right on top of it. Now it just blows smoke. The shotgun, however, is still the most abused weapon in the game. Many players adopted the "Two-piece" strategy in which you melee the opposing player, then blind fire a shell into their legs directly after. The combo results in almost guaranteed instant kills if all rounds from the shell hit. which at point blank where this tactic is supposed to be done, isn't very hard.
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typo: ad -> as


** In the 2nd one, the .44 Sheperd is a 2 hit kill, but you can [[GunsAkimbo carry one in each hand]], with the same ammo capacity ad the other one. That's still 127 times OneHitKill if you fire both at once. There really wasn't any reason to use anything but the .44 in either game.

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** In the 2nd one, the .44 Sheperd is a 2 hit kill, but you can [[GunsAkimbo carry one in each hand]], with the same ammo capacity ad as the other one. That's still 127 times OneHitKill if you fire both at once. There really wasn't any reason to use anything but the .44 in either game.
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** In the first game, many players were content to use the very first weapon - the Plasma Cutter - exclusively, to the point where people would go StopHavingFunGuy on people who used other weapons, calling them morons who were playing the game wrong since the Cutter outshined every other weapon by far.

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** In the first game, many players were content to use the very first weapon - the Plasma Cutter - exclusively, to the point where people would go StopHavingFunGuy on people who used other weapons, calling them morons who were playing the game wrong since the Cutter outshined every other wrong. This is because enemies will ''only'' drop ammo for equipped weapons, so only having one weapon by far.equipped will eventually make you so stacked to the gills with ammo you can start selling it for more cash to spend on suit upgrades and power nodes. Theoretically this could be done with any weapon, but since there's already an achievement for beating the game using only the Cutter...
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* In ''VideoGame/SaintsRow'', at least the first one, the [[RevolversAreJustBetter .44 Sheperd]] is a gamebreaker. Six-shot magazine, and 250 bullets in all. There is a [[OneHitKill reason]] why this is so overpowering, and you can collect ammo from the most common gun, pistols. And the .44 Sheperd is available very cheaply and quite early in the game. [[ArsonMurderAndJaywalking And it looks cool.]]

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* In ''VideoGame/SaintsRow'', at least the first one, the [[RevolversAreJustBetter .44 Sheperd]] is a gamebreaker. Six-shot magazine, and 250 bullets in all. There is a [[OneHitKill reason]] why this is so overpowering, overpowered, and you can collect ammo from the most common gun, pistols. And the .44 Sheperd is available very cheaply and quite early in the game. [[ArsonMurderAndJaywalking And it looks cool.]]



*** Saber throw is a mite excessive in the overwhelming department, too. Especially considering that it was only used twice in the movies with a total kill count of ''one''.

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*** Saber throw is a mite excessive in the overwhelming overpoweredness department, too. Especially considering that it was only used twice in the movies with a total kill count of ''one''.



* The original ''VideoGame/GearsOfWar'' had a rather overpowering shotgun that most people used exclusively, regardless of their range or the weapon their opponent was holding (which was usually a shotgun as well, so it worked out). Naturally, the community decreed that the shotgun was the only weapon that took any skill, and decried ''every other weapon in the game'' as a GameBreaker or "noob weapon". TheyChangedItNowItSucks took off in full stride when the shotgun was nerfed in the sequel (to the point where a large number of players abandoned the game for being too "noob-friendly" and returned to the original as they couldn't handle this "dying" thing that was happening to them whenever they tried shotgun rushing through Lancer fire or firing back at it from medium-long range). Those who stuck around for the sequel learned to abuse the Hammerburst to its fullest potential until the Lancer was buffed to be able to compete with it.

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* The original ''VideoGame/GearsOfWar'' had a rather overpowering overpowered shotgun that most people used exclusively, regardless of their range or the weapon their opponent was holding (which was usually a shotgun as well, so it worked out). Naturally, the community decreed that the shotgun was the only weapon that took any skill, and decried ''every other weapon in the game'' as a GameBreaker or "noob weapon". TheyChangedItNowItSucks took off in full stride when the shotgun was nerfed in the sequel (to the point where a large number of players abandoned the game for being too "noob-friendly" and returned to the original as they couldn't handle this "dying" thing that was happening to them whenever they tried shotgun rushing through Lancer fire or firing back at it from medium-long range). Those who stuck around for the sequel learned to abuse the Hammerburst to its fullest potential until the Lancer was buffed to be able to compete with it.



** The smoke grenade at launch was horribly overpowering. Everybody started with one. They could be used to tag walls to make proximity mines. ANY hit by the smoke grenade, at all, would launch players high into the air and stun them on the ground for several seconds, after which they would have to get up slowly, and would be completely vulnerable during this entire process. Oh, and it also generates a big cloud of obscuring smoke.

to:

** The smoke grenade at launch was horribly overpowering.overpowered. Everybody started with one. They could be used to tag walls to make proximity mines. ANY hit by the smoke grenade, at all, would launch players high into the air and stun them on the ground for several seconds, after which they would have to get up slowly, and would be completely vulnerable during this entire process. Oh, and it also generates a big cloud of obscuring smoke.



** The shotgun was so effective it got ''two'' weapons to counter it; the Sawed-Off and Retro Lancer. The former is better at close range, and requires less skill to aim, but it's even worse at any real range. The latter has one of only two instant Executions in the game, meaning players using it don't have to hang around and expose themselves.

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** The shotgun was so effective broken it got ''two'' weapons to counter it; the Sawed-Off and Retro Lancer. The former is better at close range, and requires less skill to aim, but it's even worse at any real range. The latter has one of only two instant Executions in the game, meaning players using it don't have to hang around and expose themselves.



* ''VideoGame/{{BIONICLE}} Heroes'' is completely and utterly effective from level 1. Masks count as "lives", and if you get enough LEGO pieces, you go into "Hero mode" where you get infinite health, and only goes away at scripted areas in the game. All weapons have unlimited ammo, there are at least two respawning masks (read: lives) around wherever there are enemies (including bosses), all enemies do maximum damage of 1/2 a heart out of five [[{{Pun}} IF]] ([[DontExplainTheJoke big if]]) they hit (also includes bosses), hearts refill whenever an enemy dies or whenever you switch masks (which you can do instantaneously), and you can get Hero mode without leaving the first room of the first level. Convinced?

to:

* ''VideoGame/{{BIONICLE}} Heroes'' is completely and utterly effective broken from level 1. Masks count as "lives", and if you get enough LEGO pieces, you go into "Hero mode" where you get infinite health, and only goes away at scripted areas in the game. All weapons have unlimited ammo, there are at least two respawning masks (read: lives) around wherever there are enemies (including bosses), all enemies do maximum damage of 1/2 a heart out of five [[{{Pun}} IF]] ([[DontExplainTheJoke big if]]) they hit (also includes bosses), hearts refill whenever an enemy dies or whenever you switch masks (which you can do instantaneously), and you can get Hero mode without leaving the first room of the first level. Convinced?



* A good case could be made for the Support in VideoGame/MondayNightCombat. He has a OneHitKill ability (airstrikes + Shotgun on Assault and weaker), a mobile turret that is ridiculously powerful, and of course there is bunny hopping to take advantage of laggy hit detection and using a weapon that requires ''literally no aiming'' (heal/hurt gun).
** The Sniper could also be considered extremely overpowering in the right hands. His explosive bullets are great for crowd control and can take out entire mobs of robots in only a few headshots, his flak grenades took out turrets quickly and can hurt enemies behind cover, his ice mines make getting headshots on enemy pros incredible easy as long as you could bait them into the mines, he is able to grapple jackbots just like the assassin, and Gunners and tanks were easy to instantly kill due to their giant heads. His Grapple was highly powerful, killing many pros in one hit and knocking others who survived off the stage. While his grapple power was eventually Nerfed, his knockback was not and could still easily kill enemies up close. One would think that the melee grappler assassin would be able to easily kill a sniper, but with gold armor only a grapple from behind could instantly kill him which wouldn't happen in most cases. This allowed the sniper the chance to grapple back and instantly kill them. The only thing that could truly challenge a good sniper was a good Assault.

to:

* A good case could be made for the Support in VideoGame/MondayNightCombat. He has a OneHitKill ability (airstrikes + Shotgun on Assault and weaker), a mobile turret that is ridiculously powerful, and of course there is bunny hopping to take advantage of laggy hit detection and using a weapon that requires ''literally no aiming'' (heal/hurt (heal / hurt gun).
** The Sniper could also be considered extremely overpowering overpowered in the right hands. His explosive bullets are great for crowd control and can take out entire mobs of robots in only a few headshots, his flak grenades took out turrets quickly and can hurt enemies behind cover, his ice mines make getting headshots on enemy pros incredible easy as long as you could bait them into the mines, he is able to grapple jackbots just like the assassin, and Gunners and tanks were easy to instantly kill due to their giant heads. His Grapple was highly powerful, insanely overpowered, killing many pros in one hit and knocking others who survived off the stage. While his grapple power was eventually Nerfed, his knockback was not and could still easily kill enemies up close. One would think that the melee grappler assassin would be able to easily kill a sniper, but with gold armor only a grapple from behind could instantly kill him which wouldn't happen in most cases. This allowed the sniper the chance to grapple back and instantly kill them. The only thing that could truly challenge a good sniper was a good Assault.



* ''[[VideoGame/CommandAndConquer Red Faction]]'' has the rail gun, a high-power sniper rifle which can shoot through walls. Even without ammo the gun's scope still works, allowing the user to see enemies in different rooms.
* ''VideoGame/TransformersWarForCybertron'' has the Leader Class, who gets some of the best weapons in the game and an ability that both increases their damage and armor called Warcry. Basically a juggernaut that can kill you in two shots. The basic strategy is to blow Warcry and bunny hop while spamming either the Fusion Cannon or the Magma Frag Launcher. They were eventually nerfed slightly, but they're still pretty effective.

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* ''[[VideoGame/CommandAndConquer ''[[VideoGame/RedFaction Red Faction]]'' has the rail gun, a high-power sniper rifle which can shoot through walls. Even without ammo the gun's scope still works, allowing the user to see enemies in different rooms.
* ''VideoGame/TransformersWarForCybertron'' has the Leader Class, who gets some of the best weapons in the game and an ability that both increases their damage and armor called Warcry. Basically a juggernaut that can kill you in two shots. The basic strategy is to blow Warcry and bunny hop while spamming either the Fusion Cannon or the Magma Frag Launcher. They were eventually nerfed slightly, but they're still pretty effective.broken.
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* In ''VideoGame/SaintsRow'', at least the first one, the [[RevolversAreJustBetter .44 Sheperd]] is a gamebreaker. Six-shot magazine, and 250 bullets in all. There is a [[OneHitKill reason]] why this is so overpowered, and you can collect ammo from the most common gun, pistols. And the .44 Sheperd is available very cheaply and quite early in the game. [[ArsonMurderAndJaywalking And it looks cool.]]

to:

* In ''VideoGame/SaintsRow'', at least the first one, the [[RevolversAreJustBetter .44 Sheperd]] is a gamebreaker. Six-shot magazine, and 250 bullets in all. There is a [[OneHitKill reason]] why this is so overpowered, overpowering, and you can collect ammo from the most common gun, pistols. And the .44 Sheperd is available very cheaply and quite early in the game. [[ArsonMurderAndJaywalking And it looks cool.]]



*** Saber throw is a mite excessive in the overpoweredness department, too. Especially considering that it was only used twice in the movies with a total kill count of ''one''.

to:

*** Saber throw is a mite excessive in the overpoweredness overwhelming department, too. Especially considering that it was only used twice in the movies with a total kill count of ''one''.



* The original ''VideoGame/GearsOfWar'' had a rather overpowered shotgun that most people used exclusively, regardless of their range or the weapon their opponent was holding (which was usually a shotgun as well, so it worked out). Naturally, the community decreed that the shotgun was the only weapon that took any skill, and decried ''every other weapon in the game'' as a GameBreaker or "noob weapon". TheyChangedItNowItSucks took off in full stride when the shotgun was nerfed in the sequel (to the point where a large number of players abandoned the game for being too "noob-friendly" and returned to the original as they couldn't handle this "dying" thing that was happening to them whenever they tried shotgun rushing through Lancer fire or firing back at it from medium-long range). Those who stuck around for the sequel learned to abuse the Hammerburst to its fullest potential until the Lancer was buffed to be able to compete with it.

to:

* The original ''VideoGame/GearsOfWar'' had a rather overpowered overpowering shotgun that most people used exclusively, regardless of their range or the weapon their opponent was holding (which was usually a shotgun as well, so it worked out). Naturally, the community decreed that the shotgun was the only weapon that took any skill, and decried ''every other weapon in the game'' as a GameBreaker or "noob weapon". TheyChangedItNowItSucks took off in full stride when the shotgun was nerfed in the sequel (to the point where a large number of players abandoned the game for being too "noob-friendly" and returned to the original as they couldn't handle this "dying" thing that was happening to them whenever they tried shotgun rushing through Lancer fire or firing back at it from medium-long range). Those who stuck around for the sequel learned to abuse the Hammerburst to its fullest potential until the Lancer was buffed to be able to compete with it.



** The smoke grenade at launch was horribly overpowered. Everybody started with one. They could be used to tag walls to make proximity mines. ANY hit by the smoke grenade, at all, would launch players high into the air and stun them on the ground for several seconds, after which they would have to get up slowly, and would be completely vulnerable during this entire process. Oh, and it also generates a big cloud of obscuring smoke.

to:

** The smoke grenade at launch was horribly overpowered.overpowering. Everybody started with one. They could be used to tag walls to make proximity mines. ANY hit by the smoke grenade, at all, would launch players high into the air and stun them on the ground for several seconds, after which they would have to get up slowly, and would be completely vulnerable during this entire process. Oh, and it also generates a big cloud of obscuring smoke.



** The shotgun was so broken it got ''two'' weapons to counter it; the Sawed-Off and Retro Lancer. The former is better at close range, and requires less skill to aim, but it's even worse at any real range. The latter has one of only two instant Executions in the game, meaning players using it don't have to hang around and expose themselves.

to:

** The shotgun was so broken effective it got ''two'' weapons to counter it; the Sawed-Off and Retro Lancer. The former is better at close range, and requires less skill to aim, but it's even worse at any real range. The latter has one of only two instant Executions in the game, meaning players using it don't have to hang around and expose themselves.



* ''VideoGame/{{BIONICLE}} Heroes'' is completely and utterly broken from level 1. Masks count as "lives", and if you get enough LEGO pieces, you go into "Hero mode" where you get infinite health, and only goes away at scripted areas in the game. All weapons have unlimited ammo, there are at least two respawning masks (read: lives) around wherever there are enemies (including bosses), all enemies do maximum damage of 1/2 a heart out of five [[{{Pun}} IF]] ([[DontExplainTheJoke big if]]) they hit (also includes bosses), hearts refill whenever an enemy dies or whenever you switch masks (which you can do instantaneously), and you can get Hero mode without leaving the first room of the first level. Convinced?

to:

* ''VideoGame/{{BIONICLE}} Heroes'' is completely and utterly broken effective from level 1. Masks count as "lives", and if you get enough LEGO pieces, you go into "Hero mode" where you get infinite health, and only goes away at scripted areas in the game. All weapons have unlimited ammo, there are at least two respawning masks (read: lives) around wherever there are enemies (including bosses), all enemies do maximum damage of 1/2 a heart out of five [[{{Pun}} IF]] ([[DontExplainTheJoke big if]]) they hit (also includes bosses), hearts refill whenever an enemy dies or whenever you switch masks (which you can do instantaneously), and you can get Hero mode without leaving the first room of the first level. Convinced?



* A good case could be made for the Support in VideoGame/MondayNightCombat. He has a OneHitKill ability (airstrikes + Shotgun on Assault and weaker), a mobile turret that is ridiculously powerful, and of course there is bunny hopping to take advantage of laggy hit detection and using a weapon that requires ''literally no aiming'' (heal / hurt gun).
** The Sniper could also be considered extremely overpowered in the right hands. His explosive bullets are great for crowd control and can take out entire mobs of robots in only a few headshots, his flak grenades took out turrets quickly and can hurt enemies behind cover, his ice mines make getting headshots on enemy pros incredible easy as long as you could bait them into the mines, he is able to grapple jackbots just like the assassin, and Gunners and tanks were easy to instantly kill due to their giant heads. His Grapple was insanely overpowered, killing many pros in one hit and knocking others who survived off the stage. While his grapple power was eventually Nerfed, his knockback was not and could still easily kill enemies up close. One would think that the melee grappler assassin would be able to easily kill a sniper, but with gold armor only a grapple from behind could instantly kill him which wouldn't happen in most cases. This allowed the sniper the chance to grapple back and instantly kill them. The only thing that could truly challenge a good sniper was a good Assault.

to:

* A good case could be made for the Support in VideoGame/MondayNightCombat. He has a OneHitKill ability (airstrikes + Shotgun on Assault and weaker), a mobile turret that is ridiculously powerful, and of course there is bunny hopping to take advantage of laggy hit detection and using a weapon that requires ''literally no aiming'' (heal / hurt (heal/hurt gun).
** The Sniper could also be considered extremely overpowered overpowering in the right hands. His explosive bullets are great for crowd control and can take out entire mobs of robots in only a few headshots, his flak grenades took out turrets quickly and can hurt enemies behind cover, his ice mines make getting headshots on enemy pros incredible easy as long as you could bait them into the mines, he is able to grapple jackbots just like the assassin, and Gunners and tanks were easy to instantly kill due to their giant heads. His Grapple was insanely overpowered, highly powerful, killing many pros in one hit and knocking others who survived off the stage. While his grapple power was eventually Nerfed, his knockback was not and could still easily kill enemies up close. One would think that the melee grappler assassin would be able to easily kill a sniper, but with gold armor only a grapple from behind could instantly kill him which wouldn't happen in most cases. This allowed the sniper the chance to grapple back and instantly kill them. The only thing that could truly challenge a good sniper was a good Assault.



* ''VideoGame/TransformersWarForCybertron'' has the Leader Class, who gets some of the best weapons in the game and an ability that both increases their damage and armor called Warcry. Basically a juggernaut that can kill you in two shots. The basic strategy is to blow Warcry and bunny hop while spamming either the Fusion Cannon or the Magma Frag Launcher. They were eventually nerfed slightly, but they're still pretty broken.

to:

* ''VideoGame/TransformersWarForCybertron'' has the Leader Class, who gets some of the best weapons in the game and an ability that both increases their damage and armor called Warcry. Basically a juggernaut that can kill you in two shots. The basic strategy is to blow Warcry and bunny hop while spamming either the Fusion Cannon or the Magma Frag Launcher. They were eventually nerfed slightly, but they're still pretty broken.effective.
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* ''Franchise/{{BIONICLE}} Heroes'' is completely and utterly broken from level 1. Masks count as "lives", and if you get enough LEGO pieces, you go into "Hero mode" where you get infinite health, and only goes away at scripted areas in the game. All weapons have unlimited ammo, there are at least two respawning masks (read: lives) around wherever there are enemies (including bosses), all enemies do maximum damage of 1/2 a heart out of five [[{{Pun}} IF]] ([[DontExplainTheJoke big if]]) they hit (also includes bosses), hearts refill whenever an enemy dies or whenever you switch masks (which you can do instantaneously), and you can get Hero mode without leaving the first room of the first level. Convinced?

to:

* ''Franchise/{{BIONICLE}} ''VideoGame/{{BIONICLE}} Heroes'' is completely and utterly broken from level 1. Masks count as "lives", and if you get enough LEGO pieces, you go into "Hero mode" where you get infinite health, and only goes away at scripted areas in the game. All weapons have unlimited ammo, there are at least two respawning masks (read: lives) around wherever there are enemies (including bosses), all enemies do maximum damage of 1/2 a heart out of five [[{{Pun}} IF]] ([[DontExplainTheJoke big if]]) they hit (also includes bosses), hearts refill whenever an enemy dies or whenever you switch masks (which you can do instantaneously), and you can get Hero mode without leaving the first room of the first level. Convinced?
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None


* A good case could be made for the Support in MondayNightCombat. He has a OneHitKill ability (airstrikes + Shotgun on Assault and weaker), a mobile turret that is ridiculously powerful, and of course there is bunny-hopping to take advantage of laggy hit detection and using a weapon that requires ''literally no aiming'' (heal/hurt gun).

to:

* A good case could be made for the Support in MondayNightCombat. VideoGame/MondayNightCombat. He has a OneHitKill ability (airstrikes + Shotgun on Assault and weaker), a mobile turret that is ridiculously powerful, and of course there is bunny-hopping bunny hopping to take advantage of laggy hit detection and using a weapon that requires ''literally no aiming'' (heal/hurt (heal / hurt gun).
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Whether a work is obscure is not relevant to this trope.


* The [[SugarWiki/NeedsMoreLove relatively obscure]] ''Super Buster Bros'' has the gun powerup. It fires at such a ridiculous rate that it basically results in everything on the field being wiped out in 5 seconds. It only has two downsides: the fact that the game only allows one powerup at a time, making the powerups suddenly [[PowerupLetdown more of a threat than the enemies]], and the fact that it can't destroy terrain (a pointless weakness, as most maps don't require it and those that do will often drop other powerups).

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* The [[SugarWiki/NeedsMoreLove relatively obscure]] ''Super Buster Bros'' has the gun powerup. It fires at such a ridiculous rate that it basically results in everything on the field being wiped out in 5 seconds. It only has two downsides: the fact that the game only allows one powerup at a time, making the powerups suddenly [[PowerupLetdown more of a threat than the enemies]], and the fact that it can't destroy terrain (a pointless weakness, as most maps don't require it and those that do will often drop other powerups).

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*** The smoke grenade was later patched and does not have knockback. The shotgun, however, is still the most abused weapon in the game. Many players adopted the "Two-piece" strategy in which you melee the opposing player, then blind fire a shell into their legs directly after. The combo results in almost guaranteed instant kills if all rounds from the shell hit. which at point blank where this tactic is supposed to be done, isn't very hard.

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**The smoke grenade at launch was horribly overpowered. Everybody started with one. They could be used to tag walls to make proximity mines. ANY hit by the smoke grenade, at all, would launch players high into the air and stun them on the ground for several seconds, after which they would have to get up slowly, and would be completely vulnerable during this entire process. Oh, and it also generates a big cloud of obscuring smoke.
*** The smoke grenade was later patched and does not have knockback. At first, the nerf just reduced the range at which it would throw one int the air. Then it would just stun only people who were right on top of it. Now it just blows smoke. The shotgun, however, is still the most abused weapon in the game. Many players adopted the "Two-piece" strategy in which you melee the opposing player, then blind fire a shell into their legs directly after. The combo results in almost guaranteed instant kills if all rounds from the shell hit. which at point blank where this tactic is supposed to be done, isn't very hard.

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* In the old ''CatacombFantasyTrilogy'', the X-Terminator is meant as an area attack hitting enemies on all sides, but because it just uses a cloud of normal projectiles going in all directions, it can be used to make any boss or other fight trivial by going next to the opponent and launching it a few times, letting dozens of projectiles hit the single opponent.
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<<|GameBreaker|>>

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* In the old ''CatacombFantasyTrilogy'', ''VideoGame/CatacombFantasyTrilogy'', the X-Terminator is meant as an area attack hitting enemies on all sides, but because it just uses a cloud of normal projectiles going in all directions, it can be used to make any boss or other fight trivial by going next to the opponent and launching it a few times, letting dozens of projectiles hit the single opponent.
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<<|GameBreaker|>>
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* The [[NeedsMoreLove relatively obscure]] ''Super Buster Bros'' has the gun powerup. It fires at such a ridiculous rate that it basically results in everything on the field being wiped out in 5 seconds. It only has two downsides: the fact that the game only allows one powerup at a time, making the powerups suddenly [[PowerupLetdown more of a threat than the enemies]], and the fact that it can't destroy terrain (a pointless weakness, as most maps don't require it and those that do will often drop other powerups).

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* The [[NeedsMoreLove [[SugarWiki/NeedsMoreLove relatively obscure]] ''Super Buster Bros'' has the gun powerup. It fires at such a ridiculous rate that it basically results in everything on the field being wiped out in 5 seconds. It only has two downsides: the fact that the game only allows one powerup at a time, making the powerups suddenly [[PowerupLetdown more of a threat than the enemies]], and the fact that it can't destroy terrain (a pointless weakness, as most maps don't require it and those that do will often drop other powerups).
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** The shotgun was so broken it got ''two'' weapons to counter it; the Sawed-Off and Retro Lancer. The former is better at close range, and requires less skill to aim, but it's even worse at any real range. The latter has one of only two instant Executions in the game, meaning players using it don't have to hang around and expose themselves.
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Fixing my own errors again.


''{{GameBreaker/KidIcarusUprising}}'' now has its own page.

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''{{GameBreaker/KidIcarusUprising}}'' ''[[GameBreaker/KidIcarusUprising Kid Icarus Uprising]]'' now has its own page.
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screwed up the link


''{{GameBreaker/KidIcarusUprising Kid Icarus Uprising}}'' now has its own page.

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''{{GameBreaker/KidIcarusUprising Kid Icarus Uprising}}'' ''{{GameBreaker/KidIcarusUprising}}'' now has its own page.

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Separate page for Kid Icarus Game Breakers


{{Game Breaker}}s in third-person shooters.

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{{Game Breaker}}s in third-person shooters.

''{{GameBreaker/KidIcarusUprising Kid Icarus Uprising}}'' now has its own page.



* In ''VideoGame/KidIcarusUprising'', the right combination of powers and weapon will turn your warrior in Free-For-All into an opposition crushing juggernaut.
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* In the old ''TheCatacombFantasyTrilogy'', the X-Terminator is meant as an area attack hitting enemies on all sides, but because it just uses a cloud of normal projectiles going in all directions, it can be used to make any boss or other fight trivial by going next to the opponent and launching it a few times, letting dozens of projectiles hit the single opponent.

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* In the old ''TheCatacombFantasyTrilogy'', ''CatacombFantasyTrilogy'', the X-Terminator is meant as an area attack hitting enemies on all sides, but because it just uses a cloud of normal projectiles going in all directions, it can be used to make any boss or other fight trivial by going next to the opponent and launching it a few times, letting dozens of projectiles hit the single opponent.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In the old ''TheCatacombFantasyTrilogy'', the X-Terminator is meant as an area attack hitting enemies on all sides, but because it just uses a cloud of normal projectiles going in all directions, it can be used to make any boss or other fight trivial by going next to the opponent and launching it a few times, letting dozens of projectiles hit the single opponent.
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** Most of the award weapons. Award guided rocket launcher allows you to stand behind a cliff out of any enemy's line of fire and pound them with a barrage of high-explosive missiles. Award rifle fires three-shot bursts, two hits (or one headshot) will take down anything. Award shotgun has about twice the effective kill range of a normal shotgun. Award pistol does as much damage as a normal sniper rifle, while you carry 96 shots and can make 16 shots before reloading. Award sniper rifle lets you kill an enemy by hitting them in the ''toe'' ([[AwesomeButImpractical assuming the game decides to count your shot as a hit]]).

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** Most of the award weapons. Award guided rocket launcher allows you to stand behind a cliff out of any enemy's line of fire and pound them with a barrage of high-explosive missiles. Award rifle fires three-shot bursts, two hits (or one headshot) will take down anything. Award shotgun has about twice the effective kill range of a normal shotgun. Award pistol does as much damage as a normal sniper rifle, while you carry 96 shots and can make 16 shots before reloading. Award sniper rifle lets you kill an enemy by hitting them in the ''toe'' ([[AwesomeButImpractical ([[HitboxDissonance assuming the game decides to count your shot as a hit]]).
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** The Sniper could also be considered extremely overpowered in the right hands. His explosive bullets are great for crowd control and can take out entire mobs of robots in only a few headshots, his flak grenades took out turrets quickly and can hurt enemies behind cover, his ice mines make getting headshots on enemy pros incredible easy as long as you could bait them into the mines, he is able to grapple jackbots just like the assassin, and Gunners and tanks were easy to instantly kill due to their giant heads. His Grapple was insanely overpowered, killing many pros in one hit and knocking others who survived off the stage. While his grapple power was eventually Nerfed, his knockback was not and could still easily kill enemies up close. One would think that the melee grappler assassin would be able to easily kill a sniper, but with gold armor only a grapple from behind could instantly kill him which wouldn't happen in most cases. This allowed the sniper the chance to grapple back and instantly kill them. The only thing that could truly challenge a good sniper was a good Assault.
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* I-Fields in [[MobileSuitGundamClimaxUC Gundam Climax UC]] follow the anime and completely nullifies all beam weapon damage. Funnels also follow you around and peck at your hp. By pecking I mean blowing huge chunks out of you.

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* I-Fields in [[MobileSuitGundamClimaxUC Gundam Climax UC]] ''VideoGame/MobileSuitGundamClimaxUC'' follow the anime and completely nullifies all beam weapon damage. Funnels also follow you around and peck at your hp. By pecking I mean blowing huge chunks out of you.
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** In ''VideoGame/BloodRayne2'', The FinalBoss's lair contains [[BloodBath a fountain filled with blood]] which can replenish both Rayne's health and blood meters when the player stands in it. Standing in the pool and using Rayne's [[TimeStandsStill time stopping ability]] makes this the easiest fight in the game.

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** In ''VideoGame/BloodRayne2'', ''[=BloodRayne=] 2'', The FinalBoss's lair contains [[BloodBath a fountain filled with blood]] which can replenish both Rayne's health and blood meters when the player stands in it. Standing in the pool and using Rayne's [[TimeStandsStill time stopping ability]] makes this the easiest fight in the game.

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* In ''VideoGame/KidIcarusUprising'', the right combination of powers and weapon will turn your warrior in Free-For-All into an opposition crushing juggernaut.

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* In ''VideoGame/KidIcarusUprising'', the right combination of powers and weapon will turn your warrior in Free-For-All into an opposition crushing juggernaut. juggernaut.
* In ''VideoGame/BloodRayne'', the first game's implementation of the Blood Rage mechanic makes Rayne virtually unstoppable. Time slows down, Rayne speeds up, and she inflicts so much damage in such a short amount of time that almost any non-boss enemy will be instantly killed or maimed, and most bosses will have their health drained very quickly. The Bloodlust gauge is also refilled by any melee attack, making it easy to replenish.
** In ''VideoGame/BloodRayne2'', The FinalBoss's lair contains [[BloodBath a fountain filled with blood]] which can replenish both Rayne's health and blood meters when the player stands in it. Standing in the pool and using Rayne's [[TimeStandsStill time stopping ability]] makes this the easiest fight in the game.

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* In ''SaintsRow'', at least the first one, the [[RevolversAreJustBetter .44 Sheperd]] is a gamebreaker. Six-shot magazine, and 250 bullets in all. There is a [[OneHitKill reason]] why this is so overpowered, and you can collect ammo from the most common gun, pistols. And the .44 Sheperd is available very cheaply and quite early in the game. [[ArsonMurderAndJaywalking And it looks cool.]]

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* In ''SaintsRow'', ''VideoGame/SaintsRow'', at least the first one, the [[RevolversAreJustBetter .44 Sheperd]] is a gamebreaker. Six-shot magazine, and 250 bullets in all. There is a [[OneHitKill reason]] why this is so overpowered, and you can collect ammo from the most common gun, pistols. And the .44 Sheperd is available very cheaply and quite early in the game. [[ArsonMurderAndJaywalking And it looks cool.]]



* The original ''GearsOfWar'' had a rather overpowered shotgun that most people used exclusively, regardless of their range or the weapon their opponent was holding (which was usually a shotgun as well, so it worked out). Naturally, the community decreed that the shotgun was the only weapon that took any skill, and decried ''every other weapon in the game'' as a GameBreaker or "noob weapon". TheyChangedItNowItSucks took off in full stride when the shotgun was nerfed in the sequel (to the point where a large number of players abandoned the game for being too "noob-friendly" and returned to the original as they couldn't handle this "dying" thing that was happening to them whenever they tried shotgun rushing through Lancer fire or firing back at it from medium-long range). Those who stuck around for the sequel learned to abuse the Hammerburst to its fullest potential until the Lancer was buffed to be able to compete with it.

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* The original ''GearsOfWar'' ''VideoGame/GearsOfWar'' had a rather overpowered shotgun that most people used exclusively, regardless of their range or the weapon their opponent was holding (which was usually a shotgun as well, so it worked out). Naturally, the community decreed that the shotgun was the only weapon that took any skill, and decried ''every other weapon in the game'' as a GameBreaker or "noob weapon". TheyChangedItNowItSucks took off in full stride when the shotgun was nerfed in the sequel (to the point where a large number of players abandoned the game for being too "noob-friendly" and returned to the original as they couldn't handle this "dying" thing that was happening to them whenever they tried shotgun rushing through Lancer fire or firing back at it from medium-long range). Those who stuck around for the sequel learned to abuse the Hammerburst to its fullest potential until the Lancer was buffed to be able to compete with it.



* ''{{S4 League}}''[='=]s Counter Sword is arguably a Game Breaker; with [[ButtonMashing several clicks of the mouse]], you can unleash a combo of melee hits that knock your opponent back, and it also has an oversized fist that you can use as a shield. It's no wonder that detractors dub it the [[FanNickname CS Spam]].

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* ''{{S4 League}}''[='=]s ''VideoGame/S4League''[='=]s Counter Sword is arguably a Game Breaker; with [[ButtonMashing several clicks of the mouse]], you can unleash a combo of melee hits that knock your opponent back, and it also has an oversized fist that you can use as a shield. It's no wonder that detractors dub it the [[FanNickname CS Spam]].



* {{BIONICLE}} Heroes is completely and utterly broken from level 1. Masks count as "lives", and if you get enough LEGO pieces, you go into "Hero mode" where you get infinite health, and only goes away at scripted areas in the game. All weapons have unlimited ammo, there are at least two respawning masks (read: lives) around wherever there are enemies (including bosses), all enemies do maximum damage of 1/2 a heart out of five [[IncrediblyLamePun IF]] ([[DontExplainTheJoke big if]]) they hit (also includes bosses), hearts refill whenever an enemy dies or whenever you switch masks (which you can do instantaneously), and you can get Hero mode without leaving the first room of the first level. Convinced?

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* {{BIONICLE}} Heroes ''Franchise/{{BIONICLE}} Heroes'' is completely and utterly broken from level 1. Masks count as "lives", and if you get enough LEGO pieces, you go into "Hero mode" where you get infinite health, and only goes away at scripted areas in the game. All weapons have unlimited ammo, there are at least two respawning masks (read: lives) around wherever there are enemies (including bosses), all enemies do maximum damage of 1/2 a heart out of five [[IncrediblyLamePun [[{{Pun}} IF]] ([[DontExplainTheJoke big if]]) they hit (also includes bosses), hearts refill whenever an enemy dies or whenever you switch masks (which you can do instantaneously), and you can get Hero mode without leaving the first room of the first level. Convinced?



* The [[NeedsMoreLove relatively obscure]] Super Buster Bros has the gun powerup. It fires at such a ridiculous rate that it basically results in everything on the field being wiped out in 5 seconds. It only has two downsides: the fact that the game only allows one powerup at a time, making the powerups suddenly [[PowerupLetdown more of a threat than the enemies]], and the fact that it can't destroy terrain (a pointless weakness, as most maps don't require it and those that do will often drop other powerups).

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* The [[NeedsMoreLove relatively obscure]] Super ''Super Buster Bros Bros'' has the gun powerup. It fires at such a ridiculous rate that it basically results in everything on the field being wiped out in 5 seconds. It only has two downsides: the fact that the game only allows one powerup at a time, making the powerups suddenly [[PowerupLetdown more of a threat than the enemies]], and the fact that it can't destroy terrain (a pointless weakness, as most maps don't require it and those that do will often drop other powerups).



* The Force Gun of Dead Space 2 is extremely ammo-efficient, especially once given damage upgrades. Even on Zealot, a player using nothing but the Force Gun and possibly one long-ranged weapon will find themselves with a constant resource surplus and able to effortlessly clear all opposition in the game.

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* The Force Gun of Dead Space 2 ''VideoGame/DeadSpace2'' is extremely ammo-efficient, especially once given damage upgrades. Even on Zealot, a player using nothing but the Force Gun and possibly one long-ranged weapon will find themselves with a constant resource surplus and able to effortlessly clear all opposition in the game.



* {{Red Faction}} has the rail gun, a high-power sniper rifle which can shoot through walls. Even without ammo the gun's scope still works, allowing the user to see enemies in different rooms.
* ''TransformersWarForCybertron'' has the Leader Class, who gets some of the best weapons in the game and an ability that both increases their damage and armor called Warcry. Basically a juggernaut that can kill you in two shots. The basic strategy is to blow Warcry and bunny hop while spamming either the Fusion Cannon or the Magma Frag Launcher. They were eventually nerfed slightly, but they're still pretty broken.
* AllPointsBulletin has the [[AKA47 N-TEC 5]], an AK-lookalike that dominates the entire game at all ranges. You've heard of spray-and pray? With the N-TEC, you don't ''need'' to pray, because you ''know'' they're going down unless they have an N-TEC as well.

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* {{Red Faction}} ''[[VideoGame/CommandAndConquer Red Faction]]'' has the rail gun, a high-power sniper rifle which can shoot through walls. Even without ammo the gun's scope still works, allowing the user to see enemies in different rooms.
* ''TransformersWarForCybertron'' ''VideoGame/TransformersWarForCybertron'' has the Leader Class, who gets some of the best weapons in the game and an ability that both increases their damage and armor called Warcry. Basically a juggernaut that can kill you in two shots. The basic strategy is to blow Warcry and bunny hop while spamming either the Fusion Cannon or the Magma Frag Launcher. They were eventually nerfed slightly, but they're still pretty broken.
* AllPointsBulletin ''VideoGame/AllPointsBulletin'' has the [[AKA47 N-TEC 5]], an AK-lookalike that dominates the entire game at all ranges. You've heard of spray-and pray? With the N-TEC, you don't ''need'' to pray, because you ''know'' they're going down unless they have an N-TEC as well.



* In KidIcarusUprising, the right combination of powers and weapon will turn your warrior in Free-For-All into an opposition crushing juggernaut.

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* In KidIcarusUprising, ''VideoGame/KidIcarusUprising'', the right combination of powers and weapon will turn your warrior in Free-For-All into an opposition crushing juggernaut.
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None


* [[TransformersWarForCybertron'' has the Leader Class, who gets some of the best weapons in the game and an ability that both increases their damage and armor called Warcry. Basically a juggernaut that can kill you in two shots. The basic strategy is to blow Warcry and bunny hop while spamming either the Fusion Cannon or the Magma Frag Launcher. They were eventually nerfed slightly, but they're still pretty broken.

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* [[TransformersWarForCybertron'' ''TransformersWarForCybertron'' has the Leader Class, who gets some of the best weapons in the game and an ability that both increases their damage and armor called Warcry. Basically a juggernaut that can kill you in two shots. The basic strategy is to blow Warcry and bunny hop while spamming either the Fusion Cannon or the Magma Frag Launcher. They were eventually nerfed slightly, but they're still pretty broken.

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