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Game Breaker / Wide Open Sandbox

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Game Breakers in Wide Open Sandbox games.

  • Agents of Mayhem:
    • Lazarus, when equipped right. Set her Elite Tech End Effector to her passive, and her drones will keep traveling to other enemies. For defense, add in the passive that fortifies her when at least 3 drones are active. And add in the buff that increases damage the longer drones are active and the tech that increases damage when at least 3 sre active, and you can do some serious damage and clear a room of enemies with ease.
  • Dead Rising:
    • The small chainsaw in Dead Rising is nearly legendary for its gamebreaker status. Available fairly early on and then respawning at its original location when used up, this weapon combines one of the fastest attack speeds in the game with one of the highest attack powers. It attacks in broad swings that can wreck large crowds just as easily as single bosses, is one-handed (and thus won't be dropped when switching to another weapon or getting hit), doesn't have to be revved up like its larger cousin, and if you grab the three books that increase its durability (one of which is located in the same part of the mall that you get the chainsaw in, and the other two of which are located in the first area of the mall after you leave the storage room), a single small chainsaw can last nearly the entire game. Only a certain few psychopaths even stand a chance against the small chainsaw - no number of zombies are a threat, and most bosses will die in seconds as well.
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    • No boss will survive an encounter with Mega Man's Real Mega Buster, though acquiring it is a Guide Dang It!. It lobs blasts which instagib zombies, three-shot all bosses, and it respawns an unlimited number of times. The blaster has 300 shots and the only limitation is that the player only ever can carry one.
    • While not quite as effective, the Knife Gloves in Dead Rising 2 are superior to most other available weapons: they generally kill most non-boss enemies in a single hit and do large amounts of damage to bosses, are decently durable, can't be disarmed from you by bosses with the ability to do so and have easily available parts. The drawback is that they could be slightly faster, but this can be somewhat bypassed by their alternate attack.
    • If you have the Ninja DLC, the Laser Sword becomes this against bosses since the Ninja skillset replaces its normally slow combo with a much faster one, allowing you to remove a good chunk of their health in a few hits thanks to their normally high damage at a much faster rate and at an increased range compared to Knife Gloves. It's still Awesome, but Impractical in most other situations because of the weapon's low durability and the overall lack of convenient flashlight spawn points though.
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    • Books return in Dead Rising 2. One of which is a book on accounting that reduces all store prices by 10%. These books also respawn when you leave and come back, in the same area (one exists in the Atlantica Casino, and can be acquired in about three minutes if you know your way around). The kicker here is that you can carry more than ten items if your inventory level is high enough. These books' effects stack. If you carry ten, any item you buy, you won't be charged for (suddenly, the bandit hoodlums don't seem so bad), but you only have one or two spaces remaining. Whoops, time to get more books! (Or get a co-op buddy to take your books, hit a checkpoint, drop them all, then quit to Dashboard, and then come back with duped books.) Suddenly, you're being PAID to buy items.
  • Any Polaris ship in EV Nova. Ships built by the Federation, the Auroran Empire, the Rebels, or the pirates are pretty evenly matched. One player reported he took down a Federation Carrier using a mass-moddednote  Pirate Enterprise freighter rigged for More Dakka. But any Polaris ship eats its analogs from the other governments for lunch. In particular the Federation and Aurorans have no counter for the Polaris Raven other than mobbing it and hoping for the best.
  • Several throughout the Grand Theft Auto franchise:
    • In general, mouselook on the PC ports of the various installments. You could fire machine guns and assault rifles with pinpoint accuracy, fire out of cars at enemies much more easily and pick targets far off with sniper-like precision, regardless of what weapon you were using. Using helicopters in all the entries after Vice City also allowed the player to avoid many of the problems that were specifically set up to hinder drivers - once you know where to get one, you'll never need to use a car again outside of required missions.
    • The Hunter chopper. Vigilante missions are a lot easier when you have a death-spewing military attack helicopter to do them with. Play the mission for thirty minutes without resetting and you end up with more money than you can ever possibly spend.
    • If you know where to look, you can obtain high-tier guns with plenty of ammunition and tons of explosives for free, long before they're available for purchase. These pickups respawn when you save or after six in-game minutes. When you're doing an early to mid-game mission when enemies come at you with handguns or UZI's, you can fight them with an assault rifle, an automatic shotgun or rocket launcher you didn't pay a single cent for.
    • The M-16 in Grand Theft Auto III was easily the most overpowered weapon in the game. Available early on, the M-16 shredded everything that stood in its path - cars, people, law enforcement, you name it.
      • The Vice City equivalent was the Minigun.
    • In Vice City, collecting 30 hidden packages (which can be done right at the start of the game) gives a Colt Python spawn at Tommy's safehouse. It's a One-Hit Kill on most enemies, with the only drawback being a slower rate of fire.
    • Vice City is also infamous for having a strict Cash Gate throughout the second half of the game. However vehicle challenges in the game grant you money that doubles every time you beat your best time. So by intentionally going slow once then gradually increasing your time you can get lots of money very quickly.
    • Grand Theft Auto: San Andreas features a special gambling system linked to a luck stat, whereby you can only bet based on your gambling skill. It then tosses the whole thing out the window with Inside Track Betting, a horse racing gambling shop with no upper limit to bets. And one of them is right near a save point. So, bet the long shot, reload if it doesn't win, save if it does, and repeat this; you'll quickly have more money than you could ever possibly spend.
    • Grand Theft Auto: Vice City Stories: By taking over a few businesses, building High-Rollers and doing their missions early on, you can easily get 5-digit income every day... and you can speed through time by repeatedly getting Wasted or Busted. Combine this with the Minigun (although in all fairness, you can't get this until near the end of the game, but before that there are many other great weapons too), which thanks to your high income you can easily afford, and the game becomes a walk in the park.
    • The automatic shotgun in Grand Theft Auto IV: The Ballad of Gay Tony. All of the stopping power, no limited range and explosive shells means you can blow up a car or helicopter in just two hits. Far and away the best weapon in the game, and available early.
    • Grand Theft Auto V Online:
      • First there was the Armored Kuruma, a vehicle that you won't even put a dent in without explosives, much less harm the driver. What sets it apart from the Rhino tank or the Insurgent is that the Kuruma is a personal vehicle; You blow one up, you have to pay for it, AND the game sets you up to be grouped with bad players. The Rhino's main drawback is its cost, and the Insurgent doesn't have reinforced windows, so you can still shoot the driver. The Kuruma, meanwhile, doesn't have this drawback. Those who don't have access to explosives or a fast enough car to outrun it won't stand a chance against it.
      • As of Heists, the Hydra. Call it in at any helipad across the map, and park it anywhere thanks to its VTOL system. Zip across the map in record time, loiter above areas, and use its guided missiles and twin explosive cannons to rip all comers to shreds. It's really the fighter jet and attack helicopter rolled into one.
      • They made the weaponized Insurgent a Personal Vehicle in the Gunrunning update, and gave it a minigun turret and better armor for the gunner and passengers as well as performance upgrades. As it's a Personal Vehicle, it's usable in Heists, which completely breaks some of them open in light of the players bringing a four-fifths tank to the party. It's also a decently fast vehicle able to move and fire with a coordinated team, and keep up with everything short of the Sports and Super cars.
      • That same update also gave us the Oppressor, a bike with a rocket booster and retractable gliding wings. The kicker? It comes with a forward machine gun, but can be upgraded with a 20-shot guided missile launcher. Have fun getting blown up before you can even react by a small, fast-moving target leaping over buildings to rain guided missile fire. And if the player runs out of those 20 missiles or the bike gets damaged, they can just use the Motorcycle Club abilities to spawn another. It got even worse during After Hours with the Oppressor Mk. II, which hovers, has the same missile system that doesn't need to be unlocked with research, and can deploy flares in case someone tries to use homing weapons. It too can be easily respawned with the Motorcycle Club abilities, and although later updates forced a 5-minute cooldown before respawning it again, the Oppressor Mk. II still remains as (arguably) the most overpowered weaponized vehicle in the game.
  • The Machine Gun from Just Cause when fully upgraded (which won't take long). Perhaps it's an homage to action movies (which tend to glorify More Dakka), but it is the best weapon in the game. It has ridiculous range (you can even snipe with it), a respectable rate of fire, can destroy helicopters and cars in seconds, has a high ammo capacity, and doesn't hinder your mobility like the Minigun (which actually is better in a few categories) does.
  • The jetpack in the "Air Assault" DLC of Just Cause 3 outright destroys the game: infinite flight, the ability to fire guns and lock-on missiles with no limit but a short cooldown (which can be made shorter with upgrades), personal VTOL launching...there's literally no need to ever use a vehicle again outside of missions that require one. The DLC was actually heavily criticised on the basis it made so many of the core game mechanics utterly redundant.
  • Kerbal Space Program's difficulty mainly comes from the realistic fuel limitations—requiring many huge fuel tanks, most of which will be ditched along the way, just to go to the "Mun" and back. Running out of fuel is a common problem, and usually forces you to restart or send a rescue mission. But there are a couple of ways to effectively have limitless fuel.
    • The infamous "get out and push" strategy. A Kerbal on EVA can use their jetpack to push their spacecraft; when fuel gets low, they can hop back in the capsule to replenish it, and repeat as many times as necessary. This is very tedious, and obviously won't work for landing or takeoff, but it's commonly used to fudge the numbers a bit when you run out of fuel just short of a return trajectory.
    • Kraken drives. Most versions of the game have some physics-exploiting means of accelerating for free, usually without using engines at all.
    • To a lesser degree, using the ion engines and/or command chairs to make ridiculously tiny vessels and/or ships with ludicrous amounts of delta-v. The ion engines are Purposely Overpowered because realistic ones would take months to produce significant acceleration, but they're still intended for space probes, as in reality; command chairs are literally just chairs with control capabilities, and are intended for rovers, not spacecraft. But you can put any type of engine on anything and kerbals don't mind sitting in a spacesuit strapped to a chair for decades, so Emergent Gameplay takes over.
  • Minecraft:
    • Giving the player the ability to fly in Survival Mode is a common addition in the many mods of the game. What most mod makers fail to realize is that in the vanilla game flight is restricted to Creative Mode for a reason. On paper, flight would simply make navigation easier, when in reality it makes everything easier: combat, construction, movement, mining, you name it. A zombie heading towards you? Just hover off the ground and they can't get you. Spot some ore on a cliff? Just fly up instead of having to build or tediously mine your way up. About to fall to your death? Well, that should be self-explanatory. Anything even remotely challenging in the game is broken in half by this ability. If a mod allows access to flight in Survival Mode, whether it's through an item and/or ability, then regardless if it's nerfed to oblivion or difficult to get, there's no reason not to try and obtain it as early as possible and no reason not to use it once acquired.
      • As of version 1.9, there is now a vanilla item that allows flight, although to prevent it from being overpowered it's more of a glider than true flying so you can't hover or take off on a whim(If you don't have fireworks, that is.)
    • End crystals spawn during the boss battle to heal the Ender Dragon, and the player must destroy them to be able to deal damage to it. However, because these crystals explode when shattered, a player must be a decent marksman to hit them with projectiles or else risk dying to the explosion. When version 1.9 allowed players to craft these crystals to respawn and redo the boss fight, players began carrying them around on PvP servers as a weapon because of their power; one explosion could kill someone in maxed-out armor in a single hit at point-blank. You could maybe survive two or three hits if you had enchanted golden apples or totems of undying, but such a powerful tool made traditional weapons useless among master-level Pv Pers overnight.
  • Mount & Blade:
    • Anyone on horseback, from the perspective of footsoldiers. Khergit horse-archers (which is to say, all Khergit troops) and Swadian knights are particular offenders. Truth in Television, there is, after all, a reason why horses as war animals are viable, and why a good part of war after these ages was still focused on anti-cavalry.
    • Nord Huscarls. Pack them in a tight group of 20-30 and they'll inflict massive casualties on anyone who is foolish enough to try and take them head on. And don't think you're safe doing hit-n-run either; their thrown axes are pretty much One Hit Kills to anyone who isn't a plate-armoured knight.
    • Rhodok Sharpshooters. They're armed with a Siege Crossbow which deals sixty-something damage per shot (in a game where 50-100 HP is common), and they hit with pinpoint accuracy. They're armed with a huge pavise shield (the only archers in the whole game to get shields) that stops the projectiles of your own units and makes them fairly decent in hand-to-hand as well.
    • Vaegir Marksmen. Not as good in hand-to-hand and less powerful per shot as their Rhodok crossbowman cousins, but they shoot just as accurately and much much faster, and worse, they often turn up in larger groups. Taking castles from any faction is tough, but taking Vaegir castles is nightmarish.
    • The Surgery skill. 4% chance per point that a unit will be knocked unconscious rather than killed. Doesn't sound like much, but remember that soldiers who survive battles and get experience are much stronger. Stronger soldiers are much harder to kill and much better at killing other soldiers, so you win more battles with fewer casualties. You win more battles, and you get more experience for your elite killing machines and your raw recruits due to Leaked Experience, and they in turn become much harder to kill... See how there's a snowball effect here? You only need about 3-4 points in the skill for a noticeable effect, and it becomes even more broken if you take up the Trainer skill as well, which allows you to distribute a small amount of experience points from just randomly marching around.
    • Plate armour. So you move at the same speed as a pregnant whale when walking? So what when 5 out of 6 times you're hit, you won't take any damage!? And you're probably riding a horse too! There's a good reason why plate armour is far and away the most expensive equipment in the whole game. Second-tier armours are far cheaper, and still increase your survivability ten-fold.
    • In With Fire and Sword, once you get enough moneynote , you can simply start commissioning caravans for the best possible profit, hire up a large amount of low-tier troops, set your group to escort the caravan (loading it with maximum cargo, minimum guards), and leave the game running until they arrive at their destination, where you can repeat this again and again until you're drowning in money. Once this is achieved, you can basically buy up a crapload of mercs, gear them up in the best possible equipment, talk to the weaponmasters and armorers at the cities to commission the most outrageously expensive and outrageously effective gear for yourself and your companions, and ride out, ready to take on the entirety of Eastern Europe. Sure, a little economic savvy is needed for the "caravan" step, but there's guides for that, and the game starts outright telling you the best deals if you have enough skillpoints in trading.
  • Early in Red Faction: Guerrilla, Sam will invent the Arc Welder. Buy it, upgrade it, and never look back. This thing will not only fry the three nearest enemies (either killing them or setting them up for a hammer blow), it can somehow distinguish friend from foe, making it safe to use around valuable NPCs. Most important, it'll kill the driver of any vehicle, from the humblest car to the mightiest tank... leaving it undamaged for you to use. Many missions that would otherwise be tough are a snap with this glorified power tool.
  • Beating the Hitman missions in Saints Row 2 unlocks unlimited rifle ammo. The Sniper Rifle can destroy a car in 2-5 bullets. Beating Corporate Warfare will give you unlimited RPG ammo, and can make those hard as hell car battles end in a few shots.
    • That's just the start. The game will also give you, as a present for defeating certain minigame missions, an infinite ammo shotgun that can shred tanks and infinite ammo dual-wielded fully-automatic magnum pistols that can shred deities. This is just for beating minigame missions, which are available the moment you step into the world. Meaning, in effect, the moment you leave the Noob Cave, you can beeline for these specific minigame missions and become a God of Death before embarking on the storyline missions.
    • You can also pretty easily get your Wanted level up to the max and wait for one of those Spec Ops APCs (the "Bear") with the mounted gatling guns on the top to show up. Jack one (also easy, as most of them are being used for barricades instead of chasing you, for some reason) and get it to a safehouse. The trickier vehicle missions will now be a breeze. Get it to a garage and and upgrade it as much as you can, and you now have an armor-plated death engine with a mounted gatling cannon with default infinite rounds on the top. After that, there is basically nothing in the universe that can stand against you.
  • Several in Saints Row: The Third:
    • Incendiary ammo for your submachine guns. Any enemy hit with even a single round is set on fire and takes continual damage, which means most ordinary grunts are going to die very rapidly. Non-Brute enemies are, furthermore, completely incapacitated, as they run around trying to put themselves out instead of shooting at you. And if a flaming enemy touches another enemy, that enemy also gets set on fire. This makes any gunfight in which your enemies stay grouped together (which is most of them) very easy.
    • Oleg Kirrlov, one of your "homies," is a Brute who fights on your side, with all the benefits you'd imagine would come of having a nigh-invulnerable juggernaut (who can be rapidly revived and restored to full health if something does bring him down) at your command. The only downsides are that he's very big and will turn on you if hit with friendly fire and that he can only ride around in one specific kind of vehicle, so travel can be a bit of a pain.
    • The RC Possessor weapon is a semi-automatic gun that lets you take control of vehicles, either instantly exploding them regardless of their armour or allowing you to use armed vehicles which enemies are not programmed to react to.
    • The SA-3 Airstrike, which you receive about halfway through the game. Pull it out, point it at a group of enemies, hold down the trigger for a few seconds, then step out of the blast radius. This makes gang operations and survival missions a breeze.
    • One of your vehicle delivery upgrades is a tank delivery. Yes, an actual tank. On demand.
      • And later, you get a VTOL on demand. The Boss sums the vehicle up as being like "a helicopter that doesn't suck!"
    • At around Respect 50, you can buy character upgrades that make you basically immune to everything except melee damage and being in a car when it explodes. Although, if you're at Respect 50, there's probably not much left the game can throw at you anyway unless you went out of your way to farm respect before doing anything else.
    • One DLC allows you to purchase a jet. An incredibly powerful jet that you can use to navigate the city at high speeds. It's only deployable in a very small number of areas (any place you can deploy a chopper), but it allows you to reach any destination in record time. Just don't forget where you parked.
  • Saints Row IV:
    • In a meta sense, the player is breaking the game to make it easier. Super jumps and super sprint are only the first such game breakers, making cars all but obsolete to get around.
    • Believe it or not, the Dubstep Gun is arguably the single best non-DLC weapon in the game once fully upgraded. The Exploding Wubs upgrade takes advantage of its rapid rate of fire and large area of effect to devastate large areas in just a few seconds. Throw in Unlimited Ammo, and you can stroll through entire areas of the game with it. How strong? One or two good barrages can end a Warden, once you've used your powers to take down its shield. Its only tangible flaw is its charge-up time, but it isn't that long either.
    • The second Telekinesis element drains enemies of their health, meaning health can almost always be replenished fully in moments.
    • The Destructor tank can be added to your garage very early, can be summoned at any time, is Nigh-Invulnerable, and shoots both rockets and lasers, making it ideal for both crowd control and precision-shooting. It is essentially the answer to any sort of ground-level combat, short of a warden fight.
    • The Explosive Deaths upgrade combined with the fire element for the blast power. With it, when any enemy who's on fire dies, they let out an explosion, setting everyone around them on fire. The explosive effect can chain, so one blast can clear a large group of enemies if they're close together.
      • On a similar note, the Explosive element from one of the DLCs, which pretty much make any fight with vehicles around a joke, as the Blast and Stomp will automatically explode vehicles when hit and the telekinesis power makes practically anything grabbed a grenade. Added with the above upgrade and entire waves of enemies can die with a single power.
      • This element is included in the Re-Elected Updated Re-release, meaning you get access to it shortly after gaining the Blast superpower. Aiming it at a group of enemies starts a chain reaction of explosions, meaning Flashpoints can be defeated in one move from very early on. It can easily become the only element and power you'll ever need to use in combat.
    • Freeze Buff. Any enemy who gets too close is frozen and takes double damage. Even Wardens are rendered helpless against this buff and you can simply get in close (which normally would result in the Warden punching you across the block) and bash his head in with a melee weapon.
    • Bling Buff. Anyone nearby is frozen into a gold statue for quite a while. Killing them in this form drops tons of cache, and cache is vacuumed towards you while the buff is active. It only takes a few enemies to rack up 100 000 cache, and it works just as well on pedestrians.
    • The Tiny Pistol, despite its name, is an extremely powerful weapon that can cause a large explosion at whatever its pointed to, and can be used multiple times before it has to recharge. The only downsides are that recharging takes forever and its blasts cause the Boss to ragdoll as well, the later of which can be rectified by a high level upgrade. It can also be found early in the game if you know where to look. By shooting open a door in Let's Pretend, and going down to a room where it's waiting on a chair.
    • 'Merica is basically the game's very own RYNO, particularly once you unlock unlimited ammo. A dozen guns firing at once and either a flamethrower or a repeating rocket launcher? The closest thing to a downside is its recoil; hold down the trigger, and the only thing you need to worry about is blowing yourself up if you aim at the ground. Combine it with Buff, and you can take down a Warden in seconds.
  • Sid Meier's Pirates! Sloop and Pinnacle class vessels. Ostensibly maneuverable and fast vessels balanced out by poor armament and mediocre crew capacity, they are by far the best and most popular vessels for ship-to-ship combat. The reason why is because the combat system places extremely emphasis on controlling the distance between ships, dodging cannonballs, and getting into an opponent's blind spots while keeping them in your field of fire. Sloop and Pinnacle class vessels are the best at all these things: their speed (as well as their ability to sail relatively well at all points of sail) means they can stay safely out of reach of larger opponents, while their maneuverability and small size helps these weave through enemy cannonballs and ensure their guns are always pointed in the right direction. All this is flipped for larger ships: they can't catch up to or outrun their opponents, their greater durability is meaningless because their slow speed and large size means they'll usually get hit, their greater armament is negated by the fact that they can't hit faster opponents, and their larger crews are negated by Sloops and Pinnacles using grape-shot ammunition prior to boarding.
    • Some players take this to the extreme by always using the War Canoe, the smallest sub-variant of the Pinnacle class (which is in turn the smallest ship class).
  • Sleeping Dogs: Consuming a Pork Bun will give you a long-lasting health regeneration so powerful you can spend entire missions ignoring cover, running right up to gun-wielding enemies and using a melee takedown/disarm, before doing the same to the next guy. Guess the guy was right, a man who never eats pork buns is never a whole man!
  • Watch_Dogs 2: The distraction ability trivialises stealth encounters since you effectively render an enemy blind for several seconds, giving you plenty of time to walk past them, have your car hack a terminal they are standing in front of or use a stealth takedown. It's just as effective in battle, paralysing even armoured elite enemies and setting them up for an instant-kill melee attack. It's also ridiculously cheap and spammable (requiring only one bar of energy with the right upgrades).
    • The mass communication hack variant is even more powerful, stunning every enemy nearby and letting you easily run rings around the squad of guards seeking you out or the swat team after your blood.


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