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  • Abridged Arena Array: 24/7 HeloDeck TDM server. Enough said.
    • Now 24/7 Metro, on the other hand...
  • Accidental Innuendo: Back in Closed Beta, the game would allow for things like a Shotgun to be named "Extended Forceful Violator" and some such.
  • BFG: Compared to the real world, the guns in this game are kinda big. This is evidently seen with the starting gun's default barrel.
  • Broken Base: The 200 HP build vs Bolt-Action Rifle debacle, oh lord. It's either crying for a Nerf/buff or "Learn to Headshot" being retorted back and forth. Pray that somebody doesn't mention the Incendiary 200 Damage BAR... Though this kinda died down after later nerfs.
    • The usage of Datanodes, temporary and time-limited minor enhancements that you can equip - up to 5 of them at a time - to buff certain aspects of your Agent. Partly because you cannot choose what Datanodes to get, and you also have to spend a lot of time grinding for them in the first place, which is unfair to newcomers. Most people just skip using them entirely. And after a major revival by Hardsuit Labs, they seem to have been removed from the game entirely.
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    • The Onslaught Pack. Which is all of Year One content up for buying, including items that can only be gained via randomized Chance Packs. Many veterans of the game were not happy about this.
  • Complacent Gaming Syndrome:
  • Game-Breaker:
    • Every once in a while, the official forum will have several threads complaining about the usage of Incendiary Rounds in Bolt-Action Rifles. But the later nerfs to the 200 Damage BAR Explanation  and the Incendiary Rounds itself has forced this to change.
    • Everyone agrees that the Rocket Swarm depot weapon is overpowered. It's a good thing then that it stayed in the depot at a 1000 CP cost per buy and comes supplied with only two rockets.
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    • One can say that the Hardsuits are designed to be this. It takes quite the combined effort to take one down.
      • While the Hardsuits are certainly dangerous, they're far from being game breakers. Every player starts with the ability to buy the Rocket Stinger from the depot, which costs 400 CP per buy (and also supplies you with three rockets, enough to destroy a full-health 'suit if you get direct hits with all three), and a Flamethrower which costs only 350 CP per buy (that's one third of the cost of a Hardsuit!) which allows you to cook a Hardsuit pilot alive and steal theirs without seriously damaging it. Likewise, the Hardsuit is sluggish, does not allow zoom in and has no HRV; only the mildly reliable ping which also happens to be a Tactical Gear. Without support from teammates, a very skilled pilot or completely clueless enemies... a Hardsuit is more or less just a bigger target and point sink.
      • But several Hardsuits on the other hand... though that's the losing team's fault to begin with.
    • Explosive Rounds used to be this. Not because it's ability, but because of the ear-ripping sounds it makes. To drive this even further, some douchbags slapped them on Submachine and Light Machine Guns, prompting protests in the official forum.
    • The Exploding Tomahawk currently holds this title. It can be thrown for direct range kills, can be used as a melee weapon and can be detonated after being thrown to serve as a 400 Damage makeshift grenade; and said detonation is manual, meaning it can even work as a makeshift mine. All in one weapon. It's not as bad these days, now that the developers removed it's ability to detonate mid-air, at the very least.
    • Stun Shurikens will immobilize targets on impact or on proximity trigger. And you throw three of them at once. Be careful where you walk, and if you can, shoot them gone with a Shotgun or a weapon of your choice.
    • The M4X Rifle. A primary receiver that fires faster than the SMG and still retains the accuracy of the AR. Forum-goers can smell the nerf coming. The only reason it hasn't dominated pubs yet is because the AR has a better recoil pattern and longer range.
    • The HRV Cloak. So much so that PWE didn't make it permanently purchasable with GP until recently.
    • The Burstfire Rifle used to be considered one because of it's near-perfect spread and recoil at all ranges, until changes to the game's recoil and spread system made it less awesome than it used to be.
    • A Barricade in Metro can block half the map when placed correctly.
  • Goddamned Bats:
    • Active-Camo equipped speedbuilds with a dedicated melee weapon running after you are common annoyances.
    • The Rocket Stinger-wielding Agent troopers in the Onslaught gamemode. While the damage they can do are only decent, the amount of camera shake caused by their rockets' blasts can be quite hard to deal with.
    • In early 2018, Toxic Rounds was changed so that it now prevents the victim from regenerating hit-points above certain thresholds, and there is no way to get rid of the debuff except by dying or waiting until it faded away. Needless to say, there were more than a few people venting their frustrations in player communities.
  • Good Bad Bugs:
    • The AR is missing it's trigger. Similar model oversights can also be seen in other places. Whether this is intentional or not remains a question.
    • Calling down a Hardsuit at certain places in Vortex or Rig will get it stuck on the random unreachable ledges.
    • Some barrels' front post block your aiming-down-sights visibility. This bugs players to no end.
    • Every once in a while, the server would revert the names and loadouts of everybody in a match to default "Player". Cue everyone in a lobby accusing each other of hacking.
    • Binding both LMB and RMB to fire can increase the Heavy Pistol's fire-rate to ridiculous levels.
    • The Evac Update introduced The Flying Katana that flings you across the map at high speed. The developers quickly fixed this.
  • Joke Item: The Krane KAUR-XSi scope is widely regarded as one due to the nature of it's aiming "dial", making it a joke of a scope. But as with many other things in Blacklight: Retribution, some players managed to make it work anyway.
  • Memetic Mutation:
    • The Full Server. Explanation 
    • Jared's beard. Explanation 
    • SOON. Explanation 
    • Bulletproof railings. Explanation 
  • Names to Run Away from Really Fast:
    • One of the community pre-made weapons, the Burning Sensation SMG was considered this due to, at the time, overpowered afterburn damage.
    • Back when the Heavy Assault Rifle was recently released and considered broken, many players learned to dread the ArmCom DDx2 Hades, one of the HAR pre-mades that came loaded with Incendiary Rounds, which was widely used as the receiver itself could only be brought with ZCOINS. High Damage, overpowered accuracy and at the time very nasty afterburn damage caused many players to rage on the official forum.
  • Necessary Drawback: There are many examples in BLR, just as there are in any other game. But an interesting example is the EMI RiVAL-2 scope. It features a low scope in time, good zoom (3.90x) as well as being an open scope, meaning that it doesn't suffer any temporary aiming blackout delay. But it's slight white tint on your visual can make it hard for you to make enemies out of the background, and it's position is too low, muzzle flashes can block your view when firing your gun. Thus, it is rarely found outside of Bolt-Action Rifles in the hands of veteran snipers or those who were just trying things out.
  • Schedule Slip: General lack of new content on the PC version post-PlayStation 4 launch caused a lot of backlash in the official forum.
    • One of Zombie Studios' developers claimed that PWE didn't carry out the updates for the PC-side Zombie Studios has sent out to them.
  • Scrappy Mechanic: The random weapon spread has been a subject of debate. One side says it makes killing an enemy player more luck-based. The other side says that if it wasn't for the min-max spread stat, the weapon component system would be meaningless.
    • Zombie Studios replaced it for a more predictable recoil pattern system for each receiver, in order to encourage competitive play.
    • CHANCE PACKS. Full stop.
    • The Spawning mechanic in small maps gets some flak from time to time.
  • Scrappy Weapon:
    • The Burst-Fire SMG and Tactical SMG for some. While they have superior movement speed and absurd firing rates (and great accuracy in the TSMG's case), they tend to do pitiful damage. The Tactical SMG has even weaker damage per shot than the Light Pistol of all things, and most gun components of the two cannot be customized.
    • And there's the Light Pistol itself. All other secondary weapons are downright better.
    • The short-ranged Flamethrower. While it has amazing DPS, nobody uses it unless there are Hardsuits close by (or if they're really desperate) and even then, it's difficult to reach the 'suits with it unless you have a cloak and no regular enemies around it. And most Hardsuit pilots know better not to stick around getting blindsided anyway.
  • Surprisingly Improved Sequel: Blacklight: Tango Down had mostly mediocre reviews. However, Blacklight: Retribution is a very polished game, and many reviewers call it a leading example of how to do a free-to-play game right.
  • That One Level: A view held by some for HeloDeck, the first departure from varied terrain and sightlines to dedicated close-quarter killhouse level. It's tight, fast-paced, and extremely small, made worse with the odd Spawning mechanic that likes to put enemy players right behind you and the occasional shower of grenades down every corridor.
    • One of the new maps named Decay has quickly gained this view as well. It's very small, has a lot of small corners and all the same problems HeloDeck has, being seen as the same but even worse by many.
    • Also applies to Metro for the same reason. Not to mention the smallness of the map and tight chokepoints (even by BLR's standards), so tight, that spawn-killing on that map is a fairly normal occurrence.
    • A NetWar match on the Containment map, due to how the flag spawn is directly connected underground to one of the nodes.
    • Nuken, the only map available to the escort mission-esque Siege gamemode. It has long sightlines that favor camping tactics and is almost entirely outdoor, leading to one Airstrike after another. It doesn't help that many players hate the gamemode itself, due to the general lack of teamwork in public games.
  • They Changed It, Now It Sucks!: Part of the player base's reaction to the forum-exploding April 2013 removal of 1-day rental options and weapon parts pricing changes.
  • Uncanny Valley: DUCHESS, due to how Zombie Studios' modified Unreal Engine renders human faces. Characters with their face revealed don't even have any facial animations for pain or any other emotions too.
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