Game Breaker/Video Games/Real Time Strategy: Difference between revisions

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** Another thing the Rebels have going is T4-B tanks. They can switch between lasers that melt [[Mighty Glacier|ATATs]], and shield-penetrating missiles. They have absolutely no viable Zann Consortium counter except Rancors and hero units (Zann infantry are supposed to be able to take them, especially since they can't be run over, but the missiles do too much damage for the infantry to be cost effective). T4-Bs can take out turrets and even shielded structures from outside turret range. The result of this and the above Zann balancing issues is that the Empire gets positively destroyed by the Consortium and to a lesser extent the Rebels, the Rebels can only stop the Consortium later on, and the Consortium ends up powerless if they don't stop the Rebels in time.
* Tzar: Burden of the Crown had a faction where you could spend money to create "relics" that could increase your units stats. Game broken when you could play with unlimited resources and have units carrying relics that increased stats by 10 times.
* ''[[Supreme Commander (Video Game)|Supreme Commander]]'': Play Seraphim. Get the rapid restoration upgrade on your ACU. Then march it directly into the enemy base. Only experimentals can stop a RRF'd ACU, and you can get RRF by the beginning of T2.
** [[Supreme Commander (Video Game)|Supreme Commander]] has always had some, erm, ''issues'' with game balance, most usually favouring the Aeon.
*** The release version included balance issues that had been identified in the beta but not actually addressed, including the Cybran Mantis being ''ludicrously'' overpowered in the early game and the UEF Broadsword gunship likewise in the late game; both were nerfed repeatedly.
*** This only really let the ridiculousness of the Aeon become apparent, though; typically having the best or at worst the second best of every unit type. Aeon were all but impossible to beat on water maps, trading the useless deck gun of other faction subs for a second torpedo attack and having a basic T1 tank that was amphibious; they also had a missile defence which couldn't be overwhelmed at all, a T3 artillery which was pinpoint accurate and fired twice, and the Harbinger, a Siegebot which had the best cost versus damage of any unit in the entire game. The Aeon superiority on maps with water was at one point so severe that ''all'' water maps were removed from competitive play.
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** [[Fridge Brilliance]] and [[Truth in Television]]. For the time period, horse archers were devastating, capable of swooping in, spraying the enemy with arrows, and then beating a quick retreat before the enemy could marshal its forces. Hell, even today that'd be a viable strategy against anything less than a fleet of attack helicopters.
** The series also has elephant-mounted warriors. The Elephant Archer in the original has as many hitpoints as ''buildings'', and the Persians' War Elephant of the second game is probably the strongest unique unit (good for the Persians, since they're otherwise kind of a limited civilization in-game).
* ''[[Age of Mythology (Video Game)|Age of Mythology]]'' has the Titans. Introduced in the expansion pack, these giants can basically turn any battle into a [[Curb Stomp Battle]], and require practically an army of heroes to take down. Whoever unlocks the Titan gate first is basically guaranteed a win, because he can use the Titan to go over to the enemy's base and stomp his half-finished Titan gate into oblivion. The game past the Mythic Age essentially becomes an arms race to get the Titan. Similar units like Nidhogg might also count, except that they aren't [[Nigh Invulnerable]] like the Titan is.
** Except that Titans have their own counters: Magic units. Build enough of these, especially the ranged ones, and the slow titans will suffer [[Death of a Thousand Cuts]].
*** Not to metion that A) They can't cross water, B) they can't be healed, C)they are really freaking expensive and D)They can only be built at the top of the tech tree and take a long time to dig out, which may cripple your economy as workers uncovering it arn't gathering resources.
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** And in ''[[Starcraft II]]'', anti-Zerg missions are easy with a large amount of Reapers, who are cheap, attack and move very fast, and do stupid-huge damage to buildings. They can also jump cliffs, meaning they can strike pretty much anywhere, anytime they feel like it.
** In ''[[Starcraft II]]'', Protoss players in 1v1 Bronze league are notorious for using "Cannon Rushes", building pylons and Photon Cannons close the enemy's mineral line as soon as possible. What makes this a gamebreaker is that your oppponent will not have anything other than workers to stop the cannon if the rush is fast enough, and the cannon will kill a worker in 2 shots, while the opponent is probably throwing down 1-2 more cannons. The Cannon Rush isn't such a big deal at higher levels of play due to everyone being aware of it and its considerable shortcomings (if the cannon rush fails you have no tech, military or economy to speak of; meanwhile, the cannon itself can be overwhelmed with early t1 units or surrounded by workers if it isn't built fast enough, especially if the opponent is scouting his base perimeter and watching for "cheese" tactics), but newcomers will be overwhelmed and maybe even turned off by this seemingly unstoppable tactic.
* Bloodlust in ''[[War CraftWarcraft]] II'' is a spell which triples damage and is cast by the Orcs' primary attacking unit which is already somewhat of a [[Lightning Bruiser]]. The Humans' equivalent get extremely inefficient healing and a spell that only affects two rarely-used units. Needless to say, Orcs have a huge advantage on land maps.
** Additionally, the "Mage-Bomb" tactic is one strategy that can be game-breaking in the single-player campaign; If you're human, it involves making a [[Glass Cannon|Mage]] invisible and then sending that invisible Mage who can cast Blizzard into the enemy's gold supply lines and then raining a deadly ice storm upon the line of workers harvesting gold. It is devastating, if not decisive against the enemy's army production. Playing as Orc, the same strategy is done with Death Knights, and an Invulnerability & Haste spell cast upon the caster.
** Also, in ''Warcraft III'', the Orc Blademaster hero. He's among the fastest heroes, also among the toughest with his high armor score and agility, and with Critical Strike acting over his item-boosted melee damage, is easily the highest direct damage dealer hero. But the real kicker is his Wind Walk - a spell that not only allows him to move even faster and, at higher levels, stay invisible most of the time, but allows him to make rapid escapes whenever threatened by letting him move through other units and hence escape traps. Needless to say, he's one of the best hero rushers, excellent at hero killing, very hard to kill himself if properly used and generally a pain in the neck for any opponent, with no clear weaknesses.