Game Breakers
Game Breaker: PPSh Submachine Gun
![]() Why? This hilariously over-powered piece of kit is the Soviet equivalent of the British Sten Gun, the German MP40 and the American Thompson, yet it has the distinct advantage of holding a colossal 71 rounds per magazine (as opposed to the standard ~30). As if that wasn't bad enough, the gun is lighter than a pistol, allowing you to run completely unhindered by bulk. The recoil is also virtually non-existent. Spray-and-prey at its best. The Flagship's rating:
Game Breaker: The Junctioning System
Why? It is quite simple to exploit it. The first time you enter the world map with GFs equipped, if you have the patience, you can draw hundreds of magic spells from simple enemies and junction your stats to massively overpowered levels. ![]() Game Breaker: Item/Card {-} Magic Ability Why? Once your GFs learn these relatively simple abilities, you may transform useless but plentiful items and cards into magic spells that you would otherwise have no access to until much later in the game. These magic spells can then be used again to overbalance the Junction system in your favour drastically. Furthermore, with yet more patience, you can have all of the ingredients ready to build Squall's ultimate weapon by the end of the first disk. The Flagship's rating:
Game Breaker: Corner Camping
![]() Why? The four survivors can effectively all occupy the same space in a corner somewhere and lay down a base of fire that makes them impossible to kill with both zombie hoards or specialist infected units. On top of this, all players could originally melee infinitely, so even if a lucky zombie made it through the incredibly concentrated fire, he'd just be swatted off like a fly. The Flagship's rating:
Game Breaker: The AWP.
Why? This beast of a weapon is almost certainly a one-shot kill. An unaimed shot from the hip, from any range, no matter where it hits will kill your opponent outright. Nicknamed the 'Noob cannon' for good reason, it's the most banned weapon on the CS servers. The Flagship's rating:
Game Breaker: Axel's Grand Upper!
![]() Why? Despite being totally awesome, the ultimate justice leveller and deeply rewarding every time it hits, Axel's Grand Upper move is vastly overpowered. Each character has a special move activated by 'Forward, Forward, B', yet Axel's hits harder than the other characters' Super Special moves. It also makes him temporarily invulnerable whilst executing, meaning he can slide through oncoming projectiles/weapons or motorcycles. Hero! The Flagship's rating:
Game Breaker: Akuma
![]() Why? Akuma is just too tough! His damage hits harder and his combo's are easier and more ferocious to pull off than those of any other characters. He was almost universally banned from tournament play. Since his first appearance in this game, he has been toned down remarkably (though his reputation as a bad-ass lives on). Game Breaker: Cable
Why? Cable is capable of spamming an extremely annoying long distance 'projectile' attack, repeatedly, with very little recharge time, just by continuously pressing one button. What's more, if you team up Cable with Cyclops (virtually identical) and either Iron Man or War Machine, you'll have a party capable of dishing out Maximum Combo hits in the hundreds. The Flagship's rating:
Game Breaker: Suzuki Escudo Pike's Peaks Edition
![]() Why? Oh my, this vehicle isn't a car, it's practically a powerboat on wheels. The Horse Power under the bonnet is hundreds higher than most other cars on the game, its acceleration is brutally fast, and its top speed is high enough that the complete lack of handling doesn't matter. If you felt particularly sneaky, you could probably tape down the acceleration button and just leave it well alone, it would wallgrind around the entire track and win with ease. You never lose another race again with this car in your inventory. The Flagship's rating:
Game Breaker: Jin Kazama's Laser Beam
![]() Why? This move has evolved from the early days of Devil/Angel, where it was a powerful yet slow energy beam shot from the eyes. Now, Jin can perform the flying 'ground scrape' version with a very small recovery time, usually making multiple hits a foregone conclusion. The Flagship's rating:
Game Breaker: Handgun and Rail Gun.
![]() Why? Red Faction isn't alone in having a supremely overpowered handgun. In fact, any FPS which forgets to include inaccuracy penalties over distance practically turn any pistol into an ultra-accurate sniper pistol. Furthermore, the Rail Gun allowed you to see and fire through walls! Even when out of ammo, you could use the scope of the Rail Gun to look through walls and never be troubled by surprises ever again. The Flagship's rating:
Game Breaker: Fawkes
![]() Why? You can recruit Fawkes as a companion later in the game. That's not a game breaker, but the fact that he has ultra high hit points that regenerate (it takes five mini-nukes to bring him down) and wields an ultra-powerful Gattling Laser (with infinite ammo and no weapon damage effects), make him quite a formidable foe! The Flagship's rating:
Game Breaker: Add New Manager Function
Why? Of course, this function is available for you to add a new manager at any point in your career, in case you have a sudden urge to manage multiple teams or multiplayer with a friend. However, the potential for exploitation is obvious. You can add a new manager at the helm of your rivals and sell all of their players, spend all of their money, and set up tactics which see them lose by 20+ goals each game. The Flagship's rating:
Game Breaker: Allied Cruiser
![]() Why? The Allied Cruiser had no Soviet counter-part, and could sit effortlessly at sea and pound a base to smithereens with its extreme ranged cannons. These cannons also had huge splash damage, meaning they often took out a couple of targets at a time. The Flagship's rating:
Game Breaker: Yuriko
![]() Why? Each faction has a special individual infantry unit, yet whereas the allied and soviet equivalents of Yuriko are only skilled against taking down infantry and buildings, Yuriko is a walking powerhouse against everything that moves, even air units. She even turns the legendary Peacekeepers into mincemeat! The Flagship's rating:
Game Breaker: Swiss Armoured Pikemen
![]() Why? This HEROIC unit is the medieval infantry version of a tank. Sure there are other spear-wielding infantry in the game, ranging from the raggedy peasants with hoes, to the burly British Halberdiers, but none come close to the stopping power of the Swiss Armoured Pikemen. With 96 men per unit, and heavy armour to protect from most projectiles, if there's a map with a bridge and you've got these guys on your side, nothing is getting past. The Flagship's rating:
Game Breaker: Tiger Tank
Why? There's no doubting that the Tiger was a formidable machine, and in every CoH game, it is a devastating weapon impervious to almost everything, including other tanks. However, for the Tiger Ace missions in the opening episode, you control a Tiger with so many ridiculous add-ons and upgrades that you simply cannot be defeated. Regenerating armour, anti-personnel rounds, you can even take control of the main turret and aim it yourself! The Flagship's rating:
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