Difference between revisions of "Exploits"

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:*Whereby a Medic is able to give himself an ever-lasting ÜberCharge for the rest of the round. It requires a player to have unlocked the [[Kritzkrieg]], and is done by switching to the Kritzkrieg whilst deploying the Über in the team respawn room. This can also be done the opposite way around - by switching to the [[Medi Gun]], giving the player infinite Critical hits for the rest of the round. Standing near a Dispenser (or [[Payload]] while attacking), healing a team-mate, or being healed by a team-mate will however end the charge.
 
:*Whereby a Medic is able to give himself an ever-lasting ÜberCharge for the rest of the round. It requires a player to have unlocked the [[Kritzkrieg]], and is done by switching to the Kritzkrieg whilst deploying the Über in the team respawn room. This can also be done the opposite way around - by switching to the [[Medi Gun]], giving the player infinite Critical hits for the rest of the round. Standing near a Dispenser (or [[Payload]] while attacking), healing a team-mate, or being healed by a team-mate will however end the charge.
  
*'''Permanent [[Bonk]]''' - Where a Scout becomes permanently under the effect of [[Bonk! Atomic Punch]] by drinking the item while moving into a supply cabinet. (Patched; existed in PC/Mac version only)
+
*'''Permanent [[Bonk! Atomic Punch|Bonk]]''' - Where a Scout becomes permanently under the effect of [[Bonk! Atomic Punch]] by drinking the item while moving into a supply cabinet. (Patched; existed in PC/Mac version only)
  
 
*'''[[Teleporter]] Exploit''' - Whereby an Engineer could earn himself large amounts of points by using his own teleporter repeatedly. (Fixed in PC/Mac version; broken in 360 and PS3 versions).
 
*'''[[Teleporter]] Exploit''' - Whereby an Engineer could earn himself large amounts of points by using his own teleporter repeatedly. (Fixed in PC/Mac version; broken in 360 and PS3 versions).

Revision as of 22:21, 4 March 2011

I have considered an appropriate punishment for the good-for-nothings responsible for this horrendous breach of conduct. Death, of course—but death is too good for disappointments such as these.
The Administrator

An exploit is a bug or unintended feature of gameplay that is deliberately and knowingly used by the player to gain an advantage. For example, if a bug enables a player to be immune to damage and a player knowingly uses it, it is an exploit.

In contrast, bugs or problems which either do not affect gameplay that are not intentionally triggered are classified under glitch.

General Exploits

NOTE: An exploit is said to be broken if it is unintentional to the game's developers, because it is a broken feature of the game.

By Class

Scout Exploits

  • Moving towards a wall then hitting the Sandman ball right before hitting the wall may send the ball through it, hitting unsuspecting players on the other side. (PC/Mac version only)

Soldier Exploits

Pyro Exploits

Demoman Exploits

  • If a Stickybomb is fired from the correct angle, then it can stick halfway through a thin wall and can damage players on the other side, but not cause damage on the side from which the Stickybomb was shot.

Heavy Exploits

Engineer Exploits

Building Exploits
  • An Engineer can constantly use their Teleporter to farm points, as they are awarded one half-point for every time someone takes their Teleporter. (Fixed in PC/Mac version, broken in Xbox 360 and PS3 versions)
  • Through specific placement of the Teleporter, players can become stuck instead of teleporting.

Medic Exploits

  • "Needle Boosting" involves a player standing over a Medic, who then proceeds to shoot their Syringe Gun upward as the player jumps. Due to a physics error, the Medic's Syringe Gun needles propel the target upward. (Fixed in PC/Mac version, broken in Xbox 360 and PS3 versions)

Sniper Exploits

Spy Exploits

  • Spies can place Sappers through thin walls, sapping buildings on the other side. (Fixed in PC/Mac and Xbox 360 versions, broken in PS3 version)

Terrain Exploits

  • On certain maps, Engineers can place Sentry Guns and other buildables behind chain-link fences, from behind which it can shoot at the enemy team. The buildables can still generally be sapped or affected by explosive splash damage. (Broken)
  • The spawn gates allow certain weapons (the Flamethrower, Jarate, Mad Milk, and in rare cases, Stickybombs) to pass through the gate. This has been fixed multiple times, but seems to crop up every once in a while.
  • In certain maps, it is possible for a Demoman to Sticky Jump high enough in certain areas to bypass the invisible wall over a map, allowing him to run across the sky and fire down at enemies.
  • Very rarely, an Engineer can use an exploit to pass under the floor of a map and build Sentry Guns underneath it, allowing it to shoot upward at targets without fear of destruction. This is considered to be griefing and will likely result in administrative action on many servers.

Map Specific Exploits

2Fort

  • Entering Enemy's Spawn 1 The Engineer can build a Teleporter exit in their spawn. After the Sniper/Spy-update (which allows Spies to take enemy Teleporters), it's possible to enter the enemy's spawn with an enemy Engineer. You must be a Spy to use the teleporter/enter the enemy's spawn. This is currently unpatched.[1]
  • Entering Enemy's Spawn 2 A hole in the lower, right side of the No Enter symbol for BLU's base (the one next to the haystacks) can be used by RED players to get into the BLU spawn room. This persists in the Xbox 360 and PS3 versions.
  • Entering Enemy's Spawn 3 In the BLU base if an Engineer crouch jumps beside a plank below the spawn, they will go through the map. If they are able to construct a building in this area, the Engineer can then build a Teleporter inside allowing other players to enter.
  • Opening Safe Room's Door It is possible to open the door leading into the "Safe Room" in which you first respawn, by jump-crouching into the door's handles and jump-crouching again to reach the top of the door, and it will then open. (Fixed - PC/Mac version)

Note: This can only be done in the BLU main Respawn area and may sometimes not open.

  • Holding Enemy Spawn Doors Open Both teams can hold open the enemies spawn door at the hay room by running into it while it is open. While this works well for the BLU team (as they can potentially spawn camp), it's not so easy for the RED team. Should a member of the RED team attempt this, there is a chance for the player to get stuck in the door, unable to move, and end up getting dragged up and down with the door as the BLU team enters and leaves the spawn area.
  • Pointless Room There is a spot in each Intelligence room, where a player can get other players stuck. This a dead-end, because players cannot escape, unless they suicide. By building a Dispenser on the left wall of the left corridor (the one facing the Intelligence) and then by using the "jump through roofs" exploits to build a Teleporter exit, a player can trap other players on their team. There is no tactical advantage to getting in here (Sentry Guns don't work here either), you can't be shot or shoot anybody. It is mostly used by people who are griefing as they will set up a Teleporter entrance somewhere in your base and an exit in the roof. This then traps your team-mates and forces them to commit suicide. (Fixed in PC/Mac version, broken in 360 and PS3 versions) '
  • Roof Holes A hole in the roof of the BLU team's 'upstairs' room (above and behind the balcony) allows arcing projectiles (grenades and needles) to be fired into the 'upstairs' room just outside the BLU team's main respawn room. It can be used for taking out Sentry Guns placed in the corner of the 'upstairs' room. This looks intentional; however the same cannot be used on the RED team's base as chicken wire covers the hole. (Fixed(?) in PC/Mac version, broken in 360 and PS3 versions)

Badlands

  • The RED Spawn The RED team's initial spawn room has misplaced no-entry blocks allowing members of the BLU team to sneak in.
  • Center Spawn Areas An Engineer can build in the center spawn areas (once the fourth point is captured). You have to crouch to be able to build.
  • Last Point It is possible to capture/block a capture from the outside of the cap.

Dustbowl

Stage 1

  • Starting Gates During the set-up time a Demoman can bounce pipe bombs through the gates to the BLU spawn. (Fixed in PC/Mac versions)
  • Building Inside Spawn In the BLU team's spawn area an Engineer can build right in front of the gate on the left, and in a corner off by the gate on the right.
  • Skywalking 1 Cap 2. Engineers can build Dispensers/Sentry Guns to stand on (or can jump on top of nearby boxes), and are then able to access higher areas. To skywalk, a player must go to a specific small room with boxes (the one across the bridge), and then crouch jump to be able to place a Teleporter exit. Then by building a Dispenser next to the wall and building another teleporter exit on top of the wall, the player is able to skywalk at Cap 2 Stage 1 Dustbowl. They are also able to build Sentry Guns on top of the room with the box. (Fixed in PC/Mac versions)
  • Infiltrating the Protected Tunnel The 'secondary' entrance to the tunnel protected by a one-way door (from RED's perspective) is on a ledge just a short distance away from the door, but is generally only accessible if playing as a Scout, Soldier or Demoman, who can jump/blast their way onto the ledge. However, any class can reach the ledge from the outside due to the presence of several solid bolts and planks against the wall (which can be stood upon).

Stage 2

  • Healing Through Walls By building your Dispenser inside the small house next to the first capture point you are able to get metal and heal yourself. To do this, a player simply builds a Dispenser as close as possible to the wall with the telephone, and must then go onto the other side to see if they have built it close enough.
  • Skywalking Cap 2. To do this, simply build your Dispenser onto of the farthest section of stage 2, capture point 2 from the cap. And then get yourself glitched, by clicking crouch and then jump, and then have a Medic needle boost you, to build your teleporter.
  • Teleporters Above Ground To do this, go to the small house that is next to the first capture point of stage 2. Then go to the sections with either a telephone on the desk, or a coffee machine on the desk. By standing on this, you are able to build your Teleporters on top of the desk. You might have to shift around or jump to get this to work.
  • Teleporter Inside RED Spawn By crouching while next to the side of the walls you are able to build your teleporter, Sentry Gun, or Dispenser in your spawn or the enemies.
  • Return to Stage 1 BLU Spawn - Allows you to move back to the first stage of Dustbowl. This requires an Engineer and a Medic. Let the Engineer go to the LEFT supply locker of BLU, then get glitched by crouching then jumping. Now, the Medic needs to needle boost him to the top of the locker, then the Engineer needs to build an exit on the roof. Teleport, and you will be behind the fence that is blocking stage 1. Combine this with Stage 1 Skywalk, and you will be able to skywalk above your spawn, and defend it from above.

Stage 3

  • Teleporter Inside BLU Spawn By crouching, while next to the side of the walls, you are able to build your teleporter, Sentry Gun, or Dispenser in your spawn or the enemies.
  • Hiding Stickies Cap 1: If you are a RED Engineer and go to the blue exit gate on your left side, aim about a foot off the ground, count 3 cobblestones back towards the cp, and you can shoot stickies into the wall. Here they cannot be seen aside from a mute red light which goes away.
  • Skywalking Cap 2: You will need an Engineer and a Medic for this. From RED's spawn, walk forward, until you will see a staircase to your RIGHT (not the one who leads down, but the one who leads UP). Climb it, and walk all the way, until you see an exit to your RIGHT. Build a Dispenser there (make sure it won't be under the roof), and climb on it. Take out a Teleporter Exit, and let the Medic needle boost you, while you hold "Build" button. If done correctly, you will build the exit at the sky. Now, refill your metal supply, build a teleporter entrance, and teleport. You will notice you cannot move. Destroy the Exit, and build it again somewhere around you. Now suicide (Switch to another class then back to Engineer), and teleport. You are now skywalking. Be careful not to go out of the map's bounds, or you will fall down to the ground and stay stuck there unless you suicide.

Gold Rush

  • Stage 1 Engineers can build on the balcony just before the final cap point.
  • Stage 1 Certain projectiles can be fired through the start-up gates.
  • Stage 3 Spawn Teleporter When starting in the spawn closer to the first cap points of the track for the Payload. This is also the spawn with the large staircase. You are able to build your Teleporter inside your spawn, by standing sideways to the gate.
  • Spawn Exploit In some of the spawns there are holes in the middle of the ceiling that Demomen and Soldiers can jump up into. This doesn't really have any practical use except for avoiding death in Humiliation.

Granary

  • Roof Holes: Above the RED team's 2nd respawn point, there is a large opening on the side where a BLU Demoman can spawn-kill the RED team by launching grenades into the respawn area. A BLU Soldier can also spawn-kill the RED team by launching rockets through the gap and also by rocket jumping into the gap and firing rockets directly down onto the RED team as they spawn. The BLU team's 2nd respawn area does not have this vulnerability.

Gravel Pit

  • Roof Holes A hole in the roof of RED's respawn room allows weapon fire in both directions. The holes are between the boards over the window and big enough to allow most projectiles through.
  • Spawn Building RED Engineers can build inside their spawn area by crouching on the office chair and facing the computer panel to its right. Once the vertical position of the blueprint changes to match the visible height of the panel (which only occurs in a particular spot), the Engineer can place their construction at a specific mid-air point (this essentially means repeatedly jumping while spamming the keys bound to Crouch and Primary Fire).
  • Under Map 1 Cap A. By using the "Crouch Jump" exploit, you can get under the map at Gravel Pit Cap A. To do this, go to the tunnel next to Cap A. Build a Dispenser and use the "Crouch Jump" exploit to build a teleporter exit. After using the teleporter you built, you will need to crouch jump over a little gap in the small room you teleported into and you will be able to build Sentry Guns under the map.
  • Under Map 2 Cap B. By using the "Jump through Walls" exploit, you can get under Cap B Gravel Pit. Go to the area, with the ramp, and then jump through the wall next to it.

Hydro

Skywalking is possible in one spot with the help of someone from the other team. To do this, simply have a Spy or Scout on the other team crouch jump on to your Dispenser, and then have them move over to one side of it, while you get on it. Then while they are crouched, crouch jump on top of them. Then have them stand up, and both of you crouch jump to get yourself on top of the lamp next to the door. Then try to crouch jump over to the spot where the teleporter was built, and try to build it there while you are jumping. Another way would be to have a Demoman or Soldier shoot at your feet to boost you up to the top of the lamp.

Steel

  • BLU Spawn Jumping above the BLU teams exit door to B before the round starts can cause the door to get stuck, making BLU team not able to leave through the B exit door.
  • It is possible for a Pyro using the Backburner to attack any enemies that are sitting on point A from behind the sliding steel door.

Well

  • Glitched Area Backroom (Final Control points in CP_Well and Intelligence room in CTF_Well) - Allows Soldiers, Demomen, and Engineers to get into the roof area and on the beams. Unconfirmed if an exploit or not as both teams can use it, higher areas are blocked by invisible walls and hasn't been fixed by Valve even though it's been around a while.


Patched Exploits

  • Backstab Not Breaking Disguise - Whereby a Spy could backstab while retaining their disguise (Fixed in PC/Mac and 360 versions, broken in PS3 version).
  • Bunny Hopping (Patched October 31, 2007) - A jumping technique that allowed players to move faster than they should by bypassing the velocity cap. (Fixed in PC/Mac versions, unknown in 360 and PS3 versions)
  • Reference Pose Heavy - Whereby a Heavy could go into a reference pose by spinning the Minigun in spawn and switching class to Heavy. This is still performable, but another method is required. (Fixed in PC/Mac and 360 versions, unknown in PS3 version).
  • Cloaked Backstab - Whereby a Spy could backstab while remaining Cloaked (patched in the PC and 360 versions; broken in PS3 version).
  • Critical Hit Storing - Whereby players are able to store Critical hits in their weapon. (Fixed in PC/Mac and 360 versions; broken in PS3 Version).
  • Crouch Jump - Whereby players are able to build Teleporters in places that they should not be able to, such as spawn rooms. (Patched in PC/Mac version, broken in 360 and PS3 versions)
  • Game-play Demo Achievements - Whereby players could complete achievements by spectating other players who earned them. (Patched; existed in PC/Mac version only)
  • Door Block Exploit - Allowed Engineer players to block spawn doors with the help of Teleporters. (Patched in PC/Mac and Xbox 360 versions; broken in PS3 version).
  • Heavy Minigun Exploit - Whereby a Heavy was able to run and simultaneously rev up or fire their Minigun (Patched in PC/Mac and 360 versions; broken in PS3 version).
  • Intelligence Teleportation - An exploit that allowed a player to teleport with the intelligence by dropping it next to the Teleporter, then picking it up as they were teleported. (Fixed in PC/Mac versions; broken in 360 and PS3 versions)
  • Melee Weapon Switching Exploits - Whereby players could attack and then instantly switch to another weapon and back again, making the next attack with the melee weapon land instantly, and stack on the attack they were already making. (Patched in PC/Mac and 360 versions; broken in PS3 version).
  • Needle Boosting - Whereby players could be boosted by the Medic's Syringe Gun needles. (Fixed in PC/Mac version; broken in 360 and PS3 versions).
  • Occlusion Visualization Cheat (cvar) - Allowed players to make use of the built-in Performance UI to enable visible occluders which would let you then see through walls (Patched in PC version).
  • Whereby a disconnected Medic could continue to ÜberCharge his target indefinitely.
  • Whereby a Medic is able to give himself an ever-lasting ÜberCharge for the rest of the round. It requires a player to have unlocked the Kritzkrieg, and is done by switching to the Kritzkrieg whilst deploying the Über in the team respawn room. This can also be done the opposite way around - by switching to the Medi Gun, giving the player infinite Critical hits for the rest of the round. Standing near a Dispenser (or Payload while attacking), healing a team-mate, or being healed by a team-mate will however end the charge.
  • Permanent Bonk - Where a Scout becomes permanently under the effect of Bonk! Atomic Punch by drinking the item while moving into a supply cabinet. (Patched; existed in PC/Mac version only)
  • Teleporter Exploit - Whereby an Engineer could earn himself large amounts of points by using his own teleporter repeatedly. (Fixed in PC/Mac version; broken in 360 and PS3 versions).
  • Wall Sap - Whereby a Spy could attach an Electro Sapper to enemy buildings through thin walls. (Fixed in PC/Mac and 360 versions; broken in PS3 version).
  • Cart Upgrading - Where BLU Engineers could "upgrade" the Dispenser on the cart by hitting where the blue stream comes out of the pipe on the cart, allowing it to dispense health faster than normal.[2] (Patched; existed in PC/Mac version only)
  • Level 3 Combat Mini-Sentry Exploit - Whereby an Engineer can build a Combat Mini-Sentry that fires rockets by building a Level 3 Sentry Gun, switching to Gunslinger (either by respawning or using resupply lockers), then re-deploying the Sentry Gun. The resulted Sentry Gun will take only 2.5 seconds to build like a Combat Mini-Sentry, but fires rockets like a normal Sentry Gun. (Patched; existed in PC/Mac version only)
  • (Patched April 30, 2010 Patch)Whereby an Engineer can build an unlimited number of buildings by using the commands, "build 0 x", "build 1 x", and "build 2 x" (where x is the number of the building), and a Spy can build an unlimited number of Dispensers using "build 0 x" (where x is the number of the building). (Patched; existed in PC/Mac version only)
  • (Patched October 18, 2010 Patch)An Engineer could pick up a building with the "Automatically respawn after loadout changes in respawn zones" option and change their loadout hereby glitching them into having a building being "carried" and allowing the Engineer to build multiple buildings using the "build x" commands. (Patched; existed in PC/Mac version only)
  • Invisible Buildings Exploit (Patched October 18, 2010 Patch) Any Engineer picking up a building and immediately taunting would would be able to use the weapon they taunted with whilst holding this building. If placed back down with the "build x" commands, these buildings would be invisible, leaving only the sentry shadow, Dispenser screen or teleporter effect. (Patched; existed in PC/Mac version only)
  • Powerjack Heal Exploit A Pyro could switch to the Powerjack before an ignited enemy dies from afterburn and still get the +75 health. (Patched; existed in PC/Mac version only)
  • Permanent Regen Exploit By disconnecting from the server mid-taunt with the Amputator, the healing effect would stay on all in the healing radius (through death and class change), until they disconnected or the map changed. (Fixed in the January 3, 2011 Patch)

See also

Team Fortress Classic Exploits

References

  1. Setlet, YouTube - TF2 - How to get in enemy base as spy in 2fort (2009-07-02), retrieved 2010-10-22.
  2. LotusClanChannel YouTube - Building a dispenser on the payload cart (2008-12-12), retrieved 2010-10-22.