Talk:Exploits
From TF2 Wiki
Quite a few of these have either been patched, or may not be exploits...
Gate Bypassing On this note, they can also be passe by the damage from Sticky Grenades, Normal Grenades, and anything explosive. There is a crack in the wall and they can shoot stuff in the crack, and kill others in their spawn. Going to append this to the exploit as well. - Does anyone know if anything exploit-wise has been patched in the 360 version? --Jewbat
- Gate bypassing on CP_Well - Possibly intended. I'm sure they saw it in their play tests, and it really doesn't affect the round. The one or two soldiers jump in, die, and then the other team has an advantage when taking the middle point.
- agreed its part of the map ive seen people sniped along the edge of the carriages and i always tart as a demoman and lob grenades over the train at the doorway when this map starts up after all you can jump over the other carriages why not that one ? it was a shock when i first saw a soldier appearing from above he was toast before he landed hehe
- "Invisible Ledges" - While some of them are exploits (ie, standing on impossible things like lamp posts), most of them are not. The rocks at the dish side of the ledge path in TC_Hydro, top of the fence/doorway on the 2fort battlements, etc, are all possible in reality (at least in a tf2 sort of sense). Just because people don't expect it, doesn't mean its an exploit. If they're still inside the map, and they didn't have to do anything special to get up there, then it's not an exploit.
- Melee weapon switch exploit was patched
- Crit storing exploit was patched
- Teleporter exploit was patched
- The perma ubercharge exploit was patched.
You may want to do some more research on these. -- WanderingFox 07:38, 7 December 2007 (CST)
- Thought I did pretty well finding all these in the first place, gimme a little credit. =p After all I haven't encountered the majority of these so that's what editable wikis are for.
Anyways, i'm counting the gate bypassing as an exploit, it doesn't have to render a massive advantage to count. Shooting through the holes in the gate can possibly be considered a deliberate addition but a sniper can actually shoot through the metal of the gate itself, which doesn't make sense. Also when I talk about invisible ledges, I mean unseeable high ledges that people shouldn't be able to stand on, I never mentioned the rocks in Hydro or any other solid features of the map
As far melee weapon switch and crit storing, I saw them listed in the patch notes as fixed but have still seen them occur, just as facestabbing was supposed to be fixed but still happens. Teleporter trick is listed as patched for the PC version and not patched for 360 by CountDOODOO not me.
Permanent Ubercharge had no mention in the patch note bug fixes so I assumed it was not yet fixed. --Wilsonator 09:19, 7 December 2007 (CST)
- Shooting through the gate is no different than jumping the cars in well :P I've yet to see any indication that it's an exploit, as valve has addressed many of them in the recent past (hydro map change to prevent the demo man one, etc), and yet the there is no invisible wall over the cars in well yet :P
- As far as the melee switching and crit storing, what you're seeing is pure coincidence, or lag. They are no longer possible. I've tried them myself, and they simply don't work. Feel free not to believe me though, go see for yourself if you can recreate it. It can't be done :P
- the perma uber was patched on the October 25, 2007 Patch(6th bullet from the bototm)
- In response to the ledges, very few of those still exist. 90% of them have been patched recently. In fact, the only one I remember seeing used at all anymore is the one over Point A in Gravelpit.
- Didn't mean to burst your bubble, I think the page is a good idea, just most of the ones listed are either up for debate, or fixed :P -- WanderingFox 09:27, 7 December 2007 (CST)
- Shooting through the gate imo is different because while there is 'space' above the cars to pass through, Snipers can actually shoot through the metal of the gate itself, which doesn't make sense. I just don't think valve have got round to addressing it yet. You may be right about the crit storing fix, I'm not sure how recently i've experienced it in relation to the patch date but it was fairly recent. Good eye on the perma uber, didn't notice that.
- In regards to the invisible ledges one, that's more of an all-encompassing thing that applies to all maps not just the default one, since custom maps are usually less polished and can have these problems. I'll change the article accordingly. --Wilsonator 10:57, 7 December 2007 (CST)
- The only 'gate' that snipers can shoot through is the dustbowl one, and that is more due to a misalignment in the map than anything else. They can also shoot through the space between the boxcars on well, also possibly due to misalignment, but being able to jump the boxcar completely can't be something that isn't intended. Look at the differences between those 'exploits' the gate ones involve firing through a very small space, while the boxcar one literally just involves a simple rocket jump over it. Something so obvious could have been overlooked, especially not by Valve (given the huge amount of time spent on the game, and the large beta periods). Either way I'll agree with the gate exploit being listed, but perhaps list the boxcar one in an opinionated manner? (similar to: "(unconfirmed - some may deem this as an exploit, though there has been no official word from Valve)") -- WanderingFox 11:03, 7 December 2007 (CST)
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2Fort Sewer
Regarding the area at the bottom of the stairs where a person can crouch to put out flames. Is this really an exploit? I disagree with the statement about the water being the same depth as everywhere else. Looking at the picture it seems to me that the bottom the actual sewer is higher than the ground at the bottom of the stairs. --Nos 12:41, 10 January 2008 (CST)
- I thought the same, it is definitely lower than in the pipe. Unless anyone knows the map designer I guess it would be difficult to say if this was a "unintended feature of gameplay" or not. I always thought it was just a useful bit of information and doesn't "exploit" anything within the game. --Aurora 12:58, 10 January 2008 (CST)
Heavy Speed Hack
I saw this on a pub server last night. Two guys as heavies were warping around the map. They were running even faster than scouts. Valve needs to patch this one soon... Eddycurrents 11:30, 13 January 2008 (CST)
- That just sounds like a server with sv_cheats enabled. Make sure you check the status of sv_cheats and sv_pure prior to saying something is an exploit. It may simply be a cheat :P -- WanderingFox (Talk • Contribs) 11:47, 13 January 2008 (CST)
- Were they these guys? --Praestat 12:39, 13 January 2008 (CST)
- Yep, that was it exactly. Even the names and the "put dispenser here". The server went from 24 people to 12 in a few minutes, then I left too. These guys obviously don't care who knows. Eddycurrents 15:16, 13 January 2008 (CST)
Broken?
What exactly does this mean? Does it mean it still works in the specified version. I'd like to know because it's sorta confusing. That's why I redid the words in the 'Patched Explots' section as it's confusing to anyone new about what '(PC Version)' might mean. (i.e. Works in PC or is it patched in the PC?)
- Broken means "not functioning properly", so not sure where the confusion comes from? If something is not listed under the "Patched exploits" section it means that it is not fixed. This could be on different versions or all, if it remains unfixed on a specific version it will state it, ie (Broken - Xbox 360 Version) means it remains unpatched on that version only. If unstated and still under the "List of exploits", it should be assumed all versions. Any exploit patched should be listed under the "Patched exploits", however it could still be unpatched on other versions, for example the "Crit storing" exploit is currently listed under both sections because it has been patched in the PC version but not in the Xbox 360 version. --Aurora 17:42, 13 February 2008 (CST)
Missing exploits (skywalking)
I've noticed that there are an awful lot of missing exploits in this list, including such things as skywalking on Gravel Pit Cap A and C, and skywalking in several areas throughout Dustbowl. However, these exploits only work in the 360 version (and PS3 I suppose) of the game, as they require you to use needle-boosting and the crouch jump exploit. I was going to add these, but I am unsure if I should add these to the "Map Specific Exploits" section, or if I should create a new section for skywalking, seeing asthough there are quite a number of skywalking glitches done in several places. I'm also unsure whether I should even add them at all. Let me know, and if you think they should be added, I'll get to work on it. AAAAAARRRRR 18:46, 17 April 2008 (CDT) -Skywalking is a general problem on most maps allthough there are some routes up there you can end up skywalking on any map, i added it to the list at the top a few weeks ago feel free to list glitched spots under that but rememebr that any ubered person can be blasted into skywalking on any map.--mark"d"davis 08:15, 18 April 2008 (CDT)
- Alrighty, I've started work on adding a seperate section for skywalking plus adding some other missing exploits. I was doing it all together, so I cant just go ahead and add everything at once now, due to the way I have done it. So for the meantime, I have just put it on my userpage. I'll see if I can get this done by tonight. AAAAAARRRRR 22:17, 21 April 2008 (CDT)
Well door exploit
I've seen vids about scouts getting stuck on doors that block teammates on control point 2 and 4 respawn rooms. I know this was fixed in a PC update but it's still happening on the console versions. Should anyone add this to the exploits page? Deathchon122 21:31 7 May 2008 [ET]
