History GoodBadBugs / FirstPersonShooter

9th Nov '17 2:03:09 PM ilovedededeAGAIN2
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* On most Payload maps with open final pits where the cart drops, like Upward, players die before they hit the bottom of the pit. However, on Frontier, players die ''when'' they hit the bottom of the final pit. Wouldn't be noteworthy, except that, with extremely precise timing, Engineers can place buildings at the bottom of that pit. This includes teleporters, so if an Engineer places a teleporter exit at the bottom of the pit and sets up a teleporter entrance somewhere else on the map, anyone who takes it will instantly die due to being teleported to an insta-kill zone.
9th Nov '17 1:53:46 PM ilovedededeAGAIN2
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* For a few days after the Jungle Inferno update was released, eating the Dalokohs Bar or Fishcake as Heavy with the Gloves of Running Urgently (which was changed to slowly drain the Heavy's health at a rate of -10 health per second) equipped, then rapidly switching between whatever minigun the player has equipped and the GRU would cause the Heavy's health to overheal beyond the normal limit (the process starts off very slow but as the overheal rises higher and higher it speeds up[[note]]The exploit could also be done with the Eviction Notice, which was also changed to slowly deplete health but a -6 health per second, meaning the process of accumulating overheal would take much longer.[[/note]]). Using this exploit, it was possible to overheal to '''millions''' of health, making the Heavy almost completely [[MadeOfIron unkillable]] as a result, with the only thing being able to kill him in one hit with such an astronomical amount of health being a backstab from a Spy. It was quickly patched a few days after it was discovered.

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* For a few days after the Jungle Inferno update was released, eating the Dalokohs Bar or Fishcake as Heavy with the Gloves of Running Urgently (which was changed to slowly drain the Heavy's health at a rate of -10 health per second) equipped, then rapidly switching between whatever minigun the player has equipped and the GRU would cause the Heavy's health to overheal beyond the normal limit (the process starts off very slow but as the overheal rises higher and higher it speeds up[[note]]The exploit could also be done with the Eviction Notice, which was also changed to slowly deplete health but a at -6 health per second, meaning the process of accumulating overheal would take much longer.[[/note]]). Using this exploit, it was possible to overheal to '''millions''' of health, making the Heavy almost completely [[MadeOfIron unkillable]] as a result, with the only thing being able to kill him in one hit with such an astronomical amount of health being a backstab from a Spy. It was quickly patched a few days after it was discovered.



[[Folder:Other]]

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[[Folder:Other]][[folder:Other]]
9th Nov '17 1:53:07 PM ilovedededeAGAIN2
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[[folder:''Deus Ex'']]

to:

[[folder:''Deus Ex'']][[folder:Deus Ex]]



[[folder:''Doom'']]

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[[folder:''Doom'']][[folder:Doom]]



[[folder:''Team Fortress 2'']]

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[[folder:''Team [[folder:Team Fortress 2'']]2]]


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* For a few days after the Jungle Inferno update was released, eating the Dalokohs Bar or Fishcake as Heavy with the Gloves of Running Urgently (which was changed to slowly drain the Heavy's health at a rate of -10 health per second) equipped, then rapidly switching between whatever minigun the player has equipped and the GRU would cause the Heavy's health to overheal beyond the normal limit (the process starts off very slow but as the overheal rises higher and higher it speeds up[[note]]The exploit could also be done with the Eviction Notice, which was also changed to slowly deplete health but a -6 health per second, meaning the process of accumulating overheal would take much longer.[[/note]]). Using this exploit, it was possible to overheal to '''millions''' of health, making the Heavy almost completely [[MadeOfIron unkillable]] as a result, with the only thing being able to kill him in one hit with such an astronomical amount of health being a backstab from a Spy. It was quickly patched a few days after it was discovered.


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[[Folder:Other]]


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[[/folder]]
3rd Nov '17 10:52:14 AM Malady
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** Occasionally, a character may bug out and collapse in on itself, folding into a compact upper torso sitting there on the ground, as demonstrated in [[http://www.youtube.com/watch?v=CbRYVWgF9L4 this]] FourPlayerPodcast video.

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** Occasionally, a character may bug out and collapse in on itself, folding into a compact upper torso sitting there on the ground, as demonstrated in [[http://www.youtube.com/watch?v=CbRYVWgF9L4 this]] FourPlayerPodcast ''Podcast/FourPlayerPodcast'' video.
6th Sep '17 2:51:33 AM batty3108
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** A bug existed that allowed players to easily get the medal/achievement for shooting down enemy air support in multiplayer. Waiting until a helicopter was crashing, having already been 'destroyed', then unloading on it with a LMG, each shot counted as you 'destroying' the killstreak. With decent aim and good timing, you could max out this challenge in seconds.
4th Jul '17 6:38:49 PM Wooboo
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** Also from ''Call of Pripyat'', a character named Crab is scripted to stay laying in a bed on the Skadovsk until you complete a particular side quest midway into the game. Sometimes when you load a game where you saved on the Skadovsk, Crab can be found out of bed. [[http://www.youtube.com/watch?v=FkpFE19-4CA He then starts living up to his name]]. It's as hysterical as it is [[NightmareFuel terrifying]].

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** Also from ''Call of Pripyat'', a character named Crab is scripted to stay laying in a bed on the Skadovsk until you complete a particular side quest midway into the game. Sometimes when you load a game where you saved on the Skadovsk, Crab can be found out of bed. [[http://www.[[https://www.youtube.com/watch?v=FkpFE19-4CA com/watch?v=WikVYjAw7Hs He then starts living up to his name]]. It's as hysterical as it is [[NightmareFuel terrifying]].
2nd Jun '17 10:28:37 PM mystery_kcad
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** In the version of the Source Engine that games in the Orange Box run on, Valve added a feature to the game that was intended to nerf bunny hopping by applying force to slow you down whenever you're moving too fast. However, it's possible to trick the game into applying the force in the wrong direction. And due to the fact that you're now moving even faster than before, the next time you hop game applies a stronger force. Which lead to the creation of [[https://www.youtube.com/watch?v=pBql39nXmno&t=37s Accelerated Back Hopping]], which allows players to get more speed than they could ever hope to get with bunny hopping alone. [[NiceJobBreakingItHero Nice job fixing that, Valve.]]

to:

** In the version of the Source Engine that games in the Orange Box run on, Valve added a feature to the game that was intended to nerf bunny hopping by applying force to slow you down whenever you're moving too fast. However, it's possible to trick the game engine into applying the force in the wrong direction. And due to the fact that you're now moving even faster than before, the next time you hop game engine applies a stronger force. Which lead to the creation of [[https://www.youtube.com/watch?v=pBql39nXmno&t=37s Accelerated Back Hopping]], which allows players to get [[{{Irony}} more speed than they could ever hope to get with bunny hopping hopping]] alone. [[NiceJobBreakingItHero Nice job fixing that, Valve.]]
20th Apr '17 10:19:28 AM Mineboot45
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[[folder:''Doom'']]
* A very memorable glitch in ''VideoGame/{{Doom}} 2'' has the Arch-Viles, a MookMaker who can resurrect dead enemies, creating "ghost monsters" if they try to revive monsters killed by being crushed (like with a DescendingCeiling). Ghost monsters can clip through some walls and are completely invulnerable to all but explosion splash damage (from either a rocket or an {{exploding barrel|s}}). It's a rare (and sometimes frustrating) occurrence that somehow manages to appeal to avid ''Doom'' enthusiasts...
** ...to the point, naturally, of being ''intentionally'' invoked in certain third-party levels, such as level 24, "The Haunting" from ''Icarus: Alien Vanguard'', or level 23, "Hatred" from ''Requiem''. Of course, in enhanced versions of the engine, this bug is fixed, although some allow you to enable it again.
** There's also the [[http://doomwiki.org/wiki/Barrel_suicide barrel suicide glitch]] in earlier versions of ''Doom''. To wit, a monster that is injured (but not killed) by an exploding barrel will retaliate against whatever caused the barrel to explode, in the first place. If it was a fellow creature, it'll attack that monster. If it ''itself'' destroyed the barrel that injured it, it'll attack ''itself'', either going berserk with their projectile attacks (with the zombie monsters) or "tearing themselves apart" with their melee attacks (with most other demons). While fixed in latter versions of the game, it brings in a new facet to the classic infighting strategies inherent to the game.
** In the final level of DOOM II, [=MAP30=]: Icon Of Sin, the final boss spawns enemies to do his dirty work. If the map is played on the ''Nightmare!'' difficulty or with the respawning enemies-flag, the monsters will respawn ''outside'' the level harmlessly. This can make the difficulty of the final level slightly easier than if the enemies actually were resurrected where they could hurt you again.
** The grand-daddy of good bad bugs in Doom is [[DiagonalSpeedBoost strafe-running]], which every Doom player ever has done since about two weeks after the game came out: due to a fairly simplistic physics engine, instead of running straight in the direction you want to go, it's faster (nearly root 2 times faster) to face at an angle away from the direction you want to go, and strafe towards your destination while running forward - for example, turn 40 degrees to the right, then run forward and strafe to the left.
** Wall-running involves strafe-running along a wall that's aligned exactly north-south or east-west on the game map; it doesn't trigger instantly and so is useless on short walls, but usually after a bit of time you will suddenly start moving way faster than is usually possible. In some maps, this can conveniently make long jumps possible.
** The original Doom engine is intended to make it impossible for the player to pass through any gap up to 32 units in size, but in fact, any gap between two walls which is exactly 32 units in size can be glitched through with trial and error. For a long time this was thought to only be possible where one edge of the gap is made up by a corner, but in fact the trick can even be pulled off when there is no wall to 'lean' against, it's just harder. This trick is used in many speedruns, though (as with many such tricks) it sometimes reduces interesting runs to boring-yet-frustrating competitions of which runner can trigger a glitch faster.
** Similarly, there are several levels in both Doom and Doom 2 designed with the expectation that a player will not be able to grab an item on a low and quite small raised platform without finding a way to get on top of the platform, but in fact it is possible to grab the item by running into the platform at a precise alignment, or rubbing alongside it. The classic example of this is the platform in the penultimate room of Doom 2's first level, which contains a powerful weapon in multiplayer mode; the intended method of accessing this weapon is to activate an elevator platform behind it, stand on it and wait for it to rise, and then jump onto the weapon, but in fact, all moderately skilled players simply 'bump' the platform to get the weapon.
** Again similarly, items placed close to walls can sometimes be grabbed from the other side of the wall with a precise bump or rub. This is exploited in speedruns on several levels to grab keys.
*** The same idea also allows monsters to unlock key doors that are only locked from one side - the monster bumps into the door, which allows its collision box to go through the door, causing it to open when they move away. The faster a monster is, the thicker doors they can open by this method; it's extremely rare outside of custom maps, however, as only a few doors in the original games are locked from just one side, and in almost all of these cases the locked side is within spitting distance of its key.
** The aforementioned archvile enemy can also attack the player directly; any time the player is in the archvile's line of sight it can cause a magic flame to start burning around the player. A short time later, if the player doesn't manage to get out of the archvile's line of sight, the flame 'explodes' and the player takes significant damage...and is also thrown into the air. This mechanic can be exploited to perform an 'archvile jump' to cross a gap or reach an area which would usually be inaccessible, another trick used in several speedruns.
** Another MookMaker enemy introduced in Doom 2 is the Pain Elemental, which can't hurt the player directly; it floats around spitting out Lost Souls, flaming skull enemies from the original game, and releases three when it dies. However, if there are too many Lost Souls already active (about 20), the Pain Elemental won't be able to spawn any more Lost Souls; it just floats around doing its spitting animation but not achieving anything. In some cases players will exploit this by intentionally killing as few Lost Souls as possible along the way to a tricky area with many Pain Elementals, rendering the area much easier by making it impossible for them to spawn more. This is also useful in 100% kill runs to reduce the number of 'extra' Lost Souls the player has to hunt down and kill.
** ''Doom'''s engine handles {{hitscan}} weapons in such a way that the first shot is always perfectly accurate with subsequent shots deviating, resetting after a short time with no shots fired. Skilled players can use this quirk to snipe enemies with the chaingun, a weapon that is usually horribly inaccurate at long ranges.
** The way the engine handles usable switches or doors is also ripe for exploitation. [[http://doomwiki.org/wiki/Linedefs_can_be_activated_regardless_of_player%27s_Z_position The game does not care whether the player is at the same level as the object]], so long as they can reach the wall it's on they can activate it. One level in ''VideoGame/{{Hacx}}'' in particular can be completed in one second because the exit switch is, while initially hidden, right next to where the player spawns - all they need to do is turn around and hit the use key at the air behind them, and they'll trigger it.
** The ''VideoGame/BrutalDoom'' mod has a particularly hilarious one. The invisible tracer spawned by the Offend command (used for "hit" detection when attempting to piss off demons) can trigger linedefs... which means it's possible to tell certain impact-activated doors and switches to go fuck themselves, ''[[CrowningMomentOfFunny and they will open]]''.
*** It gets better than that -- for all intents and purposes, the tracer is treated the exact same as firing a bullet. One that's [[CherryTapping slow to fire and deals next to no damage]], but it's still damage. This can lead to stopping a charging Lost Soul in its tracks by swearing at it, or even [[http://www.youtube.com/watch?v=Q_yv8j7JmTw killing enemies with low-enough health by flipping them off]].
[[/folder]]



* A very memorable glitch in ''VideoGame/{{Doom}} 2'' has the Arch-Viles, a MookMaker who can resurrect dead enemies, creating "ghost monsters" if they try to revive monsters killed by being crushed (like with a DescendingCeiling). Ghost monsters can clip through some walls and are completely invulnerable to all but explosion splash damage (from either a rocket or an {{exploding barrel|s}}). It's a rare (and sometimes frustrating) occurrence that somehow manages to appeal to avid ''Doom'' enthusiasts...
** ...to the point, naturally, of being ''intentionally'' invoked in certain third-party levels, such as level 24, "The Haunting" from ''Icarus: Alien Vanguard'', or level 23, "Hatred" from ''Requiem''. Of course, in enhanced versions of the engine, this bug is fixed, although some allow you to enable it again.
** There's also the [[http://doomwiki.org/wiki/Barrel_suicide barrel suicide glitch]] in earlier versions of ''Doom''. To wit, a monster that is injured (but not killed) by an exploding barrel will retaliate against whatever caused the barrel to explode, in the first place. If it was a fellow creature, it'll attack that monster. If it ''itself'' destroyed the barrel that injured it, it'll attack ''itself'', either going berserk with their projectile attacks (with the zombie monsters) or "tearing themselves apart" with their melee attacks (with most other demons). While fixed in latter versions of the game, it brings in a new facet to the classic infighting strategies inherent to the game.
** In the final level of DOOM II, [=MAP30=]: Icon Of Sin, the final boss spawns enemies to do his dirty work. If the map is played on the ''Nightmare!'' difficulty or with the respawning enemies-flag, the monsters will respawn ''outside'' the level harmlessly. This can make the difficulty of the final level slightly easier than if the enemies actually were resurrected where they could hurt you again.
** The grand-daddy of good bad bugs in Doom is [[DiagonalSpeedBoost strafe-running]], which every Doom player ever has done since about two weeks after the game came out: due to a fairly simplistic physics engine, instead of running straight in the direction you want to go, it's faster (nearly root 2 times faster) to face at an angle away from the direction you want to go, and strafe towards your destination while running forward - for example, turn 40 degrees to the right, then run forward and strafe to the left.
** Wall-running involves strafe-running along a wall that's aligned exactly north-south or east-west on the game map; it doesn't trigger instantly and so is useless on short walls, but usually after a bit of time you will suddenly start moving way faster than is usually possible. In some maps, this can conveniently make long jumps possible.
** The original Doom engine is intended to make it impossible for the player to pass through any gap up to 32 units in size, but in fact, any gap between two walls which is exactly 32 units in size can be glitched through with trial and error. For a long time this was thought to only be possible where one edge of the gap is made up by a corner, but in fact the trick can even be pulled off when there is no wall to 'lean' against, it's just harder. This trick is used in many speedruns, though (as with many such tricks) it sometimes reduces interesting runs to boring-yet-frustrating competitions of which runner can trigger a glitch faster.
** Similarly, there are several levels in both Doom and Doom 2 designed with the expectation that a player will not be able to grab an item on a low and quite small raised platform without finding a way to get on top of the platform, but in fact it is possible to grab the item by running into the platform at a precise alignment, or rubbing alongside it. The classic example of this is the platform in the penultimate room of Doom 2's first level, which contains a powerful weapon in multiplayer mode; the intended method of accessing this weapon is to activate an elevator platform behind it, stand on it and wait for it to rise, and then jump onto the weapon, but in fact, all moderately skilled players simply 'bump' the platform to get the weapon.
** Again similarly, items placed close to walls can sometimes be grabbed from the other side of the wall with a precise bump or rub. This is exploited in speedruns on several levels to grab keys.
*** The same idea also allows monsters to unlock key doors that are only locked from one side - the monster bumps into the door, which allows its collision box to go through the door, causing it to open when they move away. The faster a monster is, the thicker doors they can open by this method; it's extremely rare outside of custom maps, however, as only a few doors in the original games are locked from just one side, and in almost all of these cases the locked side is within spitting distance of its key.
** The aforementioned archvile enemy can also attack the player directly; any time the player is in the archvile's line of sight it can cause a magic flame to start burning around the player. A short time later, if the player doesn't manage to get out of the archvile's line of sight, the flame 'explodes' and the player takes significant damage...and is also thrown into the air. This mechanic can be exploited to perform an 'archvile jump' to cross a gap or reach an area which would usually be inaccessible, another trick used in several speedruns.
** Another MookMaker enemy introduced in Doom 2 is the Pain Elemental, which can't hurt the player directly; it floats around spitting out Lost Souls, flaming skull enemies from the original game, and releases three when it dies. However, if there are too many Lost Souls already active (about 20), the Pain Elemental won't be able to spawn any more Lost Souls; it just floats around doing its spitting animation but not achieving anything. In some cases players will exploit this by intentionally killing as few Lost Souls as possible along the way to a tricky area with many Pain Elementals, rendering the area much easier by making it impossible for them to spawn more. This is also useful in 100% kill runs to reduce the number of 'extra' Lost Souls the player has to hunt down and kill.
** ''Doom'''s engine handles {{hitscan}} weapons in such a way that the first shot is always perfectly accurate with subsequent shots deviating, resetting after a short time with no shots fired. Skilled players can use this quirk to snipe enemies with the chaingun, a weapon that is usually horribly inaccurate at long ranges.
** The way the engine handles usable switches or doors is also ripe for exploitation. [[http://doomwiki.org/wiki/Linedefs_can_be_activated_regardless_of_player%27s_Z_position The game does not care whether the player is at the same level as the object]], so long as they can reach the wall it's on they can activate it. One level in ''VideoGame/{{Hacx}}'' in particular can be completed in one second because the exit switch is, while initially hidden, right next to where the player spawns - all they need to do is turn around and hit the use key at the air behind them, and they'll trigger it.
** The ''VideoGame/BrutalDoom'' mod has a particularly hilarious one. The invisible tracer spawned by the Offend command (used for "hit" detection when attempting to piss off demons) can trigger linedefs... which means it's possible to tell certain impact-activated doors and switches to go fuck themselves, ''[[CrowningMomentOfFunny and they will open]]''.
*** It gets better than that -- for all intents and purposes, the tracer is treated the exact same as firing a bullet. One that's [[CherryTapping slow to fire and deals next to no damage]], but it's still damage. This can lead to stopping a charging Lost Soul in its tracks by swearing at it, or even [[http://www.youtube.com/watch?v=Q_yv8j7JmTw killing enemies with low-enough health by flipping them off]].
20th Apr '17 10:14:24 AM Mineboot45
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[[folder:''Deus Ex'']]
The original ''VideoGame/DeusEx'' did this on several occasions by utilizing unintended functions of the game engine, much to the joy of players:
* A great source of hilarity was screwing with the (all in-game) cutscene conversations through various means. You could throw a gas grenade ahead of yourself, initiate a conversation with an important NPC and watch as both JC and the other person mosh their heads up and down due to gas damage affecting (but not killing) them. You could sometimes get enemies to chase you into rooms with NPC's, begin a conversation and watch them wait patiently in the background before unloading their weapons into you. You could hack a security system, set off the alarm, watch as enemies come to check up on you through the cameras and hack a turret to mow them down without retaliation. You could also tranquilize an NPC, begin a conversation and watch as their dialogue is punctuated with sharp cries of pain.
* It's possible to skip the entire Liberty Island mission by picking up a gas grenade by the entrance to the island's pier, throwing it at the UNATCO base door (which can't be unlocked or blown up at this point) and watching as the soldier at the front desk runs outside to investigate (thereby unlocking the door and allowing you to waltz right in). It's a main component of speedruns.
* At the end of the Vandenberg base mission, speaking to Gary Savage results in a reward: an item and some Tech Points. If your inventory was full, JC says that he can't take the item yet and breaks out of the conversation to allow you to drop something. When you talk to him again, he tries to give you your quest reward: an item and some Tech Points. This can be exploited for infinite Tech Points by talking to him repeatedly and never actually dropping an item.
** There is also a keypad in the Vandenberg base, one of the ones that you have to use to power up the robots online. Punching in the code will get you 200 skill points - every single time you use it. For even faster skill points, just hack the keypad with a multitool, and you can gain 200 skill points every time you click the mouse button.
* Saving bioelectric energy with the Enhanced Strength Aug. Whenever you're holding a heavy object that you can only lift while using the aug, go up to any wall and deactivate the aug. The aug will deactivate, but since you don't have enough room to drop the object, you will still be holding it. Thus, you can hold any heavy object this way without actually spending any B.E.
* Walking on mines. Go to a wall. Crouch, and attach a LAM. Face towards it, and step up onto the LAM. Attach another one to the side slightly, and step onto it. Reach down and remove the first. With care and patience, you can climb any wall. Much fun, especially in Hong Kong.
* Another glitch affected how multitools and lockpicks work. If you start to pick a lock/hack a keypad, and go to any menu that pauses the game, the lockpick will keep working at the same rate until you go out of said menu, even past the when it's supposed to stop. Using this, with some patience, you can open any door and disable any device you want, even with minimal skill levels.
* If you go to the inventory screen, then drag one of the items off the grid and close the screen without letting go, the next item you pick up will go underneath the original. This makes it possible to neatly sidestep the "specialize in only a few weapons" aspect of the gameplay, and carry around every weapon in the game.
* A bug in the Game Of The Year edition turns off the music on the second visit to New York. While the intended music is pretty badass, considering what is going on at the time of the game, silence works just as well.
* With a bit of preparation, [[http://www.it-he.org/deus3.htm you can make everyone in UNATCO try to murder the invincible vacuum cleaner]] to the point where they they eventually run out of ammo and try using knives, and while they're doing that, you can make Simons attack you until he runs out of ammo as well, lure him into the broom cupboard, and lock him in.
* In the downtown Paris core, it's possible to force Renault and his contact (the two men sitting in the hostel) to get up and sit somewhere else by destroying the chairs they're sitting on. Doing this enough will cause them to break into nearby apartments just to sit down, allowing you to pilfer everything inside without having to waste lockpicks.
* In ''VideoGame/DeusExHumanRevolution'', the combat system allows you to walk up to unsuspecting enemies and either kill them or knock them out with a scripted takedown animation (and later, you can learn a double takedown). It appears that the game scripters (whether intentionally or not) applied the same takedown animations to ''civilians''. This means that you can walk up to random people and perform hilarious moves, like [[http://www.youtube.com/watch?v=pEWoVsF0MIo&feature=related coldcocking a prostitute in the face while her friends look on]], punching someone so hard that it apparently breaks the sound barrier and [[http://www.youtube.com/watch?v=zYpuzHyEY8Q&feature=related taking down two civilians who've suddenly gained combat skills]].
** During the fight with [[spoiler:Namir]], when he goes to leap over a wall, pressing the "takedown" button right when he's at the top of the wall leads to [[http://www.youtube.com/watch?v=4v1X5F0d58I&feature=related Jensen knocking him out with a single punch]], even on the hardest difficulty. Only works in the original release, though; the Director's Cut fixes it.
** Occasionally, a character may bug out and collapse in on itself, folding into a compact upper torso sitting there on the ground, as demonstrated in [[http://www.youtube.com/watch?v=CbRYVWgF9L4 this]] FourPlayerPodcast video.
[[/folder]]



* The original ''VideoGame/DeusEx'' did this on several occasions by utilizing unintended functions of the game engine, much to the joy of players:
** A great source of hilarity was screwing with the (all in-game) cutscene conversations through various means. You could throw a gas grenade ahead of yourself, initiate a conversation with an important NPC and watch as both JC and the other person mosh their heads up and down due to gas damage affecting (but not killing) them. You could sometimes get enemies to chase you into rooms with NPC's, begin a conversation and watch them wait patiently in the background before unloading their weapons into you. You could hack a security system, set off the alarm, watch as enemies come to check up on you through the cameras and hack a turret to mow them down without retaliation. You could also tranquilize an NPC, begin a conversation and watch as their dialogue is punctuated with sharp cries of pain.
** It's possible to skip the entire Liberty Island mission by picking up a gas grenade by the entrance to the island's pier, throwing it at the UNATCO base door (which can't be unlocked or blown up at this point) and watching as the soldier at the front desk runs outside to investigate (thereby unlocking the door and allowing you to waltz right in). It's a main component of speedruns.
** At the end of the Vandenberg base mission, speaking to Gary Savage results in a reward: an item and some Tech Points. If your inventory was full, JC says that he can't take the item yet and breaks out of the conversation to allow you to drop something. When you talk to him again, he tries to give you your quest reward: an item and some Tech Points. This can be exploited for infinite Tech Points by talking to him repeatedly and never actually dropping an item.
*** There is also a keypad in the Vandenberg base, one of the ones that you have to use to power up the robots online. Punching in the code will get you 200 skill points - every single time you use it. For even faster skill points, just hack the keypad with a multitool, and you can gain 200 skill points every time you click the mouse button.
** Saving bioelectric energy with the Enhanced Strength Aug. Whenever you're holding a heavy object that you can only lift while using the aug, go up to any wall and deactivate the aug. The aug will deactivate, but since you don't have enough room to drop the object, you will still be holding it. Thus, you can hold any heavy object this way without actually spending any B.E.
** Walking on mines. Go to a wall. Crouch, and attach a LAM. Face towards it, and step up onto the LAM. Attach another one to the side slightly, and step onto it. Reach down and remove the first. With care and patience, you can climb any wall. Much fun, especially in Hong Kong.
** Another glitch affected how multitools and lockpicks work. If you start to pick a lock/hack a keypad, and go to any menu that pauses the game, the lockpick will keep working at the same rate until you go out of said menu, even past the when it's supposed to stop. Using this, with some patience, you can open any door and disable any device you want, even with minimal skill levels.
** If you go to the inventory screen, then drag one of the items off the grid and close the screen without letting go, the next item you pick up will go underneath the original. This makes it possible to neatly sidestep the "specialize in only a few weapons" aspect of the gameplay, and carry around every weapon in the game.
** A bug in the Game Of The Year edition turns off the music on the second visit to New York. While the intended music is pretty badass, considering what is going on at the time of the game, silence works just as well.
** With a bit of preparation, [[http://www.it-he.org/deus3.htm you can make everyone in UNATCO try to murder the invincible vacuum cleaner]] to the point where they they eventually run out of ammo and try using knives, and while they're doing that, you can make Simons attack you until he runs out of ammo as well, lure him into the broom cupboard, and lock him in.
** In the downtown Paris core, it's possible to force Renault and his contact (the two men sitting in the hostel) to get up and sit somewhere else by destroying the chairs they're sitting on. Doing this enough will cause them to break into nearby apartments just to sit down, allowing you to pilfer everything inside without having to waste lockpicks.
* In ''VideoGame/DeusExHumanRevolution'', the combat system allows you to walk up to unsuspecting enemies and either kill them or knock them out with a scripted takedown animation (and later, you can learn a double takedown). It appears that the game scripters (whether intentionally or not) applied the same takedown animations to ''civilians''. This means that you can walk up to random people and perform hilarious moves, like [[http://www.youtube.com/watch?v=pEWoVsF0MIo&feature=related coldcocking a prostitute in the face while her friends look on]], punching someone so hard that it apparently breaks the sound barrier and [[http://www.youtube.com/watch?v=zYpuzHyEY8Q&feature=related taking down two civilians who've suddenly gained combat skills]].
** During the fight with [[spoiler:Namir]], when he goes to leap over a wall, pressing the "takedown" button right when he's at the top of the wall leads to [[http://www.youtube.com/watch?v=4v1X5F0d58I&feature=related Jensen knocking him out with a single punch]], even on the hardest difficulty. Only works in the original release, though; the Director's Cut fixes it.
** Occasionally, a character may bug out and collapse in on itself, folding into a compact upper torso sitting there on the ground, as demonstrated in [[http://www.youtube.com/watch?v=CbRYVWgF9L4 this]] FourPlayerPodcast video.
20th Apr '17 10:12:55 AM Mineboot45
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[[folder:''Team Fortress 2'']]
* There have been several bugs involving taunts. One variant lets you do one weapon's taunt while holding another (popular enough that Valve eventually re-added it as a server option after fixing it), the other allows you to taunt while moving.
** With the release of the Cow Mangler 5000, a RayGun with a ChargedAttack for the Soldier, [[http://www.youtube.com/watch?v=3roqd3rOtPs a new glitch involving using a charged shot and the Director taunt at the same time has emerged]]. It looks a lot like a Masenko from ''Manga/DragonBall''. Many consider it to be the most awesome glitch that the game has ever had.
* There are still some obvious animation glitches, but most players beg the developers NOT to fix them as they are hilarious to watch and usually harmless. The most famous of them is the [[http://www.youtube.com/watch?v=hSw9pAnMwZU Spycrab]]. Which, in addition to the devs opting not to fix it, is now referenced in a special, [[http://www.youtube.com/watch?v=6XAhxcveVjk 10% chance taunt]] with the Spy's Disguise Kit.
* The quickly-patched teleporter exploits, which enabled players to walk ''under the level'' and build sentry guns right below the enemy spawn points, essentially preventing enemy players from ever leaving their spawn rooms. This one, however, always resurfaces in some form in new maps (and old ones as well), with the occasional engineer escaping into pieces of skybox or leaving the level, and setting up a sentry no one can even touch because it's completely outside the level.
* One amusing glitch occurred when the developers forgot to flag a server stress-test command for admins only. If used by an enraged player, it quickly buried everybody in the server under a massive pile of ''barrels and orange road cones'' until the server crashed.
* One of the updates for the game shipped with an entirely new game mode that had a rather hilarious glitch: after a match goes to overtime, the Announcer immediately shouts "Overtime!" whenever the central control point's status changes - including whenever someone on either team simply steps on or off of the point. This glitch was so popular that, although it was fixed the next day, [[AscendedGlitch Valve allowed servers to keep this behavior as an option]].
* There was also the "Crazy Legs" animation glitch, where the Scout's legs would, upon crouch double-jumping, freak out like (as Valve repeatedly describes it) two strips of raw bacon in a wind tunnel. Valve liked this one so much that it was only fixed ''by accident'', and when it was [[http://www.teamfortress.com/post.php?id=3368 they wrote this about it]].
* Another glitch that didn't last nearly long enough was one which allowed spies to use the console to build dispensers. It crept back in, along with Engineers being able to bypass building restrictions with the console. Then it crept back out again.
* Emerging from water normally gives players a little boost in jump height in order to get on solid ground from swimming. However, this boost somehow also works with puddles that players can't submerge in. This has led to a RocketJump technique involving puddles of water called "boost jumping" to get extra distance from a single jump.
* There are a few glitches with the spawn gates, although none of them are severe enough to be abused. Among other things, a Scout can knock his ball through the gates, the Sniper's Jarate splashes through the gate, a few killtaunts can kill through it if both players are as close up to it as possible, and it's possible to shoot body parts that clip through the gate while using a sniper rifle.
** And if you shoot at just the right angle, the Pyro's flamethrower can burn enemies through the gate. This can and often will lead to a kill on enemies who react slowly or are taunting.
** The Pyro's Rainblower taunt does an AOE rainbow (explosion) with a unicorn, and when it was first released, could kill through the gates.
* In the first stage of Dustbowl, in the BLU spawn, it's possible to build a sentry between the spawn room border and the gate. This does a great job of clearing out the camping defenders.
* When the Spy/Sniper update came out, the Spy could use his killtaunt while invisible (including the Dead Ringer, which made him almost invincible while doing it). This also suppressed the talking and his killtaunt is capable of killing several players or engineer buildings at once. This was fixed quickly, but he can still initiate the killtaunt and go invisible at the same time, which can catch people completely off guard when done right.
* A rather memorable glitch came to light with fanmade server mods that let players equip hats they don't have. It was easily possible to trick the mod into letting you equip class-specific hats as another class, but the attachment point is completely off when not defined by the hat data, leading to Soldiers wearing hats on their crotch, Medics with hats floating high above them and similar hijinks.
* With some custom server mods, it is possible to use a glitch to give one class another class's weapons, such as Heavy Weapons Guy with a Flamethrower. It's mostly harmless, and not very tactically useful, as only pure Spies can cloak and such.
* The unfortunately patched [[http://www.youtube.com/watch?v=8li3e3typfI Civilian Heavy]].
* There was also a glitch that allowed Spies to [[http://www.youtube.com/watch?v=_jPsXY_b6To destroy their own sapper through the console]]. This lead to hilarity when done repeatedly, since the engineer would repeatedly yell "SPY SAPPIN' MY _____" and be spammed by sapper alerts. It also gave you a point for every one you built, which meant a lone dispenser could mean hundreds of points in one life. Unfortunately, it was patched after some time.
* On some systems, spectating a Spy grants the alarming sight of left hand empty, right hand revolver: boom boom boom, reload with ''a third hand''. Same happens if the player is playing as a Spy and reloads their revolver while cloaked. A Spy arm holding a revolver can appear on other classes' heads up displays as well.
* The Pyro can use a weapon that deals extra damage against targets in mid-air, meant to be used in {{combos}} with the primary weapon's ability to push enemies into the air. This makes it very easy to abuse a glitch where if a Pyro airblasts an enemy down, ''they will still be considered airborne'' until they change altitudes by walking on an incline (which may not be close by) or jumping (and still take extra damage), a technique dubbed [[http://www.youtube.com/watch?v=iWRJ1Icf8Cw ground-stalling.]]
* The Beggar's Bazooka brought a big heap of these. First, we need to understand how it works: When the fire button is held down, the Soldier starts loading rockets in the tube. He can then launch up to three rockets in quick succession when letting go, but if you don't, the Soldier will keep loading rockets, which will cause a misfire with each rocket over the cap, damaging the player. The misfire is rendered by the game as two rockets going off in front of the launcher. And here's where the bugs come in: First, there was a bug (which has been fixed) that made the game miscalculate where to set off the explosions, and ended up blowing up completely unrelated enemies. The second one (which is still active), is that even if the soldier is stunned, taunting, or in humiliation, he can keep loading rockets and even fire what he has loaded, which results in players recreating the Cow Mangler Kamehameha above, and overload kamikaze attacks during humiliation. Last (which will probably be left in because it isn't exactly a bug) but not least, the overload can be used to rocket jump even while airborne, which, combined with the gunboats and/or overheal, essentially lets the Soldier fly across the map in seconds and rain rocket salvos down on the enemy snipers. Yet another one involves the infinite clips and ammo mode, where the soldier with this out will [[PowerIncontinence uncontrollably start]] [[MacrossMissileMassacre spewing out rockets]].
* And every so often, your heads up display will show the wrong team's colors, including what color you turn while ubering.
* Mann vs Machine had a glitch where, if you buy an ubercharge canteen, go outside of spawn, unequip it, go back to spawn, use your canteen, then purchase another ubercharge, the ubercharge becomes permanent until round failure! This can also be done with crits.
** Before an update, Mann vs Machine only had 8 of the 9 classes given a robotic counterpart (the Engineer was left out) - but sometimes the game would spawn robot Engineers anyway, simply giving them the BLU team model for the regular human Engie.
** And now, with the new Crusader's Crossbow, Fully upgrading it results in a every single syringe loaded being fired out in a Spread Shot minus the spread.
** The Snipers that perch at certain spots and attempt to take out players from long range do so for two reasons only: they are flagged as being part of a Sniper mission, and they are at an area of the map marked as a Sniper spot. The bug (or oversight) is that classes other than the Sniper can be flagged as being part of a Sniper mission and will behave as a Sniper (i.e. A Cow Mangler Soldier will fire his charge shot thinking that he is scoping in at a Sniper-friendly distance from the players).
* Though somewhat minor, there's a glitch with weapons like the various Rocket Launchers, Grenade Launchers, and shotguns where taunting at the right time during the reload animation can allow you to taunt while reloading. Not very useful normally, but if you're playing on a server that has tauntcrits it can be devastating.
* Ladies and gentlemen: [[https://www.youtube.com/watch?v=c1WpcxgCsCQ The Breadbomb]]. In case you can't watch the video, it seems that, in Upward, any kind of prop aside from player-related ones will trigger the Payload blast. This includes the various kinds of bread that spawn when someone teleports. So, someone had the idea to place the teleporter exit right above the pit, and have the bread fall in, which would ''always'' result in a gigantic explosion. This causes the final point to be capped for BLU and turns the cart invisible. The cart can still be pushed, and the game continues normally until the cart reaches the second-to-last point, where BLU wins, or if RED successfully defends (if they're not too dumbstruck by the explosion.) Sadly, this glitch no longer works.
* One little glitch that's yet to be patched, despite its griefing potential, is the "Teleporter Trap." Using the stairs right outside the BLU spawn in Gravel Pit, an engineer can place the exit of a teleporter one step below the entrance, making them overlap. Any teammate who tries to use the teleporter will come out the other side so that the entrance is stuck in their bodies which completely traps them in place. An entire team can get stuck this way and because RED can't reach BLU's spawn, the only option is using the Dev console to force suicide. This glitch works on any stair.
** Engineers can trap themselves using this teleporter configuration and shoot themselves repeatedly with their own sentry guns with the Wrangler. When the Engineer destroys the teleporter entrance, all the knockback built up from the sentry's damage causes the Engineer to ''[[http://www.youtube.com/watch?v=njU7mILkdWA rocket across the map.]]'' In tandem with another glitch that allows players to "store" the crit punch from the Gunslinger (a third consecutive punch from the Gunslinger yields a critical hit), even after switching weapons, the Engineer [[https://www.youtube.com/watch?v=a7-rfLVxf-M becomes a Texan dive bomber.]]
* Throwing baseballs or shooting syringes above a friendly teleporter exit caused the teleporter to self-destruct if a player tried to teleport in - the same reaction as when a teleporter exit doesn't have enough room above it to spawn a player. Fixed after much griefing.
* There is a glitch where using the "show whole backpack" option while selecting a weapon for a loadout slot enables you to equip primary weapons in the place of secondary and melee weapons. While most of the possible combinations aren't really useful (since weapons put in those slots can't be selected), one allows the Heavy to get rid of his melee weapon, which makes him switch back to his Minigun after eating the Buffalo Steak Sandvich, which allows him to gain a speed boost and mini-crits without being forced to use a melee weapon.
* Halloween 2014's Carnival of Carnage was a hot mess of these. [[https://www.youtube.com/watch?v=RRqJ8hoY4wI Oh lordy.]]
* The Breadbomb made its valiant return in the Gun Mettle Update... sort of. It was possible to prematurely detonate the final point on certain Payload maps by using the High-Five taunt and then suiciding, and later dropping weapons through the hatch. It took three patches to fix this, with alternative methods being found each time.
* There's a bug with the Invasion update where shooting the mines with specific weapons (mostly projectile based ones, like the medic's crossbow) does team damage, usually resulting in a one hit kill.
* An update to the Pass Time game mode allowed teammates adjacent to whoever's carrying the ball to move as fast as they are. This is supposed to help the team escort the ball-carrier to the goal, but an unwanted side effect is that Scouts can use this to make spun-up Heavies move as fast as they are, turning those Heavies into {{Lightning Bruiser}}s. [[https://www.youtube.com/watch?v=nRiNc8fA2Sc This video]] demonstrates.
* Players being shot at by the Natascha and getting affected by its slowdown are somehow considered as "stunned" by the game, allowing an allied Scout to land crits on them using the Flying Guillotine without needing the Sandman.
[[/folder]]



* ''VideoGame/TeamFortress2''
** There have been several bugs involving taunts. One variant lets you do one weapon's taunt while holding another (popular enough that Valve eventually re-added it as a server option after fixing it), the other allows you to taunt while moving.
*** With the release of the Cow Mangler 5000, a RayGun with a ChargedAttack for the Soldier, [[http://www.youtube.com/watch?v=3roqd3rOtPs a new glitch involving using a charged shot and the Director taunt at the same time has emerged]]. It looks a lot like a Masenko from ''Manga/DragonBall''. Many consider it to be the most awesome glitch that the game has ever had.
** There are still some obvious animation glitches, but most players beg the developers NOT to fix them as they are hilarious to watch and usually harmless. The most famous of them is the [[http://www.youtube.com/watch?v=hSw9pAnMwZU Spycrab]]. Which, in addition to the devs opting not to fix it, is now referenced in a special, [[http://www.youtube.com/watch?v=6XAhxcveVjk 10% chance taunt]] with the Spy's Disguise Kit.
** The quickly-patched teleporter exploits, which enabled players to walk ''under the level'' and build sentry guns right below the enemy spawn points, essentially preventing enemy players from ever leaving their spawn rooms. This one, however, always resurfaces in some form in new maps (and old ones as well), with the occasional engineer escaping into pieces of skybox or leaving the level, and setting up a sentry no one can even touch because it's completely outside the level.
** One amusing glitch occurred when the developers forgot to flag a server stress-test command for admins only. If used by an enraged player, it quickly buried everybody in the server under a massive pile of ''barrels and orange road cones'' until the server crashed.
** One of the updates for the game shipped with an entirely new game mode that had a rather hilarious glitch: after a match goes to overtime, the Announcer immediately shouts "Overtime!" whenever the central control point's status changes - including whenever someone on either team simply steps on or off of the point. This glitch was so popular that, although it was fixed the next day, [[AscendedGlitch Valve allowed servers to keep this behavior as an option]].
** There was also the "Crazy Legs" animation glitch, where the Scout's legs would, upon crouch double-jumping, freak out like (as Valve repeatedly describes it) two strips of raw bacon in a wind tunnel. Valve liked this one so much that it was only fixed ''by accident'', and when it was [[http://www.teamfortress.com/post.php?id=3368 they wrote this about it]].
** Another glitch that didn't last nearly long enough was one which allowed spies to use the console to build dispensers. It crept back in, along with Engineers being able to bypass building restrictions with the console. Then it crept back out again.
** Emerging from water normally gives players a little boost in jump height in order to get on solid ground from swimming. However, this boost somehow also works with puddles that players can't submerge in. This has led to a RocketJump technique involving puddles of water called "boost jumping" to get extra distance from a single jump.
** There are a few glitches with the spawn gates, although none of them are severe enough to be abused. Among other things, a Scout can knock his ball through the gates, the Sniper's Jarate splashes through the gate, a few killtaunts can kill through it if both players are as close up to it as possible, and it's possible to shoot body parts that clip through the gate while using a sniper rifle.
*** And if you shoot at just the right angle, the Pyro's flamethrower can burn enemies through the gate. This can and often will lead to a kill on enemies who react slowly or are taunting.
*** The Pyro's Rainblower taunt does an AOE rainbow (explosion) with a unicorn, and when it was first released, could kill through the gates.
** In the first stage of Dustbowl, in the BLU spawn, it's possible to build a sentry between the spawn room border and the gate. This does a great job of clearing out the camping defenders.
** When the Spy/Sniper update came out, the Spy could use his killtaunt while invisible (including the Dead Ringer, which made him almost invincible while doing it). This also suppressed the talking and his killtaunt is capable of killing several players or engineer buildings at once. This was fixed quickly, but he can still initiate the killtaunt and go invisible at the same time, which can catch people completely off guard when done right.
** A rather memorable glitch came to light with fanmade server mods that let players equip hats they don't have. It was easily possible to trick the mod into letting you equip class-specific hats as another class, but the attachment point is completely off when not defined by the hat data, leading to Soldiers wearing hats on their crotch, Medics with hats floating high above them and similar hijinks.
** With some custom server mods, it is possible to use a glitch to give one class another class's weapons, such as Heavy Weapons Guy with a Flamethrower. It's mostly harmless, and not very tactically useful, as only pure Spies can cloak and such.
** The unfortunately patched [[http://www.youtube.com/watch?v=8li3e3typfI Civilian Heavy]].
** There was also a glitch that allowed Spies to [[http://www.youtube.com/watch?v=_jPsXY_b6To destroy their own sapper through the console]]. This lead to hilarity when done repeatedly, since the engineer would repeatedly yell "SPY SAPPIN' MY _____" and be spammed by sapper alerts. It also gave you a point for every one you built, which meant a lone dispenser could mean hundreds of points in one life. Unfortunately, it was patched after some time.
** On some systems, spectating a Spy grants the alarming sight of left hand empty, right hand revolver: boom boom boom, reload with ''a third hand''. Same happens if the player is playing as a Spy and reloads their revolver while cloaked. A Spy arm holding a revolver can appear on other classes' heads up displays as well.
** The Pyro can use a weapon that deals extra damage against targets in mid-air, meant to be used in {{combos}} with the primary weapon's ability to push enemies into the air. This makes it very easy to abuse a glitch where if a Pyro airblasts an enemy down, ''they will still be considered airborne'' until they change altitudes by walking on an incline (which may not be close by) or jumping (and still take extra damage), a technique dubbed [[http://www.youtube.com/watch?v=iWRJ1Icf8Cw ground-stalling.]]
** The Beggar's Bazooka brought a big heap of these. First, we need to understand how it works: When the fire button is held down, the Soldier starts loading rockets in the tube. He can then launch up to three rockets in quick succession when letting go, but if you don't, the Soldier will keep loading rockets, which will cause a misfire with each rocket over the cap, damaging the player. The misfire is rendered by the game as two rockets going off in front of the launcher. And here's where the bugs come in: First, there was a bug (which has been fixed) that made the game miscalculate where to set off the explosions, and ended up blowing up completely unrelated enemies. The second one (which is still active), is that even if the soldier is stunned, taunting, or in humiliation, he can keep loading rockets and even fire what he has loaded, which results in players recreating the Cow Mangler Kamehameha above, and overload kamikaze attacks during humiliation. Last (which will probably be left in because it isn't exactly a bug) but not least, the overload can be used to rocket jump even while airborne, which, combined with the gunboats and/or overheal, essentially lets the Soldier fly across the map in seconds and rain rocket salvos down on the enemy snipers. Yet another one involves the infinite clips and ammo mode, where the soldier with this out will [[PowerIncontinence uncontrollably start]] [[MacrossMissileMassacre spewing out rockets]].
** And every so often, your heads up display will show the wrong team's colors, including what color you turn while ubering.
** Mann vs Machine had a glitch where, if you buy an ubercharge canteen, go outside of spawn, unequip it, go back to spawn, use your canteen, then purchase another ubercharge, the ubercharge becomes permanent until round failure! This can also be done with crits.
*** Before an update, Mann vs Machine only had 8 of the 9 classes given a robotic counterpart (the Engineer was left out) - but sometimes the game would spawn robot Engineers anyway, simply giving them the BLU team model for the regular human Engie.
*** And now, with the new Crusader's Crossbow, Fully upgrading it results in a every single syringe loaded being fired out in a Spread Shot minus the spread.
*** The Snipers that perch at certain spots and attempt to take out players from long range do so for two reasons only: they are flagged as being part of a Sniper mission, and they are at an area of the map marked as a Sniper spot. The bug (or oversight) is that classes other than the Sniper can be flagged as being part of a Sniper mission and will behave as a Sniper (i.e. A Cow Mangler Soldier will fire his charge shot thinking that he is scoping in at a Sniper-friendly distance from the players).
** Though somewhat minor, there's a glitch with weapons like the various Rocket Launchers, Grenade Launchers, and shotguns where taunting at the right time during the reload animation can allow you to taunt while reloading. Not very useful normally, but if you're playing on a server that has tauntcrits it can be devastating.
** Ladies and gentlemen: [[https://www.youtube.com/watch?v=c1WpcxgCsCQ The Breadbomb]]. In case you can't watch the video, it seems that, in Upward, any kind of prop aside from player-related ones will trigger the Payload blast. This includes the various kinds of bread that spawn when someone teleports. So, someone had the idea to place the teleporter exit right above the pit, and have the bread fall in, which would ''always'' result in a gigantic explosion. This causes the final point to be capped for BLU and turns the cart invisible. The cart can still be pushed, and the game continues normally until the cart reaches the second-to-last point, where BLU wins, or if RED successfully defends (if they're not too dumbstruck by the explosion.) Sadly, this glitch no longer works.
** One little glitch that's yet to be patched, despite its griefing potential, is the "Teleporter Trap." Using the stairs right outside the BLU spawn in Gravel Pit, an engineer can place the exit of a teleporter one step below the entrance, making them overlap. Any teammate who tries to use the teleporter will come out the other side so that the entrance is stuck in their bodies which completely traps them in place. An entire team can get stuck this way and because RED can't reach BLU's spawn, the only option is using the Dev console to force suicide. This glitch works on any stair.
*** Engineers can trap themselves using this teleporter configuration and shoot themselves repeatedly with their own sentry guns with the Wrangler. When the Engineer destroys the teleporter entrance, all the knockback built up from the sentry's damage causes the Engineer to ''[[http://www.youtube.com/watch?v=njU7mILkdWA rocket across the map.]]'' In tandem with another glitch that allows players to "store" the crit punch from the Gunslinger (a third consecutive punch from the Gunslinger yields a critical hit), even after switching weapons, the Engineer [[https://www.youtube.com/watch?v=a7-rfLVxf-M becomes a Texan dive bomber.]]
** Throwing baseballs or shooting syringes above a friendly teleporter exit caused the teleporter to self-destruct if a player tried to teleport in - the same reaction as when a teleporter exit doesn't have enough room above it to spawn a player. Fixed after much griefing.
** There is a glitch where using the "show whole backpack" option while selecting a weapon for a loadout slot enables you to equip primary weapons in the place of secondary and melee weapons. While most of the possible combinations aren't really useful (since weapons put in those slots can't be selected), one allows the Heavy to get rid of his melee weapon, which makes him switch back to his Minigun after eating the Buffalo Steak Sandvich, which allows him to gain a speed boost and mini-crits without being forced to use a melee weapon.
** Halloween 2014's Carnival of Carnage was a hot mess of these. [[https://www.youtube.com/watch?v=RRqJ8hoY4wI Oh lordy.]]
** The Breadbomb made its valiant return in the Gun Mettle Update... sort of. It was possible to prematurely detonate the final point on certain Payload maps by using the High-Five taunt and then suiciding, and later dropping weapons through the hatch. It took three patches to fix this, with alternative methods being found each time.
** There's a bug with the Invasion update where shooting the mines with specific weapons (mostly projectile based ones, like the medic's crossbow) does team damage, usually resulting in a one hit kill.
** An update to the Pass Time game mode allowed teammates adjacent to whoever's carrying the ball to move as fast as they are. This is supposed to help the team escort the ball-carrier to the goal, but an unwanted side effect is that Scouts can use this to make spun-up Heavies move as fast as they are, turning those Heavies into {{Lightning Bruiser}}s. [[https://www.youtube.com/watch?v=nRiNc8fA2Sc This video]] demonstrates.
** Players being shot at by the Natascha and getting affected by its slowdown are somehow considered as "stunned" by the game, allowing an allied Scout to land crits on them using the Flying Guillotine without needing the Sandman.
This list shows the last 10 events of 189. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=GoodBadBugs.FirstPersonShooter