History GoodBadBugs / FirstPersonShooter

22nd Jul '16 11:52:07 PM Gadjiltron
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** A recent 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.
19th Jul '16 6:34:04 PM Gadjiltron
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** 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.
17th Jul '16 5:06:04 AM UmbrellasWereAwesome
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** ''VideoGame/Halo5Guardians'': Forge mode has a much-loved glitch where you can give weapons the appearance and fire rate of one gun, and the projectile properties of another, though the latter has to be a REQ variant. Yes, this means you can create a SAW which rapid-fires ''triple rockets''.

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** ''VideoGame/Halo5Guardians'': Forge mode has a much-loved glitch where you can give weapons the appearance and fire rate of one gun, and the projectile properties of another, though another (though the latter has to be a REQ variant.variant), and the firing rate/ammo capacity of either depending on the specific combination. Yes, this means you can create a SAW which rapid-fires ''triple rockets''.
17th Jul '16 4:54:01 AM UmbrellasWereAwesome
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** ''VideoGame/Halo5Guardians'': Forge mode has a much-loved glitch where you can give weapons the appearance and fire rate of one gun, and the projectile properties of another, though the latter has to be a REQ weapon. Yes, this means you can create a SAW which rapid-fires ''triple rockets''.

to:

** ''VideoGame/Halo5Guardians'': Forge mode has a much-loved glitch where you can give weapons the appearance and fire rate of one gun, and the projectile properties of another, though the latter has to be a REQ weapon.variant. Yes, this means you can create a SAW which rapid-fires ''triple rockets''.
17th Jul '16 4:53:49 AM UmbrellasWereAwesome
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** ''VideoGame/Halo5Guardians'': Forge mode has a much-loved glitch where you can give weapons the appearance and fire rate of one gun, and the projectile properties of a REQ weapon. Yes, this means you can create a SAW which rapid-fires ''triple rockets''.

to:

** ''VideoGame/Halo5Guardians'': Forge mode has a much-loved glitch where you can give weapons the appearance and fire rate of one gun, and the projectile properties of another, though the latter has to be a REQ weapon. Yes, this means you can create a SAW which rapid-fires ''triple rockets''.
17th Jul '16 4:52:38 AM UmbrellasWereAwesome
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** ''VideoGame/Halo5Guardians'': Forge mode has a much-loved glitch where you can give weapons the appearance and fire rate of one gun, and the projectile properties of another. Yes, this means you can create a SAW which rapid-fires ''rockets''.

to:

** ''VideoGame/Halo5Guardians'': Forge mode has a much-loved glitch where you can give weapons the appearance and fire rate of one gun, and the projectile properties of another. a REQ weapon. Yes, this means you can create a SAW which rapid-fires ''rockets''.''triple rockets''.
17th Jul '16 4:44:11 AM UmbrellasWereAwesome
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** For Halo 2 fans, K-style can be compared to using [=BxR=] or double shooting a battle rifle, except it requires combos of up to a dozen keys.

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** For Halo 2 ''VideoGame/{{Halo 2}}'' fans, K-style can be compared to using [=BxR=] or double shooting a battle rifle, except it requires combos of up to a dozen keys.



* ''VideoGame/HaloCombatEvolved'': Hunters, supposed to be one of the game's most fearsome enemies, can be killed with a single pistol shot to the back. This is because they're supposed to be weak in their soft orange parts, but the developers got lazy and coded all the orange to count as their head, meaning that one hit from a headshot-capable weapon (like the pistol) will bring them down. Unfortunately, this was fixed in later installments.
* In ''VideoGame/{{Halo 2}}'', there is a bug where crouching and then attempting to stand in a low area causes the physics engine to confuse the player with the map. The player can exploit this by jumping and landing a line of the map's geometry in a particular way. When the player does, you are launched high into the air and often into an area that you couldn't reach any other way. [[http://www.halopedian.com/Super_Bouncing Here]] is a detailed description of this glitch on a wiki devoted to Halo.
** Another bug can can occur when a player with an energy sword in the passenger seat of a warthog tries to lunge at a nearby enemy. The player with the sword does not move until leaving the warthog, [[http://www.youtube.com/watch?v=cD8GoDX1hPk which causes the player to fly to the enemy he tried to lunge at, even if that enemy is now on the other side of the map]].
** You could also harmlessly sword lunge at an enemy player by canceling the damage portion of the attack but not the lunge. You could do this repeatedly while underneath a jumping player to float up a wall. Additionally, button combinations could allow you to shoot an entire clip of the battle rifle at once or punch someone while shooting them, both resulting in an instant kill when done correctly. Amusingly enough, there was also a button glitch which allowed you to shoot yourself in the back of your head. It was more useful than it sounds.
** In general, Halo 2 was less a game with glitches and more a glitch with a lot of gameplay. Many of the maps were surprisingly easy to escape, sometimes with easter eggs located in these areas, online combat was (and still is with ''Anniversary'') made of glitches, [=BxR=] (which allowed one to melee and fire almost instantly, meaning an almost instant kill from no damage) being the most infamous, and contributing massively to the {{Hatedom}} for the Battle Rifle and more time was likely spent in the maps looking for exploits than killing each other. It even spawned one of the prototypes for gaming creepypasta: The Ghosts of Halo, of which there's still no firm explanation, just a lot of confusion. The general theory is that they're the half-deleted prototypes for matchmaking bots, which still have yet to appear in the franchise. This is supported by Halo 3 also containing them on maps known to have had bots used for playtesting in-house. However, as the only way to get them to spawn is to create lag so massive it screws things up, it's extremely hard to really study them.

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* ''Franchise/{{Halo}}'':
**
''VideoGame/HaloCombatEvolved'': Hunters, supposed to be one of the game's most fearsome enemies, can be killed with a single pistol shot to the back. This is because they're supposed to be weak in their soft orange parts, but the developers got lazy and coded all the orange to count as their head, meaning that one hit from a headshot-capable weapon (like the pistol) will bring them down. Unfortunately, this was fixed in later installments.
* In ** ''VideoGame/{{Halo 2}}'', there 2}}'':
*** There
is a bug where crouching and then attempting to stand in a low area causes the physics engine to confuse the player with the map. The player can exploit this by jumping and landing a line of the map's geometry in a particular way. When the player does, you are launched high into the air and often into an area that you couldn't reach any other way. [[http://www.halopedian.com/Super_Bouncing Here]] is a detailed description of this glitch on a wiki devoted to Halo.
** *** Another bug can can occur when a player with an energy sword in the passenger seat of a warthog tries to lunge at a nearby enemy. The player with the sword does not move until leaving the warthog, [[http://www.youtube.com/watch?v=cD8GoDX1hPk which causes the player to fly to the enemy he tried to lunge at, even if that enemy is now on the other side of the map]].
** *** You could also harmlessly sword lunge at an enemy player by canceling the damage portion of the attack but not the lunge. You could do this repeatedly while underneath a jumping player to float up a wall. Additionally, button combinations could allow you to shoot an entire clip of the battle rifle at once or punch someone while shooting them, both resulting in an instant kill when done correctly. Amusingly enough, there was also a button glitch which allowed you to shoot yourself in the back of your head. It was more useful than it sounds.
** *** In general, Halo 2 ''Halo 2'' was less a game with glitches and more a glitch with a lot of gameplay. Many of the maps were surprisingly easy to escape, sometimes with easter eggs located in these areas, online combat was (and still is with ''Anniversary'') made of glitches, [=BxR=] (which allowed one to melee and fire almost instantly, meaning an almost instant kill from no damage) being the most infamous, and contributing massively to the {{Hatedom}} for the Battle Rifle and more time was likely spent in the maps looking for exploits than killing each other. It even spawned one of the prototypes for gaming creepypasta: The Ghosts of Halo, of which there's still no firm explanation, just a lot of confusion. The general theory is that they're the half-deleted prototypes for matchmaking bots, which still have yet to appear in the franchise. This is supported by Halo 3 ''VideoGame/{{Halo 3}}'' also containing them on maps known to have had bots used for playtesting in-house. However, as the only way to get them to spawn is to create lag so massive it screws things up, it's extremely hard to really study them.
** In ''VideoGame/{{Halo 3}}'', if the player was holding a heavy object, they could walk diagonally and the normal slowdown to movement applied by holding heavy objects was negated completely.
** ''VideoGame/Halo5Guardians'': Forge mode has a much-loved glitch where you can give weapons the appearance and fire rate of one gun, and the projectile properties of another. Yes, this means you can create a SAW which rapid-fires ''rockets''.



** In the original ''VideoGame/{{Thief}}'' the player could reach ludicrous speeds by "bunny hopping", or jumping repeatedly. This would cause the second jump to keep the momentum of the first, ad nauseam. Using this trick, the player could zoom by any guard. He could also kill himself by running into a wall or furniture at 200mph, or send himself into low orbit by bunny-hopping up stairs. Game physics are fun.
*** It was also possible in one level to beat a level in three seconds. When you spawned, you could see the map's goal (The Eye) twinkling off in the distance. Down two speed potions, run like hell towards it, and jump with a mighty jump. Then walk out the exit, located about twelve steps away. Since the level also had those damn zombies you couldn't hide from (or kill without holy water or fire arrows) this was a hell of a lot more fun.
** ''Halo 3'' had a variant on this where, if holding a heavy object, the player could walk diagonally and the normal slowdown in movement applied by holding heavy objects was negated completely.

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** * In the original ''VideoGame/{{Thief}}'' the player could reach ludicrous speeds by "bunny hopping", or jumping repeatedly. This would cause the second jump to keep the momentum of the first, ad nauseam. Using this trick, the player could zoom by any guard. He could also kill himself by running into a wall or furniture at 200mph, or send himself into low orbit by bunny-hopping up stairs. Game physics are fun.
*** ** It was also possible in one level to beat a level in three seconds. When you spawned, you could see the map's goal (The Eye) twinkling off in the distance. Down two speed potions, run like hell towards it, and jump with a mighty jump. Then walk out the exit, located about twelve steps away. Since the level also had those damn zombies you couldn't hide from (or kill without holy water or fire arrows) this was a hell of a lot more fun.
** ''Halo 3'' had a variant on this where, if holding a heavy object, the player could walk diagonally and the normal slowdown in movement applied by holding heavy objects was negated completely.
fun.
14th Mar '16 3:44:44 PM Kadorhal
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** In general, Halo 2 was less a game with glitches and more a glitch with a lot of gameplay. Many of the maps were surprisingly easy to escape, sometimes with easter eggs located in these areas, online combat was (and is, since Anniversery released) made of glitches, [=BxR=], which allowed one to melee and fire almost instantly (meaning an almost instant kill from no damage) being the most infamous, and contributing massively to the {{Hatedom}} for the Battle Rifle and more time was likely spent in the maps looking for exploits than killing each other. It even spawned one of the prototypes for gaming creepypasta: The Ghosts of Halo, of which there's still no firm explanation, just a lot of confusion. The general theory is that they're the half-deleted prototypes for matchmaking bots, which still have yet to appear in the franchise. This is supported by Halo 3 also contaning them on maps known to have had bots used for playtesting in-house. However, as the only way to get them to spawn is to create lag so massive it screws things up, it's extremely hard to really study them.

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** In general, Halo 2 was less a game with glitches and more a glitch with a lot of gameplay. Many of the maps were surprisingly easy to escape, sometimes with easter eggs located in these areas, online combat was (and is, since Anniversery released) still is with ''Anniversary'') made of glitches, [=BxR=], which [=BxR=] (which allowed one to melee and fire almost instantly (meaning instantly, meaning an almost instant kill from no damage) being the most infamous, and contributing massively to the {{Hatedom}} for the Battle Rifle and more time was likely spent in the maps looking for exploits than killing each other. It even spawned one of the prototypes for gaming creepypasta: The Ghosts of Halo, of which there's still no firm explanation, just a lot of confusion. The general theory is that they're the half-deleted prototypes for matchmaking bots, which still have yet to appear in the franchise. This is supported by Halo 3 also contaning containing them on maps known to have had bots used for playtesting in-house. However, as the only way to get them to spawn is to create lag so massive it screws things up, it's extremely hard to really study them.



** There's also a bug related to the [[HumongousMecha Striders]] and Antlion Guards: the Antlion Guard has a charge attack that flings its target backwards. In the game itself, the Guard only fights Combine infantry, the PC, and (once) a Combine APC, which is specifically flagged as immune to the fling. Striders are not flagged as such, and spawning the two units together in Garry's Mod can result in Striders being hurled by Guard attacks.

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** There's also a bug related to the [[HumongousMecha Striders]] and Antlion Guards: the Antlion Guard has a charge attack that flings its target backwards. In the game itself, the Guard only fights Combine infantry, the PC, and (once) a Combine APC, which is specifically flagged as immune to the fling. Striders are not flagged as such, and such because they never encounter each other, so spawning the two units together in Garry's Mod can result in Striders being hurled by Guard attacks.



*** Another bug with the gunship is how they decide what to shoot at with their auto-turret. They're programmed to target what they consider the most dangerous threat they can see, and the player is supposed to be the biggest threat they can possibly see - what the devs hadn't expected was for the gunship's AI to decide that a rocket-propelled grenade fired ''by'' the player is an even ''bigger'' threat, and actually try to shoot it down. This was left in to add to the challenge in fighting them, forcing players to take advantage of the RPG's [[{{Roboteching}} guidance system by circling their rockets around and taking other odd paths]] to keep them from being shot down.
** ''Half-Life 2'''s SMOD added tons of (hilarious) new weapons, more enemies to kill with said weapons, and a mighty melee attack for Gordon Freeman. When the LetsPlay/FreelanceAstronauts played the airboat levels with it, they discovered that you could use this powerful kick even while sailing... and it would propel your boat forward. Thus began [[http://www.youtube.com/watch?v=2_EKaFvM1NM&t=11m48s the KickBoat Saga]].

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*** Another bug with the gunship is how they decide what to shoot at with their auto-turret. They're programmed to target what they consider the most dangerous threat they can see, and the player is supposed to be the biggest threat they can possibly see - what the devs hadn't expected was for [[ArtificialBrilliance the gunship's AI to decide decide]] that a rocket-propelled grenade fired ''by'' the player is an even ''bigger'' threat, and actually try to shoot it down. This was left in to add to the challenge in fighting them, forcing players to take advantage of the RPG's [[{{Roboteching}} guidance system by circling their rockets around and taking other odd paths]] to keep them from being shot down.
** ''Half-Life 2'''s SMOD added tons of (hilarious) new weapons, more enemies to kill with said weapons, and a mighty melee attack for Gordon Freeman. When the LetsPlay/FreelanceAstronauts played the airboat levels with it, they discovered that you could use this powerful kick even while sailing...driving in the airboat... and it would propel your boat forward. Thus began [[http://www.youtube.com/watch?v=2_EKaFvM1NM&t=11m48s the KickBoat Saga]].



*** It was also possible in one level to beat a level in three seconds. When you spawned, you could see the map's goal (The Eye) twinkling off in the distance. Down two speed potions, run like hell towards it, and jump with a mighty jump. TaaDAA! Then walk out the exit, located about twelve steps away. Since the level also had those damn zombies you couldn't hide from (or kill without holy water or fire arrows) this was a hell of a lot more fun!
** Halo 3 had a variant on this where, if holding a heavy object, the player could walk diagonally and the normal slowdown in movement applied by holding heavy objects was negated completely.

to:

*** It was also possible in one level to beat a level in three seconds. When you spawned, you could see the map's goal (The Eye) twinkling off in the distance. Down two speed potions, run like hell towards it, and jump with a mighty jump. TaaDAA! Then walk out the exit, located about twelve steps away. Since the level also had those damn zombies you couldn't hide from (or kill without holy water or fire arrows) this was a hell of a lot more fun!
fun.
** Halo 3 ''Halo 3'' had a variant on this where, if holding a heavy object, the player could walk diagonally and the normal slowdown in movement applied by holding heavy objects was negated completely.



** ''[[VideoGame/DarkForcesSaga Jedi Academy]]'' has the same issue. It's entirely possible to kill about half of the game's bosses by standing where you start the battle, using Sense, and firing an automatic weapon at their face until they die.
* A purely visual but ''awesome'' bug in ''[[VideoGame/DarkForcesSaga Jedi Academy]]'' was the Saber Staff Throw glitch. It is possible to gain access to a double-ended saber staff in the course of the storyline; you may choose to turn off one side of the staff and use it as a standard lightsaber, and this is normally necessary to make use of the Saber Throw ability. However, a series of frame-perfect inputs would allow you to turn off one end of the saber, use Saber Throw, and turn both ends back on before it technically left your hand. This resulted in the awesome visual effect of a double sided saber with both ends lit flying through the air like a gigantic glowing pinwheel of death. Fortunately, it was never patched out because the way the game calculated Saber Throw damage didn't make this bug into any sort of GameBreaker.

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** ''[[VideoGame/DarkForcesSaga Jedi Academy]]'' * ''VideoGame/JediKnightJediAcademy'' has the same issue. It's entirely possible to kill about half of the game's bosses by standing where you start the battle, using Sense, and firing an automatic weapon at their face until they die.
* ** A purely visual but ''awesome'' bug in ''[[VideoGame/DarkForcesSaga Jedi Academy]]'' ''Jedi Academy'' was the Saber Staff Throw glitch. It is possible to gain access to a double-ended saber staff in the course of the storyline; you may choose to turn off one side of the staff and use it as a standard lightsaber, and this is normally necessary to make use of the Saber Throw ability. However, a series of frame-perfect inputs would allow you to turn off one end of the saber, use Saber Throw, and turn both ends back on before it technically left your hand. This resulted in the awesome visual effect of a double sided saber with both ends lit flying through the air like a gigantic glowing pinwheel of death. Fortunately, it was never patched out because the way the game calculated Saber Throw damage didn't make this bug into any sort of GameBreaker.



* ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' is coded so that picking up a new weapon gives a lot more ammunition than picking up a second copy of a weapon you already have as a refill (two or three magazines, compared to just one or even half of one). However, that amount if determined when you pick up the weapon and remains the same even if you drop it and pick it up again. A sneaky player can, with a nearly empty SMG and three more on the ground, drop his currently equipped SMG, then pick up one of those three [=SMGs=] to force the game to consider it a "new weapon" with more ammo in it. Then pick up the first SMG to combine their ammo and repeat the process for the other [=SMGs=], until you've picked up every gun. This results in a lot more ammunition for the player than was intended by the developer.
** The glitch still works in ''FEAR 2'', but is much harder to pull off for two reasons: 1) the command to just drop a weapon was removed, and 2) there's now a fourth weapon slot, so finding enough weapons to juggle around to take advantage of the glitch for just one of them is incredibly hard to do.

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* ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' is coded so that picking up a new weapon gives a lot more ammunition than picking up a second copy of a weapon you already have as a refill (two or three magazines, compared to just one or even less than half of one). However, that amount if determined when you pick up the weapon and remains the same even if you drop it and pick it up again. A sneaky player can, with a nearly empty SMG and three more on the ground, drop his currently equipped SMG, then pick up one of those three [=SMGs=] to force the game to consider it a "new weapon" with more ammo in it. Then pick up the first SMG back up to combine their ammo and repeat the process for the other [=SMGs=], until you've picked up every gun. This results in a lot more ammunition for the player than was intended by the developer.
** The glitch still works in ''FEAR 2'', but is much harder to pull off for two reasons: 1) because the command to just drop a weapon was removed, and 2) there's now a fourth weapon slot, so finding enough on top of that it's rare to find weapons to juggle around to take advantage of themselves on the glitch for just ground in more than one of them is incredibly hard to do.instance rather than separate ammo pickups.



** It's also possible for Wandering Witches to kill themselves without any player intervention by wandering into ambient fire, which causes them to either continue walking about while flailing their arms and burning to death, or simply wandering backwards out of the fire [[TooDumbToLive without changing direction and wandering right back into it repeatedly until they die.]]

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** It's also While the above was fixed, it's still possible for Wandering Witches to kill themselves without any player intervention by wandering into ambient fire, which causes them to fire; they usually either continue walking get set alight and flail about while flailing their arms and burning at nothing until they burn to death, or simply wandering backwards out of they back away from the fire [[TooDumbToLive without changing direction and but then start wandering right back into it repeatedly it]], once again repeating until they die.]]burn to death.



** Because of how the navigation meshes are made (determines how the AI can move around the map), sometimes it isn't perfect. Depending on where you stand, you can cause the infected to suddenly become oblivious to you, even if you are only a few feet away from them. This is because AI zombies are programmed to chase and attack on you sight but they will suddenly just stop and flail about if they can't physically reach you. This can happen on the most mundane objects such as a table.

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** Because of how the navigation meshes are made (determines how the AI can move around the map), map) are made, sometimes it isn't they aren't perfect. Depending on where you stand, you can cause the infected to suddenly become oblivious to you, even if you are only a few feet away from them. This is because AI zombies are programmed to chase and attack on you sight but they will suddenly just stop and flail about if they can't physically reach you. This can happen on the most mundane objects such as a table.



* ''VideoGame/{{Counter Strike}}'' players almost universally abuse the glitch of firing a bolt action rifle, then quick switching to the next weapon and back (by quickly pressing the Q key twice) to avoid having to work the bolt, as the animation of drawing either one of the bolt action snipers was faster than the animation and delay of cycling the weapon.

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* ''VideoGame/{{Counter Strike}}'' ''VideoGame/CounterStrike'' players almost universally abuse the glitch of firing a bolt action bolt-action rifle, then quick switching to the next weapon and back (by quickly pressing the Q key twice) to avoid having to work the bolt, as the animation of drawing either one of the bolt action bolt-action snipers was faster than the animation and delay of cycling the weapon. Fixed in ''Global Offensive'' by giving every weapon a DramaticGunCock when drawn, which in the case of the bolt-action rifles takes essentially the exact same amount of time as just letting the regular animation play out.



** If you get Gaige's Anarchy up high enough (>550, only possible with the Slayer of Terramorphous) and use a weapon that's low-accuracy to begin with (less than 30), her accuracy will apparently make a RealityBreakingParadox, break the game, and enter the territory of EpicFail. The targeting reticule (which should, at this point, be the entire screen) will shrink to a pinpoint, but instead of being incredibly precise the bullets will follow no logic whatsoever. Bullets fly perpendicular, land behind you, or even zigzag in midair. Anything you hit is bound to be an accident, and also bound to ''die''. [[note]] 600 Anarchy stacks gives you a ''1,050 %'' damage increase. [[/note]]

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** If you get Gaige's Anarchy up high enough (>550, only possible with the Slayer of Terramorphous) and use a weapon that's low-accuracy to begin with (less than 30), her accuracy will apparently make a RealityBreakingParadox, break the game, and enter the territory of EpicFail. The targeting reticule (which should, at this point, be the entire screen) will shrink to a pinpoint, but instead of being incredibly precise the bullets will follow no logic whatsoever. Bullets fly perpendicular, land behind you, or even zigzag in midair. Anything you hit is bound to be an accident, and also bound to ''die''.''die instantly''. [[note]] 600 Anarchy stacks gives you a ''1,050 %'' damage increase. [[/note]]



* The concept of [[RocketJump Rocket Jumping]] started off as a glitch in Quake that didn't get fixed before launch, but which players quickly learned to exploit to get around the map more quickly and to get to places that would otherwise be unreachable. Nowadays, most [[AscendedGlitch FPSes implement some variant of rocket jumping]], some even have items that can be equipped to reduce the player damage taken in the process.

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* The concept of [[RocketJump Rocket Jumping]] started off as a glitch in Quake that didn't get fixed before launch, but which players quickly learned to exploit to get around the map more quickly and to get to places that would otherwise be unreachable. Nowadays, most [[AscendedGlitch most FPSes implement some variant of rocket jumping]], some even have items that can be equipped to reduce the player damage taken in the process.


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** Some missions include helicopter rides where the players split up between two Blackhawks, one each on a minigun turret and one each firing their own weapon out the window. The game doesn't seem to know how to properly calculate the bullets from these miniguns towards or against the team's accuracy, but ''does'' know how to calculate the player's death toll towards accuracy. This results in the missions with such helicopter rides, Tiger Dust in particular, claiming the team has 100% accuracy at the end even if the majority of the minigun bullets missed.
12th Mar '16 10:08:59 AM Kadorhal
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** At the end of the first mission, before you enter a building to rescue Paez, the game automatically switches the first player to their secondary weapon, which on a first playthrough is supposed to be the 45T sidearm that they then use for the scripted Diamond Formation sequence from then to the end of the game. In co-op, if the first player switches weapons before stacking up for the rescue, [[https://www.youtube.com/watch?v=mSldPYYjA6Y the other players will see them carrying their primary weapon in one hand]] in the cutscene just before Diamond Formation.

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** At the end of the first mission, before you enter a building to rescue Paez, the game automatically switches the first player to their secondary weapon, which on a first playthrough is supposed to be the 45T sidearm that they then use for the scripted Diamond Formation sequence from then to the end of the game. level. In co-op, if the first player switches weapons to their secondary weapon before stacking up for the rescue, [[https://www.youtube.com/watch?v=mSldPYYjA6Y the other players will see them carrying their primary weapon in one hand]] in the cutscene just before Diamond Formation.
17th Feb '16 9:21:07 PM Kadorhal
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** 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. This glitch was so popular that even after it was fixed the next day, [[AscendedGlitch Valve allowed servers to keep this behavior as an option]].

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** 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. changes - including whenever someone on either team simply steps on or off of the point. This glitch was so popular that even after that, although it was fixed the next day, [[AscendedGlitch Valve allowed servers to keep this behavior as an option]].



** 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''. (To reproduce this glitch in the first person view as a Spy: shoot a few bullets out of the revolver, bring out the cloak, and then reload. Cue mysterious arm popping out of nowhere to reload.) A Spy arm holding a revolver can appear on other classes' heads up displays as well.

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** 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''. (To reproduce this glitch in Same happens if the first person view player is playing as a Spy: shoot a few bullets out of the revolver, bring out the cloak, Spy and then reload. Cue mysterious arm popping out of nowhere to reload.) reloads their revolver while cloaked. A Spy arm holding a revolver can appear on other classes' heads up displays as well.



*** 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, still looking human despite apparently being robots.

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*** 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, still looking simply giving them the BLU team model for the regular human despite apparently being robots.Engie.



** 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 to the direction you want to go, and strafe in the opposite direction while running forward - for example, turn 40 degrees to the right, then run forward and strafe to the left.

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** 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 to away from the direction you want to go, and strafe in the opposite direction towards your destination while running forward - for example, turn 40 degrees to the right, then run forward and strafe to the left.



** Sometimes, players would be connected to a private, hacked game that would violate every rule of the game. At times, players could randomly find themselves in with seventeen other players in map designed for four, all with the aforementioned infinite ammo bug, the ability to jump 100 feet into the air, and gaining ludicrous amounts of experience with each kill. Not to mention, the point limits were set ludicrously high so the game would pretty much go on forever until you leave or the game crashes.

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** Sometimes, players would be connected to a private, hacked game that would violate every rule of the game. At times, players could randomly find themselves in with seventeen other players in map designed for four, all with the aforementioned infinite ammo bug, the ability to jump 100 feet into the air, killing people with a single shot from any weapon and gaining ludicrous amounts of experience with each kill.one. Not to mention, the point limits were set ludicrously high so the game would pretty much go on forever until you leave or the game crashes.



*** Another bug with the gunship is how they decide what to shoot at with their auto-turret. They're programmed to target what they consider the most dangerous threat they can see, and the player is supposed to be the biggest threat they can possibly see - what the devs hadn't expected was for the gunship's AI to decide that a rocket-propelled grenade fired by the player is an ''even bigger'' threat and actually try to shoot it down. This was left in to add to the challenge in fighting them, forcing players to take advantage of the RPG's [[{{Roboteching}} guidance system by circling their rockets around and taking other odd paths]] to keep them from being shot down.

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*** Another bug with the gunship is how they decide what to shoot at with their auto-turret. They're programmed to target what they consider the most dangerous threat they can see, and the player is supposed to be the biggest threat they can possibly see - what the devs hadn't expected was for the gunship's AI to decide that a rocket-propelled grenade fired by ''by'' the player is an ''even bigger'' threat even ''bigger'' threat, and actually try to shoot it down. This was left in to add to the challenge in fighting them, forcing players to take advantage of the RPG's [[{{Roboteching}} guidance system by circling their rockets around and taking other odd paths]] to keep them from being shot down.



** 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.

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** 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.



*** 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.

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*** 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 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.



** With a bit of preparation, [[http://www.it-he.org/deus3.htm you can make everyone in UNATCO try to murder the equally-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.

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** With a bit of preparation, [[http://www.it-he.org/deus3.htm you can make everyone in UNATCO try to murder the equally-invincible 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.



** The [[MemeticMutation "You see Ivan" meme]] is based on a very funny glitch where some NPCs hold some guns like others. ("You see Ivan, when hold peestol like rifle...")

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** The [[MemeticMutation "You see Ivan" meme]] is based on a very funny glitch where some NPCs hold some guns like others. ("You see Ivan, when hold peestol like rifle...")[=NPCs=] use the wrong animation for holding a weapon, most famously holding their left hand in front of the barrel of a pistol as if it's a rifle.


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* ''VideoGame/GhostRecon: Future Soldier'' was [[DevelopmentHell in development for quite a while]], and it shows on quite a few occasions.
** At the end of the first mission, before you enter a building to rescue Paez, the game automatically switches the first player to their secondary weapon, which on a first playthrough is supposed to be the 45T sidearm that they then use for the scripted Diamond Formation sequence from then to the end of the game. In co-op, if the first player switches weapons before stacking up for the rescue, [[https://www.youtube.com/watch?v=mSldPYYjA6Y the other players will see them carrying their primary weapon in one hand]] in the cutscene just before Diamond Formation.
** The player is occasionally able to get ATasteOfPower by grabbing weapons that they haven't unlocked yet from crates in the middle of a mission. The attachments are completely pre-set for these weapons, but sometimes it appears whoever set the weapons in those crates forgot what options are actually available for a weapon. This can lead to comedy - for instance, one of the last weapon crates in the "Deep Fire" mission allows the player to grab an [=SA58=] with a drum magazine attached, but because [=PDRs=] like it can't attach drum mags, what you instead get is an [=SA58=] with [[ItWorksBetterWithBullets no magazine at all]].
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