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* A very rare ''VideoGame/DeepRockGalactic'' bug that was mercifully patched out involved the basic tutorial mision... ''which had the possibility of the [[EliteMook Glyphid Oppressor]] or [[BossInMooksClothing Bulk Detonator]] spawning on a brand-new player.'' One can only imagine the terror of unprepared rookies with stock unmodified equipment and neither Bosco nor teammates available to help fight what is effectively a boss fight...[[ComedicSociopathy and maybe laugh a little at said terror]].

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* A ''VideoGame/DeepRockGalactic'':
** There was a
very rare ''VideoGame/DeepRockGalactic'' bug that was mercifully patched out involved the basic tutorial mision...mission... ''which had the possibility of the [[EliteMook Glyphid Oppressor]] or [[BossInMooksClothing Bulk Detonator]] spawning on a brand-new player.'' One can only imagine the terror of unprepared rookies with stock unmodified equipment and neither Bosco nor teammates available to help fight what is effectively a boss fight...[[ComedicSociopathy and maybe laugh a little at said terror]].terror]].
** Enemies ragdoll upon death, but the Engineer's platform gun can make the body pop high into the air if you shoot a platform under it. This even works on larger enemies like the Oppressor.
** Pressing the taunt/victory button has your dwarf raise their pickaxe high above their heads, even if they are in the middle of dancing. There's a hilarious glitch with the pirouette dance where doing the taunt/victory motion will have the dwarf still spinning with their legs while the torso doesn't move, causing the joint on the torso's model to warp and bend in bone crunchingly hilarious ways.
** Due to the physics being quite wonky, there's a rare bug where if you're in a tight hole inside a wall that's not touching the ground, the physics can freak out and send your dwarf flying across the room or slam into the ground at ''mach speeds'', which will very likely instantly incapacitate them from the sheer fall damage due to the insane speed they were traveling at.
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* ''VideoGame/SlimeRancher2'' used to have an exploit called the plort explosion. If you filled a corral with food, threw in a ringtail largo, and then waited two minutes, it'd produce an absurd amount of plorts. This was patched out in 0.3.0.
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* 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 21), 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 in the console versions[[note]]PC versions as of ''Doom'' v1.666 don't count Lost Souls towards the kill percentage, but the console versions still do, since they're based on the code for the UsefulNotes/AtariJaguar port which predated the release of ''Doom II''[[/note]] to reduce the number of 'extra' Lost Souls the player has to hunt down and kill.

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* 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 21), 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 in the console versions[[note]]PC versions as of ''Doom'' v1.666 don't count Lost Souls towards the kill percentage, but the console versions still do, since they're based on the code for the UsefulNotes/AtariJaguar Platform/AtariJaguar port which predated the release of ''Doom II''[[/note]] to reduce the number of 'extra' Lost Souls the player has to hunt down and kill.



* Rareware's legendary UsefulNotes/Nintendo64 shooter ''VideoGame/{{GoldenEye|1997}}'' has a particularly hilarious glitch that, when triggered, makes the character models fidget erratically, along with the vehicle models. [[https://www.youtube.com/watch?v=AQIeTjUbqFI&feature=kp Combine this with some catchy dance music]], and you've got some serious MemeticMutation going on. '''''[[https://www.youtube.com/watch?v=h3quTc2-GyM GET]] [[https://www.youtube.com/watch?v=FDW3jXcOBzo DOWN!]]''''' This is achieved by slightly lifting one side of the game cartridge out of the slot, causing a communication error between the game and console. This can cause damage to either the game or the console, but common side effects are often amusing, including screwing up object/character part orientations, scrambling text, and garbling sound.

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* Rareware's legendary UsefulNotes/Nintendo64 Platform/Nintendo64 shooter ''VideoGame/{{GoldenEye|1997}}'' has a particularly hilarious glitch that, when triggered, makes the character models fidget erratically, along with the vehicle models. [[https://www.youtube.com/watch?v=AQIeTjUbqFI&feature=kp Combine this with some catchy dance music]], and you've got some serious MemeticMutation going on. '''''[[https://www.youtube.com/watch?v=h3quTc2-GyM GET]] [[https://www.youtube.com/watch?v=FDW3jXcOBzo DOWN!]]''''' This is achieved by slightly lifting one side of the game cartridge out of the slot, causing a communication error between the game and console. This can cause damage to either the game or the console, but common side effects are often amusing, including screwing up object/character part orientations, scrambling text, and garbling sound.
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** Soma Transference normally isn't that great a Psi power, just doing a mediocre amount of damage for the cost and healing you the same amount. However, it has the unintended property of completely bypassing a Metacreative Barrier, leading to a rather silly tactic of putting one between you and your enemies, then draining them to death while they stand there completely helpless. It also greatly simplifies the boss battle against the Brain of the Many - rather than having to shoot down tne tiny revolving stars while avoiding attack from all angles, just target the brain, click a few times, and boom, fight over.

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** Soma Transference normally isn't that great a Psi power, just doing a mediocre amount of damage for the cost and healing you the same amount. However, it has the unintended property of completely bypassing a Metacreative Barrier, leading to a rather silly tactic of putting one between you and your enemies, then draining them to death while they stand there completely helpless. It also greatly simplifies the boss battle against the Brain of the Many - rather than having to shoot down tne the tiny revolving stars while avoiding attack from all angles, just target the brain, click a few times, and boom, fight over.
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* In ''VideoGame/SystemShock2'', the assault rifle you find in the Med/Sci armory would degrade with use, but never actually break completely. It also has significantly reduced recoil compared to others you find, making it what is already the best weapon in the game even better. This seems to have been patched in version 2.46, though.

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* In ''VideoGame/SystemShock2'', the assault rifle you find in the Med/Sci armory would degrade with use, but never actually break completely. It also has significantly reduced recoil compared to others you find, making it what is already the best weapon in the game even better. This seems to have been patched in version 2.46, though.
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** In the Carrington Institute: Defense mission, one of your objectives on the higher difficulties is to laser open Carrington's safe and destroy his sensitive files. Normally this isn't revealed to you (and the safe door isn't destroyable) until after completing several other objectives, by which time the building has probably been overrun with respawning shielded enemies with nasty guns that tear through your health. However, you can take a small detour during the hostage rescue objective and shoot a grenade at the safe to blow up the files early, saving yourself a lot of headache later. For some reason this was the *only* bug removed from the HD version on XBox 360, though...

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** In the Carrington Institute: Defense mission, one of your objectives on the higher difficulties is to laser open Carrington's safe and destroy his sensitive files. Normally this isn't revealed to you (and the safe door isn't destroyable) until after completing several other objectives, by which time the building has probably been overrun with respawning shielded enemies with nasty guns that tear through your health. However, you can take a small detour during the hostage rescue objective and shoot a grenade at the safe to blow up the files early, saving yourself a lot of headache later. For some reason this was the *only* ''only'' bug removed from the HD version on XBox 360, Xbox 360 and Rare Replay, though...
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** In the Carrington Institute: Defense mission, one of your objectives on the higher difficulties is to laser open Carrington's safe and destroy his sensitive files. Normally this isn't revealed to you (and the safe door isn't destroyable) until after completing several other objectives, by which time the building has probably been overrun with respawning shielded enemies with nasty guns that tear through your health. However, you can take a small detour during the hostage rescue objective and shoot a grenade at the safe to blow up the files early, saving yourself a lot of headache later. For some reason this was the *only* bug removed from the HD version on XBox 360, though...
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** Soma Transference normally isn't that great a Psi power, just doing a mediocre amount of damage for the cost and healing you the same amount. However, it has the unintended property of completely bypassing a Metacreative Barrier, leading to a rather silly tactic of putting one between you and your enemies, then draining them to death while they stand there completely helpless. It also greatly simplifies the boss battle against the Brain of the Many - rather than having to shoot down tne tiny revolving stars while avoiding attack from all angles, just target the brain, click a few times, and boom, fight over.
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* In ''VideoGame/SystemShock'' the Riot Gun is normally a useless weapon, firing rubber bullets that do virtually no damage. If you empty its initial magazine and then reload it with the keyboard-bound reload key, however, the game gets confused and loads it with Magnum rounds instead, letting you fire them as fast as you can mash the fire key. If at any point you reload it using the mouse-clickable button on the HUD, though, it will be locked into using rubber bullets permanently.

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* In ''VideoGame/SystemShock'' the Riot Gun is normally a useless weapon, firing rubber bullets that do virtually no damage. If you empty its initial magazine and then reload it with the keyboard-bound reload key, however, the game gets confused and loads it with Magnum rounds instead, letting you fire them hollow points as fast as you can mash the fire key. If at any point you reload it using the mouse-clickable button on the HUD, though, it will be locked into using rubber bullets permanently.
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* In ''VideoGame/SystemShock'' the Riot Gun is normally a useless weapon, firing rubber bullets that do virtually no damage. If you empty its initial magazine and then reload it with the keyboard-bound reload key, however, the game gets confused and loads it with Magnum rounds instead, letting you fire them as fast as you can mash the fire key. If at any point you reload it using the mouse-clickable button on the HUD, though, it will be locked into using rubber bullets permanently.
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* In ''VideoGame/SystemShock2'', the assault rifle you find in the Med/Sci armory would degrade with use, but never actually break completely. It also has significantly reduced recoil compared to others you find, making it what is already the best weapon in the game even better. This seems to have been patched in version 2.46, though.
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* ''VideoGame/PAYDAY3'':
** In the technical playtest of the game, if you get caught in a private area, a guard will escort you out. While it’s already a good strategy to distract them, players quickly noticed that the guard plays an animation of getting pushed back when they close the door on him. Since he will never notice the player doing this so long as they’re in a public area, this was naturally abused to stall the guard returning to his regular patrol for way longer than the game intended. This was fixed in the full release to have the guard attempt to arrest you if the door slams in his face more than a couple times.
** Just like in the previous game, players have to deal with the security guard monitoring the cameras in order to disable them. You can shoot him in the back of the head to permanently shut them off if you got a pager to spare...or you can just throw a suspicious bag in his line of sight and pick it up when he notices. If the security room is a private area instead of a secure area, you can also intentionally let him spot and escort you out. Due to an oversight, the cameras will permanently remain disabled even though the guard is alive, saving you a pager.
** In ''Road Rage,'' going to the south-side of the bridge and camping on the scaffolding where Bile can possibly be waiting will result in the police strangely leaving you alone. They won't attack your position at all except for Snipers, which can be a life-saver for some players, ''especially'' on Overkill.
** After you complete the ''99 Boxes'' heist in stealth, you are prompted to escape like usual. However, on this specific heist, constantly going in and out of the escape point keeps adding more EXP to your weapons. Doing it for long enough will gain you enough EXP for max level in one heist, significantly cutting down on the grind.
** The security room in ''99 Boxes'' is behind a door that requires a keycard from one of the guards who spawn in the crate yards... At least, that was the intention. In reality the door isn't locked at all and you can take the camera operator out way earlier than you were supposed to.
** On Very Hard or higher, the [[EliteMook Lead Guard]] is your biggest threat during stealth and can't simply be killed. If a player does so, his pager will endlessly activate around every minute, putting them on a time limit for the rest of stealth...unless they have the ''Cover-Up'' skill that instantly answers a pager when they do a takedown. When the Lead Guard is taken down via takedown with this skill, his pager will only activate once like the other guards.
** When caught in a private area, the guard will escort you back to a public area. If you try to leave the circle, the guard will stop in his tracks, warn you to keep following him, and will attempt to detain you if you ignore him after five seconds. This timer resets when you re-enters the circle and since you can do this as much as you like, [[ArtificialStupidity you can lead the guard away from your fellow heisters for much longer than intended and even leave him stuck in a loop at the end of the escort]] by simply walking in and out of the circle.
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** Before an update, Mann vs Machine did not have any robotic counterpart for the Engineer - but sometimes the game would spawn "robot" Engineers anyway, simply giving them the BLU team model for the regular human Engie.

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** Before an update, Mann vs Machine did not have any robotic counterpart for the Engineer - but sometimes the game would spawn "robot" Engineers anyway, simply giving them the BLU team model for the regular human Engie. This caused mass fan speculation that the BLU engineer had either turned traitor voluntarily or been captured by Gray and forced/brainwashed to work for Gray.
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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''. 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.

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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''. Same happens if the player is playing as a Spy and reloads their revolver while cloaked.cloaked or preparing to cloak (wince that loads the Spy's watch-wearing/watch-holding hand into view). A Spy arm holding a revolver can appear on other classes' heads up displays as well.
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* A very rare ''VideoGame/DeepRockGalactic'' bug that was mercifully patched out involved the basic tutorial mision... ''which had the possibility of the [[EliteMook Glyphid Oppressor]] or [[BossInMooksClothing Bulk Detonator]] spawning on a brand-new player.'' One can only imagine the terror of unprepared rookies with stock unmodified equipment and neither Bosco nor teammates available to help fight what is effectively a boss fight...[[ComedicSociopathy and maybe laugh a little at said terror]].
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removed an offensive word


** An associated quirk with the menu system (rapidly enter and exit the pause menu) somehow causes the physics to spaz out, allowing the player to get a few moments to execute a "moon jump" -- JC will jump supernaturally-high (several stories high, in fact), which has been used in speedruns to traverse great distances with ease.

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** An associated quirk with the menu system (rapidly enter and exit the pause menu) somehow causes the physics to spaz freak out, allowing the player to get a few moments to execute a "moon jump" -- JC will jump supernaturally-high (several stories high, in fact), which has been used in speedruns to traverse great distances with ease.

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Civilian classes, while "fixed", are never truly gone. Also, the list GROWS


* The unfortunately patched [[https://www.youtube.com/watch?v=8li3e3typfI Civilian Heavy]].

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* The unfortunately patched "Civilian" classes, such as the [[https://www.youtube.com/watch?v=8li3e3typfI Civilian Heavy]]. Typically caused by the game putting your currently equipped weapon into an invalid state. Many occurrences of this bug were fixed, but there are still many methods to this day that allows for this state. What makes this notable is that almost all of these methods are derived from the weapon pickup mechanic.



* Players actually fire out of their heads, rather than from their guns. This isn't very apparent with most classes, since most of them hunch over while firing and are generally better off dodging bullets than exploiting cover... except the Heavy, who stands up very straight with his Minigun revved up. This results in the popular tactic of standing behind a shoulder-height object and mowing down enemies with your mouth gun and tiny small head hitbox.

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* Players actually fire out of their heads, rather than from their guns. This isn't very apparent with most classes, since most of them hunch over while firing and are generally better off dodging bullets than exploiting cover... except the Heavy, who stands up very straight with his Minigun revved up. This results in the popular tactic of standing behind a shoulder-height object and mowing down enemies with your mouth gun and tiny small head hitbox. Well, unless a certain New Zealandic man with a Sniper rifle [[BoomHeadshot comes along]].


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* Under extraordinary circumstances, a Scout with a Sandman (and by extension, the Wrap Assassin) can sometimes spawn with a [[LuckManipulationMechanic 100% chance of critical hits]] for its alt-fire. By spawning with the correct weapon index for the Sandman (which designates what entity number your weapon is on the server), the secondary attack of the weapon will only launch critical hit balls. But only under the condition that you swing with the primary attack before every single use of alt-fire.
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* 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.

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* 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.
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** Throwing boomer bile into the safehouse at the start of a level, then having all but one person leave the saferoom, will cause all the infected to go for the bile as usual. After the bile has disappeared, though, the infected will then try to kill the person inside, which they can't. With the massive group of infected gathered around the saferoom door, the game is unable to spawn any more of them, allowing the remaining survivors to run through the rest of the level with only special infected opposing them, providing the person in the saferoom does not go idle. This makes every non-finale level pathetically easy.
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*** There's a level in the single player campaign which includes a section where you get to drive a tank around a Covenant-held temple on the Delta-halo. As is common for most Covenant-held areas, there are a number of stationary shields. Try knocking the shields down, parking the tank on them, and waiting for the shields to re-activate. The result isn't of much use, [[https://www.youtube.com/watch?v=1o5yhFNQfbA but it is hilarious]].

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*** There's a level in the single player campaign which includes a section in the "Delta Halo" level where you get to drive a tank around a Covenant-held temple on the Delta-halo.temple. As is common for most Covenant-held areas, there are a number of stationary shields. Try knocking the shields down, parking the tank on them, and waiting for the shields to re-activate. The result isn't of much use, [[https://www.youtube.com/watch?v=1o5yhFNQfbA but it is hilarious]].
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** And now, with the new Crusader's Crossbow, fully upgrading it results in every single syringe loaded being fired out in a SpreadShot, minus the spread.

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** And now, with Fully upgrading the new Crusader's Crossbow, fully upgrading it Crossbow results in every single syringe loaded being fired out in a SpreadShot, minus the spread.
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*** There's a level in the single player campaign which includes a section where you get to drive a tank around a Covenant-held temple on the Delta-halo. As is common for most Covenant-held areas, there are a number of stationary shields. Try knocking the shields down, parking the tank on them, and waiting for the shields to re-activate. The result isn't of much use, [[https://www.youtube.com/watch?v=1o5yhFNQfbA but it is hilarious]].
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* ''VideoGame/GhostRecon: Future Soldier'' was [[DevelopmentHell in development for quite a while]], and it shows on quite a few occasions.

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* ''VideoGame/GhostRecon: Future Soldier'' ''VideoGame/GhostReconFutureSoldier'' was [[DevelopmentHell in development for quite a while]], and it shows on quite a few occasions.
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Removed a duplicate Word


*** 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, [[https://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]].

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*** 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, [[https://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]].
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* ''VideoGame/VermintideII'':
** Huntsman Kruber once had a hilarious (now sadly patched) bug that allowed him to stack certain skills relating to cooldown and skill use, chug a Potion of Concentration, and [[https://www.youtube.com/watch?v=XKoqArJjYIo temporarily turn a 16th century matchlock into a Kalashnikov]] by activating the ult and clicking as fast as you could.
** Players can "block-cancel" most animations, including the various abilities that cause the character to dash along the ground like Foot Knight Kruber's FoeTossingCharge and Handmaiden Kerillian's speed burst. Using said abilities while reviving an ally also does not interrupt the reviving, though this might mean your [[OutOfTheFryingPan newly-revived ally is now surrounded with nobody to back them up]].
** For about a week after the official release of ''Winds of Magic'', Bardin's new throwing axes ''counted as explosive barrels'' within the game engine, and so could be tossed wherever relevant when to instantly bypass the need for one. This trivialized the process of gaining some grimoires, as well as two Achievements, "Barrels of Fun" and "Demolitionist". This got patched within a week.
** It used to be possible to cheese the [[ThatOneLevel final stage of Convocation of Decay]], by simply having one player jump down into the ritual circle and then [[UnfriendlyFire fragging him]]. Then the rest of the gang can simply camp on the much more easily-defendable ridge overlook and ride out the ball-busting LastStand without breaking a sweat. This bug stood for almost a year before it was patched, much to the chagrin of players.
** At launch, Ranger Veteran Bardin's SmokeOut ability caused exactly 1 HP of damage to himself and other players caught in the blast radius. ''"Heheh, an old ranger tri-... [[SuicideAsComedy (Dies)]]"''
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* The HD remakes of ''VideoGame/SeriousSam'', among other things, add ragdoll physics to some enemies. The implementation seems to be a bit off, particularly with Gnaars, where you can get dead ones who [[http://cloud-2.steampowered.com/ugc/558661528547439168/A44C4A592B96F448BF0F7FB67690C23FF8D6A4D6/ promptly ignore gravity]] or [[http://cloud-2.steampowered.com/ugc/559823810527014223/6C1B22A9FE48D521AE9F2E6783817C3FC83C944C/ stand still where they died, silently snarling at you]].

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* The HD remakes of ''VideoGame/SeriousSam'', among other things, add ragdoll physics to some enemies. The implementation seems to be a bit off, particularly with Gnaars, where you can get dead ones who [[http://cloud-2.steampowered.com/ugc/558661528547439168/A44C4A592B96F448BF0F7FB67690C23FF8D6A4D6/ promptly ignore gravity]] gravity or [[http://cloud-2.steampowered.com/ugc/559823810527014223/6C1B22A9FE48D521AE9F2E6783817C3FC83C944C/ stand still where they died, silently snarling at you]].you.



** There's also the knife's secondary attack; due to tons of DummiedOut content and an underflow damage bug in ''Shadow of Chernobyl'', the knife was able to kill literally everything in a single stab. Including ''tanks'' (and '''helicopters'''). This is particularly useful against Controllers, which don't have melee attacks and are essentially defenseless at close range.

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** There's also the knife's secondary attack; due to tons of DummiedOut content and an underflow damage bug in ''Shadow of Chernobyl'', the knife was able to kill literally everything in a single stab. Including stab, including ''tanks'' (and '''helicopters''').and '''helicopters'''. This is particularly useful against Controllers, which don't have melee attacks and are essentially defenseless at close range.

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