From Team Fortress Wiki
An exploit is a bug or unintended feature of gameplay that is deliberately and knowingly used by the player to gain an advantage. For example, if a bug enables a player to be immune to damage and a player knowingly uses it, it is an exploit. In contrast, bugs or problems which either do not affect gameplay that are not intentionally triggered are classified under glitch.
- Moving towards a wall then hitting the Sandman ball right before hitting the wall may send the ball through it, hitting unsuspecting players on the other side. (PC/Mac version only)
- Splashing Mad Milk on the ground outside a setup gate will sometimes cause players on the other side next to the gate to be Mad Milked. (PC/Mac version only)
- Because the invulnerability timer for Bonk! Atomic Punch is client-side, freezing or slowing down the game after drinking it will prolong the effects. This also applies to temporarily losing connection to the server.
- If you shoot the ball of the Sandman at a player using the kill taunt, the effect will cancel but the animation will continue. This is because the Sandman's stun takes priority over whatever action the player was doing beforehand.
- The Soda Popper's hype and the Baby Face's Blaster's boost share the same item effect meter. This allows players to farm hype during set up times, switch weapons and have almost maximum speed right away.
- After gaining a full rage meter for any banner item (Buff Banner, Battalion's Backup, or Concheror), equipping a different banner and blowing the horn while touching a resupply locker will transfer the rage to that banner.
- Taking damage from staying underwater for too long will fill the rage meter for the Battalion's Backup. This can be exploited to gain free buffs for any of the other horns using the banner switch exploit.
- Using any of the Flamethrowers and firing in a downwards position will sometimes cause flame particles to go through thin walls, such as setup gates, and set players on the other side on fire.
- With the Scottish Resistance equipped, a player can stand directly on top of his deployed bombs and aim directly at them while detonating they will exert twice the regular damage, but normal knock back force.
- An Engineer can constantly use their Teleporter to farm points, as they are awarded one half-point for every time someone takes their Teleporter. (Xbox 360 and PS3 versions only)
- If an Engineer switches to the different Wrench while having a Gunslinger equipped, holding an undeployed Mini Sentry Gun toolbox inside of a spawn room, the player can still place down a Mini-Sentry Gun.
- Building a teleporter exit on a staircase and then an entrance above it will cause players to become trapped when they use the teleporter.
- Picking up any building with a Frontier Justice with revenge crits in your hand causes the crits to be given infinitely (until death or switching back to the Frontier Justice) to your secondary and melee slots upon placing the building down.
- "Needle Boosting" involves a player standing over a Medic, who then proceeds to shoot their Syringe Gun upward as the player jumps. Due to a physics error, the Medic's Syringe Gun needles propel the target upward. (Xbox 360 and PS3 versions only)
- Splashing Jarate on the ground outside a setup gate will sometimes cause players on the other side next to the gate to be Jarated. (PC/Mac version only)
- Switching weapons quickly after taking a shot with the Sniper Rifle will result in a faster rate of fire, since the reload animation will not occur. (Unknown versions)
- Spies can place Sappers through thin walls, sapping buildings on the other side. (PS3 version only)
- If a Spy backstabs an enemy and picks up the Intelligence at roughly the same time, the Spy can still use the Disguise Kit while holding the Intelligence. (PC/Mac version only)
Map Specific Exploits
- Entering Enemy's Spawn In both bases, an Engineer can build a Teleporter using the hole which lets players leave the left spawn room. They must build a Sentry Gun under the hole and jump onto it, then crouch jump whilst repeatedly attempting to build a Teleporter exit inside the spawn room, which enemy Spies can use to enter the base. This exploit works as there is no func_nobuild brush stopping Engineers from building from under the spawn. (Fixed in PC/Mac version.)
- Entering Enemy's Spawn 2 A hole in the lower, right side of the No Enter symbol for BLU's base (the one next to the haystacks) can be used by RED players to get into the BLU spawn room. (Present in the Xbox 360 and PS3 versions.)
- Holding Enemy Spawn Doors Open - Both teams can hold open the enemy's spawn door at the hay room by running into it while it is open. While this works well for the BLU team (as they can potentially spawn camp), it's not so easy for the RED team. Should a member of the RED team attempt this, there is a chance for the player to get stuck in the door, unable to move, and end up getting dragged up and down with the door as the BLU team enters and leaves the spawn area.
- Pointless Room - There is a spot in each Intelligence room, where a player can get other players stuck. This is a dead-end, because players cannot escape, unless they suicide. By building a Dispenser on the left wall of the left corridor (the one facing the Intelligence) and then by using the "jump through roofs" exploits to build a Teleporter exit, a player can trap other players on their team. There is no tactical advantage to getting in here (Sentry Guns don't work here either), you can't be shot or shoot anybody. It is mostly used by people who are griefing as they will set up a Teleporter entrance somewhere in your base and an exit in the roof. This then traps your team-mates and forces them to commit suicide. (Fixed in PC/Mac version, broken in 360 and PS3 versions)
- Roof Holes - A hole in the roof of the BLU team's 'upstairs' room (above and behind the balcony) allows arcing projectiles (grenades and needles) to be fired into the 'upstairs' room just outside the BLU team's main respawn room. It can be used for taking out Sentry Guns placed in the corner of the 'upstairs' room. This looks intentional; however the same cannot be used on the RED team's base as chicken wire covers the hole. (Fixed in PC/Mac version, broken in 360 and PS3 versions)
- The RED Spawn - The RED team's initial spawn room has misplaced no-entry blocks allowing members of the BLU team to sneak in.
- Building Inside Spawn - In the BLU team's spawn area an Engineer can build in a corner off by the gate on the right.
- Healing Through Walls - By building your Dispenser inside the small house next to the first capture point you are able to get metal and heal yourself. To do this, a player simply builds a Dispenser as close as possible to the wall with the telephone, and must then go onto the other side to see if they have built it close enough.
- Teleporters Above Ground - To do this, go to the small house that is next to the first capture point of stage 2. Then go to the sections with either a telephone on the desk, or a coffee machine on the desk. By standing on this, you are able to build your Teleporters on top of the desk. You might have to shift around or jump to get this to work.
- Teleporter Inside BLU Spawn - By crouching, while next to the side of the walls, you are able to build your teleporter, Sentry Gun, or Dispenser in your spawn or the enemy's spawn.
- Hiding Stickies - Cap 1: If you are a RED Demoman and go to the blue exit gate on your left side, aim about a foot off the ground, count 3 cobblestones back towards the capture point, and you can shoot stickies into the wall. Here they cannot be seen aside from a mute red light which goes away.
- Teleporter Trapping - Cap 3: By placing a teleporter exit directly under the beams in the tunnel, some team members that take it may become trapped.
- Stage 1 - Engineers can build on the balcony just before the final cap point.
- Stage 1 - Certain projectiles can be fired through the start-up gates.
- Stage 3 Teleporter in Spawn - When starting in the spawn closer to the first cap points of the track (The spawn with the large staircase), you are able to build your Teleporter inside your spawn by standing sideways to the gate.
- RED 2nd Respawn - A ledge on the edge of the respawn room can be accessed by Soldiers, Demomen and Engineers by jumping towards the opening in the top of the spawn from outside. It is possible for BLU players to spawn-kill from there. Engineers can sentry jump into this spot and then place Teleporters into the small area over the air near the grain chute. Players will be skywalking in this small area and can directly enter the RED spawn as any class by dropping down. Sentry Guns can be built here to target REDs as soon as they spawn. RED Soldiers and Demomen can also jump into the area from inside the spawn.
- The small roof above the grain chute next to the spawn can also be accessed and built on
- In the yard near the spawn there are tall, round structures and a small shack. Demomen and Soldiers can jump to the top of these tall buildings and stand on the edges.
- BLU 1st Spawn
- BLU Engineers can build in their middle left spawn door by crouching toward the corner of the door and moving around a bit. Usually two buildings can be built here, one on each side.
- A Demoman or Soldier can Rocket/Sticky jump onto the edge of the rocks above the spawn doors from several areas in the cliffs.
- You can also get onto the fence running down the left side from the horseshoe rock (Scouts can also do this).
- Checkpoints 2 and 3
- Across from the roof is a small room with a medium ammo pack. It is possible for a Engineer, Soldier or Demoman to make his way up to the far right side of the roof, wait for the other team to pass, and attack, or provide his team with a Teleporter to get behind the enemy later in the round.
- On the roof you can get onto the vents and place a Teleporter up there. An Ubercharged combo may not notice it, allowing for a easy ambush. A Soldier or Demoman can also get on the pipes above the back stairs.
- In the side room, in the far corner to the right when entering the lower door, is some machinery. Jump onto the machine by the ammo and health packs and jump across to the left side of the machine in the corner. If you do this jump right you will be able to slowly walk across the edge until you reach the far corner in this room. Up here there are spots where an Engineer can place a Teleporter and/or Sentry Gun.
- Final Checkpoint
- Right before the ramp down to the final checkpoint by the map room is a small roof. An Engineer, Soldier, or Demoman can use this to attack BLU as they pass.
- In the Map room is it possible to get in top of door frames and many of the wall mounted computers to fool anybody who comes to attack you through the doors.
- In the back area behind the Sniper tower, you can get onto the small roof between the rubber tires and the fence, this may be a good spot for offensive Engineers to set up instead of inside.
- Between the 2 upper spawn doors in the corner above the lower spawn and health pack room is a small ledge, Several classes can jump here and set up bases or use it early in the game to attack RED as their other spawn doors open.
- Spawn Building - RED Engineers can build inside their spawn area by crouching on the office chair and facing the computer panel to its right. Once the vertical position of the blueprint changes to match the visible height of the panel (which only occurs in a particular spot), the Engineer can place their construction at a specific mid-air point (this essentially means repeatedly jumping while spamming the keys bound to Crouch and Primary Fire). (Fixed in PC/Mac version)
- Skywalking is possible in one spot with the help of someone from the other team. To do this, simply have a Spy or Scout on the other team crouch jump on to your Dispenser, and then have them move over to one side of it, while you get on it. Then while they are crouched, crouch jump on top of them. Then have them stand up, and both of you crouch jump to get yourself on top of the lamp next to the door. Then try to crouch jump over to the spot where the teleporter was built, and try to build it there while you are jumping. Another way would be to have a Demoman or Soldier shoot at your feet to boost you up to the top of the lamp.
- BLU Spawn - Jumping above the BLU team's exit door to B before the round starts can cause the door to get stuck, making BLU team not able to leave through the B exit door.
- It is possible for a Pyro using the Backburner to attack any enemies that are sitting on point A from behind the sliding steel door.
- RED Engineers can build Teleporters inside the first spawn in the corners of the door to Point A
- There is a tiny ledge at the very back of the small wooden balcony at Point B that can be stood on. The rest of the balcony is not solid and will not hold players, however it provides cover for Demomen and Soldiers that can still shoot through it without being seen.
- Entering Enemy's Spawn - There is a way to place a teleporter inside the respawn. An Engineer should build a sentry near to the respawn and upgrade it to third level. When it is ready, an another player should be holding the door. Engineer should rocketjump using a Wrangler to the upper platform of the room. There he can easily place a teleporter, and make his respawn easily accessed by enemy Spies. This exploit is also available in Eyeaduct.
- Glitched Area - Backroom (Final Control points in CP_Well and Intelligence room in CTF_Well) - Allows Soldiers, Demomen, and Engineers to get into the roof area and on the beams. It is unconfirmed if this is an exploit or not as both teams can use it, higher areas are blocked by invisible walls and this hasn't been fixed by Valve even though it's been around a while.
- Demomen can sticky jump over the invisible walls in the middle of ctf_well to get out of the map or skywalk
- Sentries Under Rocket - Due to poor collision detection in the hill where the rocket is housed, Engineers may get inside of the hill and place Sentry Guns, which can shoot at enemies through walls.
- Pre-Spawn kills - When a Pyro stands near the exit of the first spawn location; he can stand to the left of the spawn door and use any flamethrower to ignite the players inside the spawn area, effectively giving him the ability to kill players during the warm-up and/or before they spawn.
- Strange Medi Gun - When using the Strange Medi Gun as a Medic in Mann Vs. Machine, you can use the pre-round übercharge boost to gain übercharge points for your Strange Medi Gun.
|Title||Description||Exists on PC||Exists on 360||Exists on PS3|
|Backstab Not Breaking Disguise||Whereby a Spy could backstab while retaining their disguise.||No||Yes||Yes|
|Bunny Hopping||A jumping technique that allowed players to move faster than they should by bypassing the velocity cap.||No||No||Yes|
|Reference Pose Heavy||Whereby a Heavy could go into a reference pose by spinning the Minigun in spawn and switching class to Heavy. This is still performable, but another method is required.||No||No||?|
|Cloaked Backstab||Whereby a Spy could backstab while remaining Cloaked.||No||No||Yes|
|Critical Hit Storing||Whereby players are able to store Critical hits in their weapon.||No||No||Yes|
|Crouch Jump||Whereby players are able to build Teleporters in places that they should not be able to, such as spawn rooms.||No||No||No|
|Spectator Achievements||Whereby players could complete achievements by spectating other players who earned them.||No||Never Existed||Never Existed|
|Door Block Exploit||Allowed Engineer players to block spawn doors with the help of Teleporters.||No||No||Yes|
|Heavy Minigun Exploit||Whereby a Heavy was able to run and simultaneously rev up or fire their Minigun.||No||No||Yes|
|Intelligence Teleportation||An exploit that allowed a player to teleport with the intelligence by dropping it next to the Teleporter, then picking it up as they were teleported.||No||Yes||Yes|
|Melee Weapon Switching Exploits||Whereby players could attack and then instantly switch to another weapon and back again, making the next attack with the melee weapon land instantly, and stack on the attack they were already making.||No||No||Yes|
|Needle Boosting||Whereby players could be boosted by the Medic's Syringe Gun needles.||No||Yes||Yes|
|Occlusion Visualization Cheat (cvar)||Allowed players to make use of the built-in Performance UI to enable visible occluders which would let you then see through walls.||No||No||No|
|Permanent ÜberCharge||Whereby a disconnected Medic could continue to ÜberCharge his target indefinitely.||No||?||Yes|
|Permanent ÜberCharge #2||Whereby a Medic is able to give himself an ever-lasting ÜberCharge for the rest of the round. It requires a player to have unlocked the Kritzkrieg, and is done by switching to the Kritzkrieg whilst deploying the Über in the team respawn room. This can also be done the opposite way around - by switching to the Medi Gun, giving the player infinite Critical hits for the rest of the round. Standing near a Dispenser (or Payload while attacking), healing a team-mate, or being healed by a team-mate will however end the charge.||No||Never Existed||Never Existed|
|Permanent Atomic Punch||Where a Scout becomes permanently under the effect of Bonk! Atomic Punch by drinking the item while moving into a supply cabinet.||No||Never Existed||Never Existed|
|Teleporter Exploit||Whereby an Engineer could earn himself large amounts of points by using his own teleporter repeatedly.||No||Yes||Yes|
|Wall Sap||Whereby a Spy could attach an Sapper to enemy buildings through thin walls.||No||No||Yes|
|Cart Upgrading||Where BLU Engineers could "upgrade" the Dispenser on the cart by hitting where the blue stream comes out of the pipe on the cart, allowing it to dispense health faster than normal.||No||Never Existed||Never Existed|
|Level 3 Combat Mini-Sentry Exploit||Whereby an Engineer could build a Combat Mini-Sentry that fires rockets by building a Level 3 Sentry Gun, switching to Gunslinger (either by respawning or using resupply lockers), then re-deploying the Sentry Gun. The resulted Sentry Gun would take only 2.5 seconds to build like a Combat Mini-Sentry, but fired rockets like a normal Sentry Gun.||No||Never Existed||Never Existed|
|Multiple Buildings Exploit||Several methods where the Engineer (or in some cases the Spy) could build multiple copies of all his buildings.||No||No||No|
|Multiple Buildings Exploit #2||An Engineer could pick up a building with the "Automatically respawn after loadout changes in respawn zones" option and change their loadout hereby glitching them into having a building being "carried" and allowing the Engineer to build multiple buildings using the "build x" commands.||No||Never Existed||Never Existed|
|Multiple Buildings Exploit #3||Whereby an Engineer can build an unlimited number of buildings by using the commands, "build 0 x", "build 1 x", and "build 2 x" (where x is the number of the building), and a Spy can build an unlimited number of Dispensers using "build 0 x" (where x is the number of the building).||No||Never Existed||Never Existed|
|Invisible Buildings Exploit||Any Engineer picking up a building and immediately taunting would would be able to use the weapon they taunted with whilst holding this building. If placed back down with the "build x" commands, these buildings would be invisible, leaving only the sentry shadow, Dispenser screen or teleporter effect.||No||Never Existed||Never Existed|
|Infinite Crit Exploit||An Engineer that had revenge Crits on the Frontier Justice could abuse a loadout-related glitch to gain infinite Crits for all weapons, including ones that don't normally Crit (such as the Southern Hospitality).||No||Never Existed||Never Existed|
|Powerjack Heal Exploit||A Pyro could switch to the Powerjack before an ignited enemy died from afterburn and still get the +75 health.||No||Never Existed||Never Existed|
|Permanent Regen Exploit||By disconnecting from the server mid-taunt with the Amputator, the healing effect would stay on all in the healing radius (through death and class change), until they disconnected or the map changed.||No||Never Existed||Never Existed|
|Surviving Kamikaze Exploit||Performing the Kamikaze taunt with the Rocket Jumper equipped to the primary slot will allow the Soldier to survive the taunt with no blast damage. This was removed and later re-implemented as a feature.||No||Never Existed||Never Existed|
|Spectator Halloween Gift Grab||Briefly during the 2010 Halloween event, it was possible to pick up gifts whilst in spectator mode simply by running the free camera into them.||No||Never Existed||Never Existed|
|Huntsman Reload Exploit||By switching to a different weapon and quickly switching back, it was possible to reload the Huntsman faster than intended.||No||Never Existed||Never Existed|
- ↑ LotusClanChannel YouTube - Building a dispenser on the payload cart (2008-12-12), retrieved 2010-10-22.