Exploits

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I have considered an appropriate punishment for the good-for-nothings responsible for this horrendous breach of conduct. Death, of course—but death is too good for disappointments such as these.
The Administrator

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.

Contents

General Exploits

By Class

Scout Exploits

Soldier Exploits

Pyro Exploits

Demoman Exploits

Engineer Exploits

Building Exploits

Medic Exploits

Sniper Exploits

Spy Exploits

Map Specific Exploits

2Fort

Badlands

Dustbowl

Stage 1

Stage 2

Stage 3

Gold Rush

Granary

Badwater Basin



Gravel Pit

Hydro

Steel

Viaduct

Well

Doomsday

Barnblitz

Mann Vs. Machine

Patched Exploits

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.[1] 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

Update history

October 5, 2007 Patch
  • Fixed teleporter/spawn doorway exploit.

November 7, 2007 Patch

  • Fixed exploit that allowed players to teleport with the intelligence

November 20, 2007 Patch

  • Fixed jump/taunt exploit

March 20, 2008 Patch

  • Plugged an exploit where the server could send executable code to the client

April 29, 2008 Patch (Gold Rush Update)

  • Fixed exploit where clients could start benchmark mode on servers
  • Fixed drowning exploit that allowed players to regenerate health
  • Fixed reload exploit that allowed plays to fire instantly after switching weapons
  • Minor fix to stat gathering to prevent players using sv_cheats to easily garner achievements
  • Fixed a clip brush exploit outside blue Sniper deck on 2Fort

April 30, 2008 Patch

  • Fixed potential "nuke" exploit in rcon subsystem

May 2, 2008 Patch

  • Fixed exploit where players could drop weapons onto the ground for other players to pickup

February 18, 2009 Patch

  • Fixed loadout exploit

July 14, 2009 Patch

  • Fixed setinfo exploit that allowed restricted convars to be set while connected to a server
  • Fixed "jointeam unassigned" exploit
  • Fixed being able to respawn during the chat time before a level change
  • Prevented some exploits based on mat_dxlevel being changed in-game

August 13, 2009 Patch

  • Fixed an exploit where the Huntsman could be reloaded faster than intended.

December 7, 2009 Patch

  • Fixed Spies being able to disguise while performing a taunt.

April 30, 2010 Patch

  • Fixed the Engineer being able to build more than one of each type of building.

July 9, 2010 Patch

  • Fixed a bug that allowed sapped buildings to be picked up by the Engineer

July 19, 2010 Patch

  • Fixed a bug where Teleporters could be given more than their normal amount of health.

July 21, 2010 Patch

  • Fixed a speed exploit related to benchmarks

October 18, 2010 Patch

  • Fixed a Sentry Gun exploit that let Engineers build multiple sentries
  • Fixed Engineers being able to build level 3 mini-sentries using The Wrangler

October 19, 2010 Patch

  • Fixed another Sentry Gun exploit that let Engineers build multiple sentries
  • Fixed Engineers being able to build level 3 mini-sentries using The Wrangler for real this time

December 2, 2010 Patch

  • Fixed Engineers being able to destroy sapped buildings by issuing the command directly in the console.

February 22, 2011 Patch

  • Fixed a server crash exploit caused by malformed network packets

February 24, 2011 Patch (Community Map Pack Update)

  • Fixed another server crash exploit caused by malformed network packets

March 10, 2011 Patch (Shogun Pack)

  • Fixed clients being able to use particle exploits on sv_pure servers

May 6, 2011 Patch

  • Removed ConVars "r_portalscloseall" and "r_flashlight_version2" to fix a wallhack exploit.

June 23, 2011 Patch

  • [Undocumented] Fixed an exploit with the Chargin' Targe that allowed greater turning control than intended.

July 1, 2011 Patch (Patch 2)

July 7, 2011 Patch

  • Various clipping and exploit fixes on Barnblitz

August 23, 2011 Patch

September 2, 2011 Patch

  • Fixed a server crash exploit caused by invalid player viewangles

September 15, 2011 Patch

  • Fixed several exploit areas on Upward

October 13, 2011 Patch

  • An exploit with non-printable characters causing lag on Windows servers has been fixed
  • Various geometry fixes on Frontier

November 16, 2011 Patch

  • Fixed an exploit that allowed untradable items to be traded with Steam trading
  • Fixed a teleporter griefing position near control point B on Upward

December 16, 2011 Patch

December 23, 2011 Patch

February 2, 2012 Patch

  • Fixed Nobuild exploits on Foundry

February 23, 2012 Patch

  • Adjusted Blue team's func_respawnroom in stage 1 to be flush against the door on Dustbowl

April 17, 2012 Patch

  • Fixed being able to place buildings in nobuild zones
  • Fixed Red team Pyros being able to grief teammates by attacking them with the flamethrower and then switching to team Spectator during the attack.

May 10, 2012 Patch

  • Fixed a bug that allowed buildings to be built in nobuild/respawn volumes

June 28, 2012 Patch

  • Fixed exploit that allowed Beggar's Bazooka to indefinitely hold rockets in the chamber without misfiring
  • Engineers can no longer build Teleporters behind the spawn on Doomsday

July 2, 2012 Patch

  • Fixed exploit where the Scorch Shot could fire its short range kill pellet at the very beginning of the taunt

August 10, 2012 Patch

  • Fixed a Medi Gun exploit that could leave players indefinitely invulnerable

September 4, 2012 Patch

  • Added nobuild to stairs on center building where Engineers could build out of reach of Sentry Busters
  • Fixed an exploit on Mannworks to prevent players from getting to normally unreachable areas

November 16, 2012 Patch

  • Fixed an Mann vs. Machine exploit that allowed permanent ubercharge/critboost effects on non-Mann-Up servers.

December 20, 2012 Patch

  • Fixed an exploit that allowed players to be permanently invulnerable

February 1, 2013 Patch

  • Fixed exploit where players could be pushed into enemy spawn rooms by the Payload cart
  • Fixed a ConVar exploit that allowed malformed values to circumvent range checks

See also

References

  1. LotusClanChannel YouTube - Building a dispenser on the payload cart (2008-12-12), retrieved 2010-10-22.
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