Report an Engineer Building Exploit

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Report an Engineer Building Exploit

Postby GTFO Gaming » 08 Sep 2010, 13:23

We appreciate any help from our regular players so if you have a screenshot of what you think may be an Engineer Building Exploit which isn't already shown in the Exploit Thread below. Please feel free to post it here and the clan will make a decision and update the Exploit Thread if needed. If you do not have a screenshot but can clearly describe the exploit, that would also be appreciated.

Engineer Building Exploits Thread

This thread will be cleaned on a regular basis so if your post has been deleted it is because your report has been dealt with and the Exploits Thread updated if necessary.
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Archived Updates

Postby GTFO Gaming » 08 Sep 2010, 13:32

Originally Posted 18 Oct 2008, 00:33
Update 1 wrote:Thanks for the contributions guys.

Luckyg, ctf_well and tc_hydro as well as the hydro expoit have now been added.

KK20, the turbine entrance to flag room is a good example of why the "can't be sapped rule" may be flawed. As turbine is a community map it doesn't necessarily follow the same set of rules as standard maps and the designer may well have intended buildings to be placed there.

OneManAndHisGun, roof of C has now been added.

Originally Posted 01 Dec 2008, 21:57
Update 2 wrote:The latest round of exploits have now been discussed and voted on.

OneManAndHisGun, the ledge on Goldrush Stage 1 has now been added to the list.

illstopemfloppin, the rocks on Dustbowl Stage 2 have not been added to the list.
While it does require an engi to jump build in order to get up there, it is possible to sap any buildings there by jumping from the cable reel. It is also reasonably easy to take buildings out with a soldier whilst out of sg range.

Dangerzane (now fission_chips), the badwater ledge you posted has been discussed and voted on by the clan and will not be considered as an exploit at this time.

Thanks r3loaded, the GravelPit shed roof has now been added to the list.

Originally Posted 24 Mar 2009, 17:50
Update 3 wrote:More updates following the latest expoit vote:
The MetalWork in Badwater has been added (reported by NachoDuck)
Another Egypt Stage 1 exploit has been added (reported by LuckyG/OneManAndHisGun)
An Egypt Stage 2 exploit has been added (reported by Clx/LuckyG/OneManAndHisGun)

A couple of cp_well/ctf_well exploits were also added a month or so back following a report in chat by Paranoid Android

Originally Posted 23 May 2009, 14:06
Update 4 wrote:Thanks ReTired the roof near the final capture point of Goldrush Stage 3 has now been added to the list..

Thanks LynxMukka for posting the 2fort screenshot, as I mentioned to you previously it will not be added to the list as it is a blatant exploit and advertising that it is possible could do more harm than good, thats assuming valve haven't already fixed it.

Originally Posted 28 Jul 2009, 17:31
Update 5 wrote:More updates following the latest expoit vote:
Spawn Areas in 2fort have been added (reported by Irritant)
Another Fastlane exploit has been added (reported by Vito/Father Dougal)

The Stage 3 Goldrush area near Blu spawn is not being added at this time as it does not offer a significant advantage unless an SG is built there and even then it can still be fairly easily dealt with.

2 Hoodoo examples were also voted on but will not be added at this time.

Thanks also to McGinge, ReTired, DataStorm, LuckyG & plodgeface for various reports & assistance.

Originally Posted 29 Aug 2009, 09:49
Update 6 wrote:More updates following the latest expoit vote:
The lumber area behind the mesh on ctf_sawmill and koth_sawmill has been added (reported by Sly Racoon/LuckyG)
The cliff ledges near first CP either end of cp_yukon have been added (reported by Father Dougal)
4 sheds and 2 walkways on koth_viaduct have been added (reported by Coxy/Vito/DataStorm)

Thanks also to Orv and Z4NZ1B4R for various reports & assistance.

Originally Posted 15 Nov 2009, 20:55
Update 7 wrote:A Thread cleanup update. Most of this is replies to DataStorm so I'll get the general stuff out the way first.

A general ruling for exploits has now been posted in the bans section.
Engineer Building Exploits: Rules & Reporting

KEY POINTS FOR EVERYBODY:
- Please check the exploits thread before posting an exploit here.
- Please post player reports in the bans section, not here.
- Please only post new exploit areas or relevant disscussion about an exploit in this thread.

To DataStorm
- The Hoodoo area you posted will not be added as several admins have said it is not an exploit area.
- The koth_harvest map is not on our servers so none of those will be voted on or added at this time although a record of the report is kept should this change.
- The Badwater area you posted will not be added as a spy can sap it
- The Sawmill mesh exploit may have been fixed by valve but its still an exploit area. It stays on the list on the basis that valve have fixed many problems which still seem to exist.

Originally Posted 24 Jun 2010, 14:50
Update 8 wrote:A Thread cleanup update

To DataStorm
- The Badwater area posted near last point had already been voted on, a spy can get there and there is no significant advantage as the gear can be destroyed easily.
- The Badwater roof near 2nd point has been added to the list.
- GravelPit area is an exploit and will be treated as such but will not go on the list for obvious reasons, if you want clarification then pm me.
- Fastlane roof was considered but dismissed, as CrooZin said its easy enough to get up there for spy.
- Doublecross sewer tanks will not be added as they can easily be jump sapped.
- The Gorge area posted is currently being voted on
- The Freight area has been added to the list.

To Wolfman, Diz
- The dustbowl stage 1 area near spawn gates is currently being voted on, in the scenario described by Diz however this will be treated as an exploit regardless of the vote outcome.

To Toaster
- The Hoodoo stage 2 area you posted has been added to the list

To UNDEAD10000
- The Sawmill area you posted is not generally being considered an exploit at this time
- The Doublecross small shed roof is currently being voted on
- The Doublecross roof above each balcony has been added to the list

In addition to these the area on Gorge outside of the Blu second spawn is being considered as exploit when built by the red team and is now shown on the list.

As always, thanks for your reports and contributions.
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To Be Reviewed

Postby GTFO Gaming » 08 Sep 2010, 13:57

These two areas are still to be reviewed:
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Reported by DataStorm (GravelPit)

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Reported by UNDEAD10000 (Upward Blu spawn)

Other Updates:
Veranmis, as previously explained the roofs on LT are considered as exploits and we are pursuing options to modify the map to fix the problem.

Coffin Stuffer, the badwater roof facing 2nd cap point is already considered an exploit
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Re: Report an Engineer Building Exploit

Postby Dr.Lancet » 10 Sep 2010, 15:53

Hello, I couldn't find anywhere better to post this and it's highly likely that many know about it already, but let me post an email here that I have sent to game ME regarding engineers and rank exploits.

"Hello, I have contacted you first about an exploit in your ranking system that can be performed on TF2 that you may or may not be aware of, also I have contacted you to request my rank be reset to the starting position.

To quickly gain skill points in TF2 a player may perform the following steps:
1. Select the engineer class
2. Build a sentry or dispenser
3. Use character custimisation (loadout or quick switch load out) to switch the melee weapon between the 'Gunslinger', a weapon included in the Engineer update, with any other melee weapon, or vice versa.
4. Touch a resupply cabinet. At this point any currently built buildings will be destroyed automatically, this would usually be accompied with points lost for each building but through this method no points are deducted.

A player can repeat this process very quickly through custom keys and the quick loadout menu to switch weapons.

I would request that my account have its skill points reset to the starting amount after gaining many points through this method that may cause others to lose their rank positions unfairly.

Thankyou for reading."

Feel free to ban me or whatever, though you won't see any more unusual activity on my account in regards to ranking I should think.
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Re: Report an Engineer Building Exploit

Postby Orv » 10 Sep 2010, 16:29

It's the same if you change class from Engineer and then back.
And I doubt anyone would ban you for that.
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Re: Report an Engineer Building Exploit

Postby Dvveh » 10 Sep 2010, 19:11

or simply build a sentry, pick it up and deploy it again. Same story.
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Re: Report an Engineer Building Exploit

Postby Hito » 06 Feb 2011, 11:20

I'm not sure wether this has been discussed or not.
Can Engineers build on the roof over the bridge in 2Fort ?

ctf_2fort0025.jpg
Engies on da rroof !!


Been wondering about this for quite some time now.
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Re: Report an Engineer Building Exploit

Postby GTFO. Ragostini » 06 Feb 2011, 11:22

No Hito, they can't.
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Re: Report an Engineer Building Exploit

Postby Russian Guyovich » 06 Feb 2011, 11:30

Think of the rule generally being the following:

If the sentry is built in a spot where the spy cannot sap it without the aid of a teleporter to get there, it's an exploit.
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Re: Report an Engineer Building Exploit

Postby -NanoCorp- CyberPower » 06 Feb 2011, 12:43

Why is the roof of GPit C point considered an exploit?
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You can jump on it as any class, even a heavy without GRU :?
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Re: Report an Engineer Building Exploit

Postby Hito » 06 Feb 2011, 13:11

GTFO. Russian Guyovich wrote:Think of the rule generally being the following:

If the sentry is built in a spot where the spy cannot sap it without the aid of a teleporter to get there, it's an exploit.


That's what I've been trying to tell them, but they wouldn't listen. However they did stopped building there. :)
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Re: Report an Engineer Building Exploit

Postby GTFO. Luckyg » 06 Feb 2011, 14:22

-NanoCorp- CyberPower wrote:Why is the roof of GPit C point considered an exploit?
Image
You can jump on it as any class, even a heavy without GRU :?


i think that one is on the list as while you can get up there, you cant really get up there without notice and its hard to run along the invisible little ledge
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Re: Report an Engineer Building Exploit

Postby -NanoCorp- CyberPower » 06 Feb 2011, 15:12

GTFO. Luckyg wrote:i think that one is on the list as while you can get up there, you cant really get up there without notice and its hard to run along the invisible little ledge

Skill ≠ exploit...

I think kicking/banning people for something that is not an exploit but is simply difficult to counter is silly :?
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Re: Report an Engineer Building Exploit

Postby Dvveh » 06 Feb 2011, 16:16

A person will only get kicked/banned if he doesn't comply to what the admins tell him, and keep building up there even after the buildings are destroyed.

However I think it's fine that the place is "off-limits".
Same with all the spots on Granary. Easy enough to access as any class, but the advantage you get is too big as an engineer.
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Re: Report an Engineer Building Exploit

Postby GTFO. SiR-ROUND » 06 Feb 2011, 20:09

Hey Hito, thx.

Have a name? I recently had to destroy a camp on the bridge build by someone. Can't recall the name tho, but if this is the same person, Imma keep a close eye on him, because he knows not to build there after my warning.

If you have a name I will be able to remember who it was. :roll:
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Give me all the peace and joy in your mind...

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Next gaming rig purchase (Well..., wanted list):

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