Search the Community
Showing results for tags 'glitch'.
-
Hello community, as I've seen many active glitch-users on Whiteout on public games & PUG I want to report some of them here - but I guess there are more... GDI: To Hand-of-Nod avoiding Turret triggering: this is where you start.... Silo side soft border starts here - 10 seconds... plenty of time to reach a safe spot Note: Turret can detect you on the wall... but unless the Turret is already pointing that way he won't shoot you... jump down to HoN... or follow the reticle To Refinery (Turrets will detect you): move close to the rock otherwise you're still "out of the map" and soft border countdown runs out... run to Refinery using the left wall as cover.... Turrets will shoot... Stank shortcut: if GDI is lucky enough to get a stank... drive on top of the rocks next to HoN and hop down.... PP shortcut: climb the rocks at the right side of the infantry entrance of Nod base... Nod: Stank shortcut to Barracks / PP: once on top of the rocks both GT should spot you... I'm pretty sure there is a way to avoid GT detection completey (without distraction!) but I didn't test it that elaborately :-/ Stank shortcut to Refinery avoiding GT detection: start here get on top of the rocks or wall [most will fail here *lol* but once you know how it's really easy..] wait for the harvester to cover you... or ask a teammate to distract the GT... and thats it :-/ I hope Whiteout gets fixed next patch.... :-) Regards, Sn4ke
-
Hey, guess this is common knowledge by now, but no one posted this before... If you start shooting with the LCG and reload during the spin-up (before actually shooting) you won't have any spin-up the next time you use the LCG and fire instantly. This is a tremendous advantage for the LCG in infantry fights and completely nullifies the intention of a spin-up. Note: if you swap weapons (EMP / AT / C4) you'll have to reload during the spin-up to get the instant-fire glitch again. Regards, Sn4ke @yosh56 / @ShrewdTactician
-
Preliminary Bug Report: Under [created by: @Nielsen ] [ @Ruud033 / @Henk / @kenz3001 ] Hey guys, it's time for me to muck out my screenshot folder again. Somewhere I've written down the initial harvester drop times, but I can't find 'em anymore Doesn't really matter anyway. There's hardly an Under match without one harvy getting destroyed at map start. And I think the initial droptimes just vary a few seconds and the Ref->TibField->Drop times are pretty equal. But again... it's too theoretical anyway. I just like to mention it here for the record. Stuck spots: Note: I'm pretty sure I missed various stuck spots. At least one near Silo - maybe someone else can post it here? Other collision related stuff: Glitch Nukes: Misc.: Regards, Sn4ke
-
@Ruud033 @Schmitzenbergh Hey guys, on Arctic Stronghold it's possible for (at least) a stank to climb up the hill besides the GDI Base to get on the infantry path and also further out of the map. See the images below: It takes some time to get there, because you have to sprint at the right angle, but someone on the marathon server exploited that today. I would appreciate it, if you guys could block this path. Regards, Denuvian
-
So we all know that in Renegade X there's a lot of debatable plays one can pull off. Some of these are considered glitches and are illegal on all servers (getting vehicles on infantry-only zones) while some are tolerated or even considered natural (jumping into airstrip tower on flying maps). The examples I gave above are kind of extreme, but there's a lot of actions that cause confusion and their legality depends on the server/admin of the server that you ask/the mood of that admin. So, to sort things out and to prevent myself & other players from whining that the other team should not have done this or that because it's a glitch, I'd like to request that a CT admin (or maybe even make a game-wide rule set for that? Idk if it's realistic) clarifies all the controversial actions and states which are allowed and which aren't. To list some of such: - flaming humvee/buggy - flame tanks firing through the back of barracks - invisible remotes on a stank - hiding beacons inside the lights at the end of airstrip - driving some vehicles (like Nod APC) backwards down the hill for highly increased speed - invisible (thus not disarmable) mines at HoN MCT on some maps - partly invisible (disarmable) mines at HoN MCT on some maps - climbing building stairs on the outter side of the railing - placing beacons that partly blend into the walls of GDI PP (still disarmable) - same as above when you blend beacons inside no-collision rocks where you can only see bits of them - there's a spot like this on Snow next to WF front door - disarming beacons through the wall of a building (can be easily done in WF) - Walls: entering Nod base with tanks by jumping the wall on the airstrip side - Whiteout: infiltrating Nod base by walking out of the map (https://youtu.be/7AtBrmhozjw?t=826). I think there's a similar path to GDI ref as well. - Gobi: b2b sniping - Under: jumping on top of Nod PP - Complex: hitting HoN from just in front of the GDI base (central part) with gunners/rocket soldiers/MRLS And there's probably many more that I didn't think of here. Also I didn't list the ones that I consider fairly obvious (like b2b airstrikes on Islands).