Bug: Sometimes after pulling the pin on a grenade, the player character will inexplicably still keep holding the grenade without throwing it even after the mouse button is released. The player must repeatedly press the button few times to finally trigger the animation and throwing of the grenade.
Quantom X
11th Sep 2015
AVA - Alliance of Valiant Arms
11th Sep 2015
AVA - Alliance of Valiant Arms
21st Jul 2015
Killing Floor
Bug: A very annoying glitch occurs often with the Medic. Half the time the secondary fire medical dart, when fired at a team mate, won't make contact with the player and just phase right through them without healing. This is doubled when then players are moving around, especially jumping, which is almost always.
21st Jul 2015
Killing Floor
Bug: Stronghold: A player can go to the far back right tower of the castle and go towards the top. There is a window that if you jump out of of and land on the railing of the walk way down below, you can walk across an empty gap to a broken section of wall. Literally walking across air in a glitch that lets the player stand on a broken wall out of reach of the zeds. You can even stand on the air between the broken wall and the zeds can't reach you by themselves, only ones able to hurt you is the Siren's scream and the Husk's fireball. This is an exploit that allows a player to just sit there and pick off the zeds with no danger except from Husks and Sirens. This does not work very well against The Patriarch as he has very lethal ranged weapons.
20th Jul 2015
Killing Floor
26th Mar 2015
Killing Floor
25th Feb 2015
Team Fortress 2
20th Nov 2014
Killing Floor
17th Nov 2014
Team Fortress 2
Bug: Scream Fortress 2014 - Carnival of Carnage: once the tickets are successfully taken to the top of the Strong Man game, Marasmus will send all players into a team decided bumperkart death match. But also on this map Marasmus will periodically cast one of three spells over all players, one of which is underwater mode. Well it's actually under Jarate, but it's technically still called underwater mode. The system for Marasmus' spells runs independently of the bumperkart system and they sometimes overlap. But the spells are not supposed to affect the bumperkarts. However, if Marasmus happens to be casting a random spell, and that random spell is underwater mode, and is cast at the exact moment everybody is sent to the bumperkart track, a glitch happens where the bumperkart track is underwater mode as well. This causes zero gravity which makes dying almost impossible, and if the bumperkart game happens to be Falling Platforms, then the match will carry on indefinitely until a full team either leaves the server or swims down to the teeth for suicide. It also makes Duck Collection and Bumpercar Soccer extremely difficult to play. In bumperkart games, any Marasmus spells that happen to be cast as the bumperkart match starts (Big Heads, Melee Only, or Underwater) will linger in bumperkart mode without a time limit. Big head does not really effect the bumperkart games, and melee only has no effect at all, but underwater is a total game breaking game changer.
8th Oct 2014
Call of Duty: Black Ops 2
21st Sep 2014
Team Fortress 2
21st Sep 2014
Team Fortress 2
21st Sep 2014
Team Fortress 2
21st Sep 2014
Team Fortress 2
21st Sep 2014
Team Fortress 2
21st Sep 2014
Team Fortress 2
21st Sep 2014
Team Fortress 2
28th Aug 2014
Surgeon Simulator 2013
28th Aug 2014
Team Fortress 2
Bug: For the longest time, since they came out with taunting in the game, there has been a glitch where you can move while taunting. A player runs at a ledge and taunts right before they reach the edge. From the player's perspective, the view would switch to third person as it usually does while taunting, but only for a split second before snapping back to first person as the player goes over the edge and they can move unrestricted. And any dialog the character would say while taunting would be cut off. But to any other players watching, it would appear the player's model would continue the taunting animation, but drop off the ledge and be sliding around while taunting. This lead to an exploit as well involving the High Five Taunt that could be held indefinitely, and would throw off the player model's hit box and making it difficult to hit, especially troublesome for snipers. (This glitch has been fixed now as of the update of May 19th, 2014, preparing for the new taunts to be added to prevent exploiting).
27th Aug 2014
Team Fortress 2
Bug: Sometimes when a player wearing an Unusual hat leaves the server, the effect of the Unusual will stay hovering in the air where they last were and will stay there until the server resets. It will only be visible to some players though. For example, a player has on an Unusual hat with the Orbiting Planets effect. They leave the server and another player goes to the spot where they last were and can see just random miniature planets circling around in a spot levitating above the ground at about eye level.
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