Killing Floor

13 mistakes

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.

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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.

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Bug: Water Works: There is a railing next to one of the trader locations where sometimes the smaller Zeds, most commonly a Clot or Siren, will get stuck on top of it and move around in circles.

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Audio problem: The various versions of the Scrake, including the Halloween and Circus Scrakes have chainsaws on their right arms. However, three Christmas Scrake has just a giant ice knife for a right arm. Yet you can still hear the sounds of a chainsaw when he is near despite not having one.

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Bug: It is unknown what causes the glitch, but sometimes when you select your perk, even if it's high like level 5 or 6, it will show you on the score board as level 0 and you even have level 0 effects.

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Bug: Evil Santa's Lair: At the top of the stairs next to the storage containers, there are some candy cane colored present boxes next to the door. If you open the door, you can see the corner of the box protrudes through the door.

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Bug: West London: Next to the bank, there is a large fence gate that can be shut and welded. This is next to the bridge, where Crawlers spawn on top. If the gate is closed, this causes a glitch with the Crawlers as the come off the bridge, and will be on an invisible floor above the gate. They will be just walking around on nothing, hovering like sitting ducks to be shot.

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Bug: Sometimes when reloading a weapon or healing yourself with the medical syringe, the ammo or health counter will increase, but your FPS view of your hands shows no animation for these actions. This is usually caused by lag, but not always.

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Bug: Most notably with the M4, often times an assault rifle will be stuck unable to fire. It will act like I is firing, but just be recoiling with no bullets coming out nor the ammo count going down. You must switch weapons, then switch back to the assault rifle, then change it from semi automatic and then back to fully automatic to fix it so it can start firing again.

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Bug: Foundry: Sometimes a Clot will get stuck on the railings in the cat walks above and just be hovering in mid air.

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Bug: Offices: On the roof, the stair well to the right side of the building has a railing inside it. Often times a Crawler will get stuck colliding with the railing and can't go down the stairs. The crawler will sometimes even go to the end of the railing where it can get free, but then just double back and get stuck again walking into it.

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Bug: Offices: On the roof, sometimes a Crawler will get stuck behind the protective fence and be unable to do anything but pace back and forth chirping. A player must go up there and shoot it through the fence to finally end the wave.

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Bug: Suburbia: In the last wave, the Patriach will often get stuck against cars and just jump in place, unable to move.

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