Griefing General - Wherein we discuss ruining the game for everyone else

Recoil

Tactical Autism Response Division
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Mar 11, 2019
What's your favorite multiplayer game, and what's your favorite way to cheese it? Do you have a shitty tactic that puts you in the top 3 every time? What was the first multiplayer experience you actively ruined for everyone else? Share your methodology and poisonous behavior here.
 
It's a travesty that it is no longer what it used to be. There are so many inbuilt report systems now that you can hardly get away with what you could five years ago and even at that point the crackdown was so well under way in online titles it was already worlds away what it was like back in the early aughts.

The most memorable things I've done aren't even all that notable or interesting. Just funny at the time. Sometimes it is the classics, such as body blocking which are the funniest and most effective. It's something I've been able to get away with in games for almost two decades now and hardly any have come up with a way to deal with it.
 
TF2.

Don't care about top 3 or k/d because the game is easy enough where you don't have to try hard to maintain a good k/d or score. What I like doing is:

-Loch n Load in Turbine vents
-Charging the Cow Mangler and shooting at chokepoints
-Same with the normal grenade launcher
-Scorch Shot to charge Phlog on Turbine, going through vents, and running up to the enemies spawn
-Normal flamethrower for more air bursts to blow enemies off the edges of open maps
-Once in a blue moon I'll pull out the flying guillotine and just chuck them for that sweet tick damage

Yeah, I'm an asshole. But I don't get upset if it's done to me, it's just the nature of the game. I used to get angry but now I just have a laugh and enjoy TF2, it's too fun of a game to get ultra butt hurt over. Give it it's roses while it's still here and all that.
 
I used to like dicking around on Gunbound -which was basically a Worms-clone, but with cartoony-ass vehicles. There was a mobile called Bigfoot, which was kind of seen as the noob-mobile -so people would already make fun of you for playing it- and it was loads of fun to dig underneath the map by intentionally choking shots to blow up the ground in front of you and fall down the hole -which would earn you even more mockery in the chat, until they realized you were being retarded on purpose. By that point it was usually too late. Underground you could grief other players by doing things like undermining their spawn points so they would just eternally fall to their deaths upon respawn, or getting teammates to teleport into the hidey-hole and trigger strikes from the Thor satellite laser from directly under them for pointblank precision sky buttfucking.
 
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Any ideas of griefing a MOBA, to be more precise DOTA 2, without screwing up your own team too much?
DOTA 2 offers lots of griefing opportunities such abusing the tower denial mechanic, too bad it makes you lose too.
Next time I play with 4 fucking Russians in my team I'm going to grief the shit out of it.
 
I like finding those team fps that have a console command to kick persistent tk'ers without a vote, then I join a friendly fire enabled server and run around shooting at my teammates legs until they kill me.
 
I still have good memories of burning down giant Tree Forts in Minecraft; Best one was when I was able to pin it on my Minecraft neighbor and his house got dumped in lava by the Tree Fort owner.
 
>csgo
>walk into russian awper
<fackin noob men(((
>repeat until russian is banned
 
Titanfall 2 (of course)

Using the Softball Grenade Launcher - no aiming skill required, just shoot in the enemy direction and you land a kill
Smart Pistol Boost - it's literally an aimbot weapon
Tone Titan Chassis- 4 shots to spam target seeking missiles without cooldown and has a Force Shield

I made more enemies than friends by now.
 
The Left 4 Dead games are amazing for griefing. Especially on Expert/Realism mode.

Waiting until you're pretty far into a campaign, then killing one or two of your teammates, then immediately voting to restart the campaign will sometimes trick people into voting yes by reflex thinking it's a vote to kick the person who killed their team.

Starting event triggers before everyone is ready is also fun. Especially if you run far ahead of everyone else and activate the horde.

Picking up downed teammates takes a few seconds and it indicated by a progress bar. If you let go of the button or get pounced on or caught by a special infected, the downed teammate falls back down. You can piss them off pretty easily by just letting go of the button every time the bar is almost full.

When using med kits, both you and the person you're healing are locked into place. Plenty of good places to do that in.

With certain mods, you can also spam certain voice clips, including ones where your character is screaming in pain. There's no cool down in between using voice commands, so you can just repeatedly do this over and over. One time, I was caught by a smoker and died but no one noticed because I kept spamming one of the voice commands.

Running ahead and using up the health items in the safehouse in the end will assure that your team will be severely handicapped for the next level.

There are even level specific ways of ruining the fun for everyone.

In Dead Center's finale, you can blow up the fuel tanks that your team has to travel long distances for which cause them to respawn in the areas you have to get them in. Often times, players will stockpile the gas cans by throwing them down to the ground floor where the car you need to escape in is, and by shooting one, you can set up a chain reaction that destroys a large number of them.

In Swamp Fever, during the first level, there's a ferry boat your team has to go on to progress in the level. If you have a molotov, you can throw it down while you're all riding and kill everyone on it. No one can escape. This is right after an exhausting and difficult horde encounter while waiting for the boat to arrive, so most players will just quit out of frustration.

In the Scavenge mode of No Mercy's rooftop, there's an exploit where if the cans somehow fall off the rooftop, they'll be stuck at the bottom and you can't get them back without someone jumping off and shooting them on the way down to their death. (And that in of itself is hard to do as they're very hard to see with the blue fog covering the cans' glowing blue outlines) Nothing like ruining a close game than secretly sabotaging your team with no one looking and watching them frantically looking for the last couple of cans and not knowing where the fuck they went.

In versus, you can also attack your own teammates as the infected and mess up potential ambushes. You can also vote to turn All-Talk on which people absolutely despise for some reason. Maybe it's because it gets in the way of voting to kick somebody.

Best part is Valve pretty much abandoned the game years ago, so nothing is really stopping you from doing any of this.
 
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I used to mic spam poorly dubbed into English clips from Hentai in Team Fortress 2.
 
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I got away with using goatse as a spray in TF2. In Ace of Spades, I used griefing as a viable tactic by undermining areas of the map. One time, I was quietly destroying a bridge that the opposition was using to butt fuck us from behind while our team was going head on. One of my team mates was questioning what I was doing and gave him an honest answer and he joined me in destroying the bridge. It got to the point where I had three other people helping me with destroying the bridge and we managed to destroy it.
 
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I used to play a freemium FPS called Warface a couple years back, before it went to even more shit than it already was. It was developed and maintaned by Crytek, published by several different parties on different markets. The initial publisher in the EU was also Crytek, until they sold out to mail.ru and the cheeki breekis brought on the full force of their p2w shit. IIRC most of the players left for better games, either freemium (Warframe) or regular old Battlefield/CoD/whatever. Until those became riddled with microtransactions and other problems, but that's a topic for another discussion.

Spoilering 'cuz it's a wall of sperging.
WF was a pretty standard class-based shooter with 4 classes:
  • Rifleman: shoot stuff and supply ammo to your teammates. Uses assault rifles and machine guns.
  • Sniper: just shoot stuff and try not to die, you glass cannon. Uses sniper rifles and DMRs.
  • Medic: keep those reckless ray-tards alive, and don't shoot stuff, 'cause your range is shit. Uses shotguns.
  • Engineer: supply armour points to your teammates and deploy mines if you can. You usually can't. Uses SMGs and (sub-)compact assault rifles like the M4 SCW, H&K G36c, or the Sig-Sauer 552/553.
Usually, everyone wanted to play as a kewl sniper, noone wanted to play as medic and take the inevitable blame, and noone gave a shit about the engineer.

There were three types of in-game currency: "warbucks", the standard play money; "crowns", which trickled in by successfully completing the three daily missions for the first time and for completing the more difficult special ops; and "kredits", which were the MTX money.

Kills and completion time were scored, and both played a large part in the amount of crowns gained for completing a mission.

There were three combat missions every day with increasing difficulty, i.e. one "easy", one "normal", and one "hard". They generally lasted 10-20 minutes depending the difficulty and stage composition. There were standard "kill everything", "safari", and "boss" missions with different locales and sections in them. Safari was a variation on "kill eveything" as it took players on a vehicle (raft, APC, flatbed truck) and had them shooting targets located along a fixed path. Boss missions ended with taking down either a mech or a Ka-52 chopper with unguided missiles. They were FIM Stingers, for fuck's sake, make them homing at least, if a chopper's going to take ten of them! Locales were either a generic "favela", a generic "burnt-out area in the Balkans", or a generic "Chinese city", and later, "African oasis", with all of them having a randomized string of stages from their own distinct pools.

Special Ops, extremely difficult, multi-stage were introduced later. They took at least an hour, had varied ares, and required experienced teams of experienced player who knew each other's strengths and weaknesses and could compensate for each them.

Upon dying, players could either be resurrected by a medic, use a resurrection token, or wait until the next checkpoint and respawn. Checkpoints also refilled every kind of ammo. Riflemen could refill weapons ammunition, but not grenades or mines. Problem is, tokens had to be bought with real money, medics used the same regenerating "healing charge" for healing and resurrection, with resurrection needing and taking all of it, and checkpoints could be too far when it counted. The usage of resurrection tokens was unlimited initially, but was later limited to 1 per checkpoint in "hard" and "spec ops" missions. This generally meant teams had to take 2 medics for these missions, and it provided some quality griefing opportunities.
The game had dumb fucking r-tarded weapon balancing issues. One, the usual freemium shit of devolving into p2w unbalance with some guns being OP all around for no real reason other than "you didn't pay for those other guns, so fuck you".
Two, general weapon balance. As usual, manually operated firearms dealt more damage than (semi-)automatic ones when it came to shotguns and sniper rifles/DMRs, and premium guns compounded this by being too OP in comparison. Went doubly so for "legacy" guns which were walled off sometime in the first year of the game for what out of balance.

Examples: bolt-action 7.62 NATO Steyr Scout dealt more damage than the Barrett M107, a fucking .50 anti-materiel rifle, just because the latter is semi-automatic. Shotguns had two tiers of damage, "low" for (semi-)auto and "high" for pump-action, without regard to any other trait of the gun in question. Normal semi-auto shotguns ended up being unusable, since they didn't deal enough damage to kill anything in one hit, but having a low rate of fire for follow-up shots, so it was either auto or pump.

Except for the legacy USAS-12 with its drum magazine, ultra-high damage, and high rate of fire. So much salt. Other legacy weapons included the full-auto DMR "black" STAR-21, which had no recoil, and NERFed semi-auto variant later called "Navy Blue" was introduced later.

And the premium SCAR-L CQB, which was classified as an SMG and dealt more damage than belt-fed 7.62 LMGs, but had no appreciable recoil or spread.

Balance schmalance.
1: Concentrate on one single aspect of your class, ramp it up to 15, and blame everyone else. Very basic. For example, as a sniper, keep on murdering everyhing with body shots, minimizing kill score, and complain when you run out of ammo. "Isn't a sniper supposed to kill everything that moves?" As a medic, either be a combat-crazy murder addict "Well I need to close in 'cause the range on this Mossberg is shit", or stay back on your ass and only heal when absolutely necessary "It's my job to keep you fuck-sticks alive, stop running so far away!". Bonus points for realizing defibrillators (resurrection "weapon") are one-hit killers, and spending all your healing charges on defib kills, leaving nothing for the team.
Double bonus if it's a hard or spec ops mission, and you're necessary to keep around. Triple if you brought a buddy and they're also a medic, so they can kick you. Quad if your buddy either sabotages their kick-votes or quits when they kick you.
2: Hard and spec ops missions had friendly fire, so dropping a grenade on a safari mission was fun. There's nowhere to run when all of you are standing around on a cramped raft.
Double points if it's at the end of a mission, so someone will have to waste a resurrection token to reach the extraction point in order to get rewards. Extraction timer always takes longer (15s) than the resurrection timer (10s), so triple points if you time it right. Quads if everyone had already used a token. Quints if everyone except you had already used a token, and you quit while screaming apologies. Six million if it's a spec ops mission and you've made everyone waste an hour and a half in vain.

These all require people to act exceptional, but fear not, there was at least one software exploit. This was a lobby-based game, and sessions needed at least 4 people to switch their status to ready for the mission to start. When timed right, players could switch to "unready" just as the loading timer started, and exit the lobby. Double points if you're the only medic in a 4-player team. Quads if it's a hard "boss" mission.
Generally, using any OP weapon, especially the legacy ones. However, using the very accessible VSS Vintorez, a full-auto integrally silenced sniper rifle always made people ragequit. Regular gunshots showed up on the radar as blips, and silenced shots left no signs. Other snipers could be silenced, but using a silencer meant severe damage and damage drop penalties. None of that with integrally silenced guns.

This was also prime ground for medics dicking around. The semi-auto SRM-1216 shotgun was implemented in a very, very exceptional way. Instead of semi-auto, it fired in fast 4-round bursts, essentially emptying one quarter of the rotary magazine tube. Couple this with sliding attacks, and you have a recipe for tears, hair loss, and salt. Bonus points for using the USAS-12.

Checking if everyone brought their anti-mine boots and anti-flashbang helmets was always fun, usually there were two or three easy kills that way
 
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Darkmoon Covenant in the Darkroot Garden area. Many people will just see another blue and assume you're a Forest Hunter.
 
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