• To perform a BASE-Boost, deploy the parachute before rocketjumping, then retract it after you jump but before you start descending. The base jumper has a hidden stat that makes you take 50% more knockback while it is active, which is what lets you gain way more speed with this technique. The speed cap the base jumper usually has while it is active only comes into effect while you are descending so retracting the parachute before that kicks in allows you to maintain that extra speed.

    Reposting this because I accidentally made it a text post instead of a video post, sorry bout that

    Also I'm working on an extended version of this video that shows more examples/use cases

    what I'm curious is how this compares to the crouch jump into crouch spam that (glitch)changes the player hitboxes that is the currently known best rocket jump

    (minor note, for some people who don't know crouch jumping in source games is actually crouching then jumping and not jumping then crouching)

    I think you are referring to C-tapping which is the common “jump further” technique though the base boost mostly sends you horizontally. I’m not very good at C-tapping so it would be a pain to try and compare and test this personally

    well either way I'm dumb and I just chcked the wiki :

    "While the parachute is deployed, knockback received from all sources (including self-damage) is increased by 50% in horizontal directions."

    the increased height probably wouldn't result in further distance than the +50% horizontal knockback

    I always forget some of these items have hidden stats

    Now that you mention it, I did try to do more vertical jumps with this technique but couldn’t jump higher than a normal jump, so yeah, mostly for horizontal jumps

    Fortunately tf2 is mostly horizontal maps

    How feasible is it to combine both C-tapping and Base-boosting to create the ultimate rocket jump?

    Haven’t tried it but it could be possible, you need some pretty good dexterity or some scripts to reliably pull it off due to needing to uncrouch press space twice while also firing and crouching afterwards. If you find success with it do let me know

    I haven’t noticed a difference, but maybe I’m doing it wrong. The reason ctapping works is your bounding box is closer to the ground shooting you further compared to a normal crouch jump, but since you base boost off the wall it doesn’t matter that you ctap or jump normally first, as long as ur hugging the wall.

    It also makes it way harder lol — Inputs go from jump, deploy+crouch+shoot, undeploy to crouch, uncrouch, jump, deploy+crouch+shoot, undeploy. So many inputs for a single jump

    The wiki states that the extra knockback only applies for horizontal movement, so it seems like it won’t help either way

    personally I bound the crouch functions to space bar along with jump because I never crouch aside from when jumping

    btw ive been using a secret bind to do this perfectly (use a + - alias to bind both jump and attack to mouse2 lol)

    the way it gives you pogojump/walljump speed from a single rocket jump, ive been mainly using it to suddenly surprise someone with a soldier bombing them at 1k Hu/s speed

    Cracked trolldiers dont need bind setups. They simply bind mouse2 to jump and crouch to spacebar then slowly relearn muscle memory.

    yeah ive been told that timing is a lot easier with mouse2 vs spacebar

    (ive gotten used to it before from quake but relearning it is a little annoying lmao)

    I say maybe a 3rd person perspective would be helpful. Cause without your comment I'm dumbfounded how it happens just by watching the vid

    I’ll try to get a third person view in the video I’m working on!

    You've done let the trolldier out of the bag now

  • Technically this tech is usable on Demo, right?

    Probably yeah, I don’t really play stock demo so I didn’t try it but I would imagine that this tech would also have uses on him as well.

    Doing this with two Sticky Jumper stickies clips you into the backrooms.

    Theoretically, you can have a 13-sticky SR pile on a nearby wall, jump, have a Medic apply stock Uber, place the last 14th sticky, and jump with the Base-boost tech

    you'd break the sound barrier before promptly slamming into the other side of 2fort

  • wait till htwo finds out about this

    If he didn’t know about it and this was his first exposure to it, he’s a fraud. Though realistically he probably knew about it already, either on his own or from Solar/someone else

    I taught him about it a few days ago.

    Meanwhile I had already known about the technique for a few months but didn't know the exact specifics (+50% horizontal knockback stat) until wget did research on it

    Now it's time to make my parachute video that'll spread this knowledge to just about every corner of the fandom, in detail

    can’t wait for the 2 weeks of casual after the fact

    Why would he hide it?

    The koth_Dusker incident

  • You should try out base boosted wall syncs, it lets you do some pretty insane looking jumps (example clip).

    Also since speedshots ground you, it refreshes your parachute, allowing things like base boosting off the wall into speed shot > ramp slide > wall sync with 2nd parachute. I’ve only been using it for a week but it’s definitely earned a place next to manntreads in my heart

    Yeah I saw that tech being used before in a frag movie by u/Genericdevtexture haven’t been able to replicate it though .😅

    He’s actually the reason I decided to try trolldier and practice rocket jumping lately, so yeah huge shout out to them

  • this plus mgetjane's base jumper analysis might cause the biggest meta shakeup since jungle inferno if enough people find out about it

    i can't believe anyone ever thought this thing was bad lol

    Solarlight seems to be working on a base jumper video too so if that gets posted, we might see a base jumper renaissance, which I’m both excited and terrified about.

  • Base jumper stocks will increase :))

    (no i dont mean the scrap value)

  • It's actually crazy to me that people are still finding new tech and shaking up the viability of weapons in an 18 year old game.

    The Base Jumper is so barack

    This was definitely discovered a long time ago, it’s just that barely anyone knew/shared it.

  • People finally loving base jumper, we are so back.

  • I might have to go try this, cool discovery.

  • This game is older then many of its players. And new* tech is still being discovered

    • its probably been discovered before. But its being more widely applied now. So for the wider comunity the effect is the same

    the old rocket jumper model...

  • This seems like prime liberty launcher shenanigans

  • I am so proude more and more people know about the base jumper's tech :)

  • I like how sometimes someone takes a look at weapon that community considers useless and finds out it's not that bad

  • QUICKLY SOMEONE TELL SOUNDSMITH!

  • Trolldier buff real

  • I mean that's a neat thing but I'd still want a banner, shotgun, or heck the gunboats are still a better option.

    Ok but like it’s really fucking cool

    But how practical is it though? Sure, you fly further but now you have less health to use on any enemies you're trying to bomb. If a pyro is there that knows how to airblast you're gonna have a rough time.

    Like I said its neat but it's not enough.

    You’re trading health for a faster jump that only uses one rocket, it gives people less time to react and can allow you to sync rockets better. You can bomb people from further away than they’d expect, and if you have a medic that overheals you, the extra self damage doesn’t matter as much.

    Also it’s really good on trolldier, since you won’t be taking dmg from rocket jumps at all and the speed you can get with the base jumper lets you do really cool jumps

    I'm not convinced.

    Well I won’t force you to agree it’s good, what I will say is that you should at least give it a shot and experiment a little.

    I'm good on experimenting, I use the hibernating bear set for shits and giggles.

    It is an undeniable positioning buff on the weapon. Any time you'd do a normal jump, such as to retreat, bomb a nearby enemy, deploy the chute above a nearby enemy, or move to a health pack, you can now do so faster while using less rocket jumps for longer routes

    This saves on self damage compared to not doing it, or lets you get into better positions faster while parachuting (provided the place you want to deploy it is nearby the place you started the jump)

    Is it as good at rapid traversal compared to the Gunboats? Still no, but...

    You can think of it like another line of blue text on the weapon. Not the entire reason to use the weapon (floating above enemies and killing them from above is the strongest appeal, and the Gunboats can't do that anywhere near as good), but it's still a perk that makes it better. A buff is a buff.

    I like to stay as a grounded soldier for the most part using shotguns and banners with minimal jumpings, I hate the fact that soldier has such options that lessen his health reduction when it's the whole point of the mechanic of rocket jumping. I'm mostly salty since I'm a heavy main and Heavy gets heavily screwed compared to soldier when it comes to maneuverability and then getting hit with the damage/accuracy nerf when revving up and the slow rev down time.

    Cool of you to have your comment though Solarlight, rare to get the trimping expert's opinion on this even if it on soldier.

    If it makes you feel better, the extra knockback on the parachute lets Heavy push Soldier away... into safety... wait, that's bad compared to the Gunboats where he would instead fall into the Heavy and die...

    Yes, we want to have the foolish soldiers jump right into us so they get shredded mwahahaha

    it still denies a base jumper pretty well, but they don't get punished as hard compared to gunboats. not sure why people keep mentioning heavy as a "counter" to the parachute specifically

    Well due to the slowed down nerf it received years ago, man I feel old saying that, it kinda becomes easy mini gun food if you're just floating there. Plus, not just heavy but Sniper easily can deal with you.

    If you're parachuting upwards you don't get slowed down. It only slows you down when you're moving downwards.

    Since the Heavy is shooting upwards, he'll push the Soldier up and remove the parachute's speed penalty. If the Soldier is smart and keeps the chute open while taking the bullets, and actually tries to strafe away from the Heavy, he'll fly out of danger really fast. He can also undeploy it before moving downwards to keep all of the extra knockback while descending. The only thing preventing this is people not being smart (and not knowing about this)

    None of this would happen with the Gunboats because the Soldier instead falls into the Heavy and dies.

    The same thing applies even more to sentry guns, which do more knockback and send the Soldier flying outside of the sentry's range really fast. You can also use them to surf really high into the skybox if you have overheal from a Medic, which is funny. Then since sentries take no damage falloff you can start sniping it from the sky.

    Also, Sniper can't really hit a strafing parachuter unless he gets lucky or is very good at the game. People overexaggerate how good Sniper is against this item, especially considering that the air control nerf was a complete lie by Valve, and considering most people you come across in Casual are pretty bad... Plus, you could just BASE boost towards him...

  • Can’t wait for that Vorobey video.

  • This dude can fly better than me on a rocket jump

  • Looks like a potential new meta.

  • so it is something like the claydeheamer?

  • Is this the trickle down balance dane mentioned a few years ago? 

  • damn it is was so excited I figured this out on my own only to find out so many people knew this 😭 still cool tho cant wait to see some cools tuff with this 👍

  • Ohhh Soo that why all base jumper solly seem to get way more mobile than I expected

  • I haven't used this tech in years, not since the base jumper was nerfed so that you could only deploy it once and not multiple times.

    I don't think there's too many situations you actually want to use this tech, since the Base Jumper is likely far more useful to prevent taking fall damage, although i'm sure there are some scenarios where doing a faster jump is useful.

    It’s useful for escapes on regular soldier, as well as for speeding up rollouts or bombing enemies.

    It’s way more useful on trolldier since you can still cancel fall damage with rocket cushioning and the possibilities for crazier jumps like double wall sync base boosted jumps

  • Wake up babe, new trolldier tech just dropped.

  • does anyone else hate these little micro movement/ min maxing every tiny movement things in games? I know its 99% because I cant fucking do them, but it pisses me off, whether its slide cancelling, b-hopping or whatever, it fucking annoys me, why cant a game exist where its a level playing field where its just basic movement and aim that determines how you play?

    Because it’s almost never intentional, people are naturally going to get curious and try to optimise things.

    I fully agree. Do you think the devs should iron out these things or leave them in? I think it alienates a lot of players, but the ones who have mastered it are the ones who shout the loudest.

    I’d say leave it in if it’s not game breaking or oppressive. I think that while newer or less-skilled players could feel like they are missing out, it doesn’t stop them from playing how they want to.

    i mean for tech like these, it's not like they're really gamebreaking, like 99% of soldiers either dont rocket jump at all or just do basic pencil jumps but they can still do really well and topscore and have lots of fun, it's not like you're really forced to learn jump map tech to "compete" in pubs

    The parachute is a weapon that requires knowledge of air strafing before you can even use it effectively. I don't think this weapon is the hill to die on. It's fine to have some weapons that are more advanced or difficult. TF2 has plenty of other classes and weapons that are more suited to newer players.

    Pyro was specifically designed to be ideal for players with bad internet connections. His jetpack is very simple to use and has little to no room for tech (aside from getting stuck in walls for double deploys, or getting double stomps, but both of these are very niche). His flames are intentionally forgiving to aim.

    Even in games with high movement skill ceilings like TF2 or quake the important thing is mastering the basics. Yeah, there's tech you can learn that might save your ass once in a blue moon but the vast majority of fights come down who is the better at the fundamentals. It's kinda like how in fighting games there are tons of crazy combos you can learn but what really matters is being good at the basics.