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Blast jump state inconsistency

EthereaIZ · 13 Jul 2026 at 00:09 · permalink

I've been on a trolldier kick for the past week or so and something I've noticed that's really been bothering me is what appears to me to be an inconsistency in whether or not the game considers you "airborne from an explosion".

What I'm trying to do is a market garden without hitting jump. Theoretically it's definitely possible, a rocket alone with no extra help gives you just enough time to pull your gardener out and swing. I know it's possible because I've done it before, but a lot of the time the game just seemingly refuses to allow it, because it's not considering you airborne from an explosion, despite that being literally the only thing that put you in the air at all. I've tested this on locally hosted maps, and it just won't work. I've even tried dropping off a higher ledge with one of these micro rocket jumps to make absolutely sure I have enough time to swing, and still no dice.

Does anyone here have any remote idea why this is the case and why sometimes it'll relent and let it happen?

aim2please · 13 Jul 2026 at 01:23 · permalink

I would never do that, not enough control, but don’t forget to hold crouch at least

MikuMiku001 · 13 Jul 2026 at 07:31 · permalink

apparently if you have high ping it's easier to maintain the state for some reason

this seems to be true in my local testing but i havent tested in actual servers

EthereaIZ · 13 Jul 2026 at 07:57 · permalink

ping certainly sounds like something feasible to blame and it's what i assumed was the problem before i really thought about it but in my personal experience it seems unlikely. i get a consistent 30 to valve servers with spikes being extremely rare. despite this, there will be random points during a match where it suddenly seems to work, with no apparent feeling of excess latency or displayed latency on the scoreboard. then it just stops working again.

maybe next session i'll pull the netgraph up and see if i notice anything

ExorBR · 13 Jul 2026 at 12:31 · permalink

The game checks if you're grounded every tick to every 7 ticks, depending on your connection. If you're playing on a local server with net\_fakelag 0 you're probably getting the check happening every tick.

If the ground check happens, it will be between when the rocket detonates and when you actually leave the ground, which will remove the market gardener crit.

It should work better if you play on an actual server or use higher net\_fakelag on a local server but it will still be random.

You should check https://www.dropbox.com/s/jr00chyg20vuibd/Review.pdf?dl=0 if you want to learn more about how the game handles movement.

mishachi · 13 Jul 2026 at 14:00 · permalink

Pretty sure Ra33ws is correct on it being a tick based issue. The inconsistency of it marking you as airborne or not when projecting from an explosion without a manual jump.

One thing I found interesting (though im unsure if it actually mattered) was that back when I played on 60HZ, I was nearly always detected as explosive jumping when doing grounded jumps leading into a pogo (in other words, I held crouch > fired behind on ground without manually jumping > transitioned to a pogo) and I would nearly always get Markets to register just fine when I'd hit an enemy (aside from the random noreg here and there).

However, once I upgraded to 165HZ, Trolldier felt much more inconsistent in terms of noregs and butter markets when I wasnt manually jumping. I'd be interested if anyone knows if refresh rate could affect Trolldier at all since im not that knowledged on the technical side of Source. It could all be placebo on my end, but I feel like I was definitely more frustrated with Trolldier specifically after the upgrade where every other class felt great. I know Demoknight can turn faster on 60HZ which makes me wonder if I really was feeling a placebo or if something else was happening under the hood.

muratusta7 · 13 Jul 2026 at 15:36 · permalink

Yo where’d you get/find this doc? Don’t recognize your username from yt/tftv and was pretty impressed skimming through this

ExorBR · 13 Jul 2026 at 17:02 · permalink

I found it on the Tempus Network discord.

RobbzeKINGEN · 14 Jul 2026 at 00:07 · permalink

Its called a quick hop and doesn't work on local servers unless you use net_fakelag.

Crouching before a quick hop makes it inconsistent. Just shoot the floor (no crouch or jump key)

ExorBR · 14 Jul 2026 at 06:02 · permalink

I just tested it on a local server with net_fakelag 20; not jumping+crouching and not jumping+not crouching were both similarly inconsistent.

EthereaIZ · 14 Jul 2026 at 09:09 · permalink

funnily enough it seems to make it work more frequently for me

not 100% consistent but consistent enough for it to feel worth going for

it feels so so good to spring at someone's face and bust it open with a shovel way before they expect you to