Gravity Geysers


Adeon Hawkwood

 

Posted

I'm a bit confused about the optimal way to use gravity geysers. The Wiki says:

"Geysers exceed the "hard cap" for Jumping Travel Powers. Using a geyser while such powers are active will often send the character wildly off course."

and

"Despite what General Hammond says, characters with superjump and superspeed should keep their travel power activated as doing so increases the ability to steer."

which is somewhat contradictory. However, I seem to be getting on OK, except for one specific geyser that leads northwest from Point Foxtrot in Firebase Zulu. I've found the little speck of rock at the destination with the flying pack, but whenever I enter that geyser, I never get anywhere near the target altitude. What gives?


 

Posted

Geysers in my experience is a skill that must be mastered, that is to say some people say never use traval powers were others rely on them to over come the limitations of the Geyser system.

There are two things i recommended to anyone who is trying to navigate the shard with powers other then fly and tp

1; Make sure you are entering the geyser from the front, there is a path leading in to the geyser entering them from any other direction will do strange things to you normally resulting in a long fall and starting over.

2; buy a jet pack just in case..... even when you have got the hang of the geysers sometime seems they just don't toss you were you expected them too, so geysers even seemed aimed to do just that.

The only other thought i could think of that may be helpful other then the old mantra.
"If at first you don succeed try try again then buy a jet pack"
Would be download the map pack from the badge-hunter, the vidiotmap pack shows were all the geysers go they have green lines that depict were they will shot you off to helpful.


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Posted

Quote:
Originally Posted by Thunderforce View Post
I'm a bit confused about the optimal way to use gravity geysers. The Wiki says:

"Geysers exceed the "hard cap" for Jumping Travel Powers. Using a geyser while such powers are active will often send the character wildly off course."
Wrong. Well, for some powers. Using superspeed and running at high speed into a geyser would be bad. Walking into a geyser with superjump active will not throw you off-course and will let you steer in mid-air.

Basically, the geyser flings you through the air and any power that gives 'air control' is helpful (SJ, CJ, IR, etc). Having flight as a back-up is very useful.
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Posted

Quote:
Originally Posted by MementoMori View Post
...download the map pack from the badge-hunter, the vidiotmap pack shows were all the geysers go they have green lines that depict were they will shot you off to helpful.
The green geyser path lines were added to the Minimap a long time ago. You don't need the map pack to see them.


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Posted

I just use Combat jump and sprint, never needed any mid air control.
Tho i do have fly for the inevitable "Oh snap' moment.


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Posted

Quote:
Originally Posted by First Son View Post
I just use Combat jump and sprint, never needed any mid air control.
Tho i do have fly for the inevitable "Oh snap' moment.
Combat Jump includes MovementControl, which is what we are referring to when we say "air control". It lets you change direction more easily instead of keeping your current momentum in the air. According to City of Data, it even has a higher value than Super Jump does.


 

Posted

Okay, listen and listen closely. I'm quite a vet of the Shadow Shard. If you turn off ALL powers and step into the geyser from the "trail" leading into it at the front as a previous poster mentioned.... and then don't touch ANYTHING... don't touch your keyboard at ALL.... the geyser will land you where you are "supposed" to land.

I've done this countless times. The geysers are simply the fastest way to get around the Shadow Shard, once you learn where they are and where they go. Use Vidiotmaps, it's awesome. And the Reveal power if you have it by now.

But yes, having the Jump Pack is handy if you mess up and press something when you're geysering.


 

Posted

Quote:
Originally Posted by Westley View Post
Okay, listen and listen closely. I'm quite a vet of the Shadow Shard. If you turn off ALL powers and step into the geyser from the "trail" leading into it at the front as a previous poster mentioned.... and then don't touch ANYTHING... don't touch your keyboard at ALL.... the geyser will land you where you are "supposed" to land.
If you don't touch anything on your keyboard at all while in flight, any powers you have active aren't doing anything to your trajectory anyway, so you should still land in the right place, providing you gently entered the geyser from the correct direction. I love the shard and I frequently use both SJ and SS with no problem on the geysers using that method.


 

Posted

Quote:
Originally Posted by Master-Blade View Post
Combat Jump includes MovementControl, which is what we are referring to when we say "air control". It lets you change direction more easily instead of keeping your current momentum in the air. According to City of Data, it even has a higher value than Super Jump does.
Ahh. I didn't know that lol, thank for the info MB


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Posted

Quote:
Originally Posted by Master-Blade View Post
If you don't touch anything on your keyboard at all while in flight, any powers you have active aren't doing anything to your trajectory anyway, so you should still land in the right place, providing you gently entered the geyser from the correct direction. I love the shard and I frequently use both SJ and SS with no problem on the geysers using that method.
The problem is that unless you take your finger off the forward movement key the instant you enter the geyser, you will throw off your trajectory by a lot if you have a power enabled that gives you movement control. Sure if you step in and don't touch anything you'll be fine but in my experience it requires a light, fast touch to pull it off. Having all powers disabled means there's much less requirement for finesse.


 

Posted

I only use travel powers BETWEEN geysers, getting from geyser to geyser, and I've never had a problem.


 

Posted

I strongly suggest skipping the geysers and using the raptor packs.

But, honestly, people just never went to the Shadow Shard too much period. The geysers were one of the big draw backs. I - among others - posted that something needed to be done about this zone because of the issue with the geyser and suggested the flight packs as a way to get around there as the zone was easier to navigate for those with fight and those with teleport self (which I always though required the use of Hover to make functionally usable).

Any kind of additional movement speed into the geyser can effect your geyser travel path - and that includes Swift and Sprint.
Like I said, some people used to swear by them. I always thought that they were a pain in the butt.

I don't know anything about these green lines on the maps. I've never seen them. Maybe I didn't notice them, but I was just running Shadow Shard arcs not long before the Winter event hit - and I don't remember seeing them then. I'll have to go back and take a look.


 

Posted

Quote:
Originally Posted by Thunderforce View Post
except for one specific geyser that leads northwest from Point Foxtrot in Firebase Zulu. I've found the little speck of rock at the destination with the flying pack, but whenever I enter that geyser, I never get anywhere near the target altitude. What gives?

The OP is correct on this point though. There is a geyser in FBZ at Point Foxtrot that just goes nowhere. I remember trying to figure that one out years ago. It looks like it's supposed to reach an island, but comes no where close.


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Posted

Quote:
Originally Posted by StarGeek View Post
The OP is correct on this point though. There is a geyser in FBZ at Point Foxtrot that just goes nowhere.
Thanks. If it's not just me, I'll stop worrying about it.


 

Posted

Quote:
Originally Posted by StarGeek View Post
The OP is correct on this point though. There is a geyser in FBZ at Point Foxtrot that just goes nowhere. I remember trying to figure that one out years ago. It looks like it's supposed to reach an island, but comes no where close.

If you jump when you enter that geyser you go high enough to hit your head on a small invisible island which causes a large mushroom to sprout and fall off that island. If you catch it, you then unlock the secret Growth Power.


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Posted

Quote:
Originally Posted by The_Alt_oholic View Post
I strongly suggest skipping the geysers and using the raptor packs.
Well, the geyser travel speed is much higher than the raptor pack so I think it's still worthwhile trying to use the geysers. Just make sure to have the raptor pack as a back up.


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Posted

Quote:
Originally Posted by The_Alt_oholic View Post
I strongly suggest skipping the geysers and using the raptor packs.
I disagree. I almost never use a raptor pack in the shard, relying on a mix of super jump and geysers to get around. When I do TFs I am frequently the fastest person on the team. Geysers take some practice to learn but once you do they are significantly faster than the raptor packs. There are a few places with no convenient geyser route and the packs help there but most of the time the geysers are faster even for people with speed capped fly.


 

Posted

Quote:
Originally Posted by The_Alt_oholic View Post
I strongly suggest skipping the geysers and using the raptor packs.
And if you go to a resort in the winter, I strongly suggest saying off the snow.

The geysers are FUN!


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Posted

Quote:
Originally Posted by Zombie Man View Post
If you jump when you enter that geyser you go high enough to hit your head on a small invisible island which causes a large mushroom to sprout and fall off that island. If you catch it, you then unlock the secret Growth Power.
Dagnabbit, Zombie Man! Now I'm going to go to bed with the sounds of that video game in my head.


 

Posted

Quote:
Originally Posted by SerialBeggar View Post
The green geyser path lines were added to the Minimap a long time ago. You don't need the map pack to see them.
It's true that the mini-maps do have (most of) the green lines for the geysers now, but the map pack still provides valuable information to supplement that. You get all other geysers that are missing from the regular map, optimal zone connection paths both using and between geysers, and boundaries for islands that are stacked on top of each other.

For example, this detail of Cascade Archipelago:


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Posted

I just did SSTF 4 for the first time ever (in, ahem, 42 months of play and counting). Wow.

But what a pity that the Shadow Shards have only an infant version of the zone contact system, with tedious repeatable missions. I would love to see Hammond et al gain a proper zone story arc that would make it worth spending time in the Shards.


 

Posted

Quote:
Originally Posted by Thunderforce View Post
But what a pity that the Shadow Shards have only an infant version of the zone contact system, with tedious repeatable missions. I would love to see Hammond et al gain a proper zone story arc that would make it worth spending time in the Shards.
Yep, it's a beautiful zone with a challenging enemy group and no one goes there because the missions are horrible


 

Posted

I was just reading this thread and the whole "Powers Off" thing and "Entering at the right speed" thing and now I have to ask a question, and keep in mind that I'm new and have never seen this zone yet.

I have a Claws/SR scrapper with both Swift and Quickness, neither of which can be "turned off" is this going to give me a problem when I finally reach this stage in her development?


 

Posted

Quote:
Originally Posted by Hube02 View Post
I was just reading this thread and the whole "Powers Off" thing and "Entering at the right speed" thing and now I have to ask a question, and keep in mind that I'm new and have never seen this zone yet.

I have a Claws/SR scrapper with both Swift and Quickness, neither of which can be "turned off" is this going to give me a problem when I finally reach this stage in her development?
Not a lot, the bonuses they give are very small and jump speed matters a lot more than run speed. As I said above, I've entered geysers with Super Jump and Super Speed turned on with no problems.


 

Posted

Quote:
Originally Posted by Hube02 View Post
I was just reading this thread and the whole "Powers Off" thing and "Entering at the right speed" thing and now I have to ask a question, and keep in mind that I'm new and have never seen this zone yet.

I have a Claws/SR scrapper with both Swift and Quickness, neither of which can be "turned off" is this going to give me a problem when I finally reach this stage in her development?
Quote:
Originally Posted by Adeon Hawkwood View Post
Not a lot, the bonuses they give are very small and jump speed matters a lot more than run speed. As I said above, I've entered geysers with Super Jump and Super Speed turned on with no problems.
This, I can use both SS and SJ without an issue, but I've been doing it for a while, so I'm used to how it behaves. lol

...and as a couple of us noted.. as long as you don't press anything while you are in flight, it should bring you to the intended destination anyway, or at least reasonably close.

Buy the flight pack anyway as a backup, cause even Veteran geyser travelers can run into a moment of lag or something else that may cause you to have to start back at the beginning again if you don't have a backup plan. lol