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Yes another boring Catalyzer-line Fix Idea.

11 replies [Last post]
Mon, 06/03/2013 - 12:50
Atholl's picture
Atholl

Hello Atholl here with a new idea about the catalyzer and how it would work.
It's just a rework of the charged shot, enjoy.

1) When an enemy affected by charged shot dies the orbs orbitating around it instead of desapearing will explode.

or/and

2) charged shoots upon activation acts as normal shots , let me explain , they are the same as now but with the explosion they can activate other charged shots on the enemies in the radius.

or/and

3) When the duration expires the orbitating orb explodes

these changes are made to create an easier way to use the catalyzer in crowds or against enemies hit with the carged shoot but not by the normal shoot, it will also make it's way in the LD meaning that when you hit someone with the charge you don't have to hit it again with the normal.

Mon, 06/03/2013 - 13:08
#1
Klipik's picture
Klipik
What if...

When a "tagged" enemy is hit with the normal shot, the charges are detonated, but then become regular shots and move outward like normal shots? You could use it to set off a massive chain reaction, and it would increase potential damage to a group of tightly packed enemies.

Mon, 06/03/2013 - 14:22
#2
Kimahsonite's picture
Kimahsonite
Number 3 seems a bit OP but

Number 3 seems a bit OP but the first two suggestions seem alright.

Mon, 06/03/2013 - 15:14
#3
Waffleconecake's picture
Waffleconecake
my 2 thoughts but no cents!

I think the only thing the Cat line needs is 1) the charges explode from the monster, not were the orb is because this causes them to not damage if the orb is in a wall, and 2) being able to both attach and be set off when a enemy is shielding besides bosses.

Mon, 06/03/2013 - 17:08
#4
Thunderskull's picture
Thunderskull
I am thinking!!! (Somewhat Long Post Ahead!!)

You share a somewhat similar idea with me Atholl, mainly option 3 though, but mines is about the normal shot. But I have many more ideas on how catalyzers should work in my opinion. HERE IT GOES: Functions of charge and normal shot switched, projectile speed greatly increased. But here's the catch, The catalyzer will fire an unexpanded projectile similar to the pulsar counterpart, this bullet will not expand in the air like the pulsar does though, when this unexpanded shot connects with a monster, it will orbit the monster. Unexpanded projectiles cannot be exploded by the charge attack projectile (now the trigger projectile) only expanded ones can. To expand an unexpanded shot, shoot 2 more normal projectiles (takes a total 3 normal projectiles to make an expanded orb) and it will amalgamate itselves to the original orbiting unexpanded shot creating an expanded shot which can be explode by trigger projectiles. The issue about losing orbiting projectiles from a monster's death can be resolved with this idea: Orphaned unexpanded and expanded projectiles from a dead monster will gravitate towards the nearest monster (of course the gravitating radius of the orphaned projectiles is limited) and will travel at a reasonable speed. If an expanded projectile cannot reach a monster within a certain timeframe it will radiate energy causing damage around it (no knockback). Unexpanded projectiles last much longer orphaned compared to expanded shots but they disappear from existence without doing anything if they cannot reach a monster with in a certain timeframe.

-EDIT- The reason why I thought of this originally is because I noticed the lack of mobility when constantly firing charged shots all the time to try to set up large explosions.

Mon, 06/03/2013 - 17:38
#5
Waffleconecake's picture
Waffleconecake
late suggestion

Forgot to mention, maybe we could make it the charge shot moves notably faster then the basic attack why? so you can fire a basic, then a charge and have it set off.

Tue, 06/04/2013 - 15:25
#6
Klipik-Forum's picture
Klipik-Forum
ummm, Waffle...

Given that the normal bullet is the one that sets off the charge, did you mean that the other way round?

Tue, 06/04/2013 - 21:51
#7
Waffleconecake's picture
Waffleconecake
AWW THWACCCK NAAWWHHH

@klip
What I am trying to say is, the player could fire the basic, and if their charge attack is short enough, fire the charged shot and have it hit the mob at the same time as the basic attack. This would also help with landing longer range charges so players don't feel like they are wasting shots when they can land more even if they don't have a low charge time on their cat.

Tue, 06/11/2013 - 16:02
#8
Blandaxt's picture
Blandaxt
Ideas

I like the first and second idea. i feel those would balance out the catalyzer a bit. The third idea would change the gun's design too much. I Feel each charge shot of the catalyzer should not explode but instead implode where the monster itself becomes a living bomb. This way it would not matter where the shots are orbiting around the monster sense it would affect all the monsters near the eploding monsters radius.

Wed, 06/12/2013 - 14:28
#9
Atholl's picture
Atholl
@Blandaxt

I agonized over the third idea too, but i made it to give the catalyzer a chance to compete in LD.
However it's nice to see people that likes my ideas and say their opinion about them.

So what about this :
3)When the duration expires the orbitating orb/s explode sdoing damage ONLY to the monster that they are attached to and dealing no knockback.
OR
3)As you suggested

Sounds better? I hope so.

Thu, 06/13/2013 - 07:20
#10
Infernoburner's picture
Infernoburner
Derpuraptor strikes back

+1 to 1 and 3, don't want 2 because it will prevent stacking.

Thu, 06/13/2013 - 20:07
#11
Klipik-Forum's picture
Klipik-Forum
what do you mean stacking?

@Waffle - you can already do that, just reversed. Charge, fire, fire a normal shot, and they hit at the same time if you're at the right distance.

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