Can someone tell me why a Catalyzer is a good line? I do have a neutralizer, it's okay. I'm wondering how good of a gun it could be. I heard it being scrutinized my a gunner I know for being the slowest and weakest gun for dps. Any reasons or ideas that can help improve the Catalyzer line?
I suggest switching the charge and the bullet where you shoot out those non-damaging particles regularly (which are extremely weak upon contact from a charged actual damaging bullet). I'm saying it shoots out charges and the charge is the detonator. I do like the math done in the catalyzer where each charged shots multiply upon the amount you have against the enemy. Any ideas, and what do you guys think of this idea?
Catalyzer Lines
It'd be great if they also somehow made it so any source of damage would detonate the tags instead of just the charge, so it would actually be useful in party with multiple people.
That'd be swell.
In a full party of catalyzers... It is the best gun. Granted the party would require some advanced knowledge of how catas work, but it is beautiful in a party.
Honestly all it takes is the ability to tag bosses and I'd say it's OOO's best weapon. Yes better than the RSS.
When you have a full party blasting through with catas, that's when the game gets fun.
The problem with the gun right now is that it has a steep learning curve, and doesn't ever offer more than very simple crowd control. By the time you can use it well, you've long past beaten every bit of playable content, and you've likely had to have crafted a more versatile weapon to do so. Then, on the harder places, the gun is still rubbish, because more than just crowd control is needed for things like deadnaughts and bosses.
Switching the charge and normal would overpower the gun if you switched the damage numbers as well. If you did not, then it would simply make it spammier. Stronger, but spammier... kind of like a brandish. Most people would like this change. People like Skold above have the idea that catalyzer is used like a brandish-- spam spam spam spam ESPLODESION! Which is not necessarily the case.
The other way to fix the gun, that fewer people seem to have realized, is to make it faster and harder. If I fire just one bullet, I can control which direction the enemy flies whenever I blow it up. Instead of making the gun into a spam cannon, we could focus on this utility aspect and just make it easier to use. This would look like so-
-Normal clip reduced to 1 shot
+Range increased
+Incredibly fast bullets; almost hitscan
+Increased knockback
+Increased blast radius
+Decreased orbital speed
It would do the same damage per second to a single enemy-- less, even, but would allow for more controlled explosions that could move enemies around wherever the user saw fit. This makes it easier to learn, and more useful. Much better than spam.
Spam cannon it is not. But when you're bored as I am such is a somewhat viable go.
I'd love your idea, I've just had too much salt build into my veins to really ask for said concept.
It is great at bypassing the healer hassle, just stack enough to kill in one blast and boom!, healer turns around and his partner is dead.
It is also a decent sniping weapon as the shots seem to have a long range, stack a few then just run up while dodging and set them off.
I must say the update will ruin it for pvp.
I don't really care for suggestions as (at this point) they're probably already set for whenever the gunner update comes out.
I -CAN- comment on this though:
I heard it being scrutinized my a gunner I know for being the slowest and weakest gun for dps.
It's the gun equivalent of DA/GF/Sudaruska in that the DPS is dependent on how many monsters you're hitting simultaneously per hit. In FSC, for example, by pairing Neutralizer single charge+explosions with Vortex against 5+ enemies, you can kill (or heavily damage) larger groups of monsters in far less time than you'd be able to with max ASI double-switching with Nova driver.
Less than that many monsters at a time, and you'll be better off skipping the vortex and using advanced switch techs and speed (or careful placement and well-placed charges) to clear them.
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I must say the update will ruin it for pvp.
possibly.
It might be interesting as a team gun if they finally fix... well, the entire bug with the tagged shots doing absolutely no damage in Lockdown (and no, it's not because of invincibility frames. It's easy to turn disable them and from multiple tests doing that, it's been bugged for months.)
At the moment, Biohazard in PVP works as an interesting trap weapon thanks to its normal shots. Yeah, it might turn out to become a freeze-finisher weapon if the update changes continue on the same path.
I've said it before and I'll say it again.
Make the bullets faster.
Increase chance of status on standard Biohazard shots
Increase damage of standard Neutralizer shots.
The main 'problem' with the tagging mechanic is trying to hit things; not once or twice but every time - once you manage to land some orbs you now then are in a mad rush to detonate them. Swapping the shot/charge does not attempt to solve the high rate of hit failure at all.
It is important to understand (in the preview at least) that shooting things with a Blaster will be more efficient and easier than tagging with a reversed Catalyzer - we already have the ability to insta-gib with the current gun which is significantly stronger than using todays Blaster when used as such so it would be a mistake to think that everyone will go running in Catalyzer gibbing parties with only that single tweak.
(...but muh splash damage...)
This idea is what was shown in during gunner update testing... Made it terrible for PvP as it's much more difficult to hit with the charge bullet... or so I heard.