Forums › English Language Forums › General › Suggestions

Search

New Catalyzer changes

1 reply [Last post]
Mon, 10/19/2015 - 09:13
Holy-Nightmare's picture
Holy-Nightmare

So the current catalyzer mechanics just aren't good for team play so what could make it better? Let me go over a few ideas I have had recently.
One of my old ideas: http://forums.spiralknights.com/en/node/111974
___________________

Idea 1: Time bombs

So this idea is interesting, every shot from the Catalyzer acts as a tag which circles the target. When attached to an enemy a tag will eventually explode; this timer is equal to about the time it takes to charge and detonate a BAB with no CTR. When a tag goes off any nearby tags will also explode. The Charge attack bullet will act just like the regular shot but are now the size of an expanded Pulsar shot and is guaranteed to deal status. The regular bullets have no knockback when they go off but work like the DBB and flinch their targets, the charge bullets however do deal knockback. If an enemy is killed while tags are attached the corpse will remain and the tags attached will also remain until they go off. This corpse cannot be revived, cannot block your path, and will drop it's prize immediately. For all intents and purposes the corpse is just a marker of what the tags must orbit till they detonate.

__________________

Idea 2: Gambit style

For those of you who don't know Gambit is a member of the X-men, this mechanic change would allow you to "charge" enemies just like Gambit can charge objects. Rather than sticking to enemies the bullets of the catalyzer would be absorbed by the enemy. The charge attack would detonate this on your command but if left alone it would detonate by itself. When an enemy gets hits by a regular shot a number will show up over it's head which indicates how many charges it has, if a charge it added the detonation timer is reset which means you can stack massive numbers on a single enemy. When you set off this explosion it will have a blast radius equal to a corresponding blast bomb (5* has range of Nitronome, 2* has range of Blast bomb) the more you put in the more powerful the explosion (knockback is the same but damage increases). If an enemy with charges is killed before the timer goes off they will explode dealing that blast damage to enemies in range.

__________________

Idea 3: Death aura

This is a weird backwards idea. The regular shots stick to targets just like the current Catalyzer and still require a charge bullet to detonate; thats where the similarities end. The Charge bullet DOES NOT work like a bullet rather it will orbit YOU. With this you will stack charges on the enemies and then prep yourself as the detonator. These orbiting charge bullets will also deal damage to enemies they hit dealing high damage (like the current charge bullets).

_________________

Idea 4: Math of victory

This idea merely adds on effect to the current Catalyzer but I believe it will be so powerful that it could revolutionize the game. For every tag on the enemy damage from sources (other than Catalyzer regular shots) is increased by X (with X being equal to the star level of the gun). This would make it devastating.

Lets look at the math of what happens when you stack 10 bullets with the New Neutralizer (lvl10 Strat6)
A= number of shots
B= regular shot detonation damage
C= Charge shot damage
D= weapon level

A+A(B+DA)+(C+DA)= damage

10+10(97+10)+(421+10)= 1951

Compared to the current Neutralizer

A+AB+C= damage

10+(10*97)+421= 1401

Compare these 2 lines
http://imgur.com/1BLl96s

The Red is how the new Catalyzer would function if the change was added and the Blue is the current Catalyzer. The new Catalyer gets more of a bonus the more tags it stacks up while the current one gets a flat line.

Mon, 10/19/2015 - 15:42
#1
Fehzor's picture
Fehzor

I've got one-

Normal hits = same as they are currently, but deal damage twice, once when they hit the enemy, once when they detonate into an explosion. 6 shot clip.
Charge shot = just detonates all the normal bullets in existence, no projectile sent out.

Alternatively, they could just ditch the entire concept of the gun and start anew-

Normal shot = brandish charge, but with one less explosion, no split damage and serious reload time
Charged shot = gran faust's charge time, shoots a huge ball of energy similar to pulsar's charge. Bab explosion upon impact.

Or do something like-

Normal shot = If there is an enemy in front of it, suck an orb out of them and into neutralizer. This can hit up to 3-4 enemies and does zero damage.

Charge shot = All enemies that had orbs sucked out of them take heavy damage. The knight releases a huge burst of energy based on the number of orbs sucked from enemies.

I actually really like the last one of these. I'm going to go suggest it separately.

Powered by Drupal, an open source content management system