Quick talk about Catalyzer...

6 replies [Last post]
Manava

So Catalyzer was changed in gunners update from charge to tag normal shot to detonate to normal shot to tag and charge to detonate. I dont dislike the change PvE but it just made the weapon too slow.
For you to get any damage out of the gun you need to shot at least once and get the shot to land on the enemy then charge and hit the same enemy again and before you could just shoot normal without being bond to this weird mechanic i know its not that hard to pull but we have hordes in this game so it will just not work out so well even if the charge time almost is so fast.

Catalyzer in PvP is pretty much dead with a slow travel time and a slow mechanic its just dead.

So how do we fix this without changing the core mechanic of the gun :

The gun will remain the same but you will no longer need the charge attack to hit to detonate the orbs. An easy solution be like you could just do it manually by using a secondary attack which is something that is not introduced to the game so instead we could use the charge attack to detonate but we dont need to hit the enemy again. Pretty much changing the weapon to stick grenade lunch.
I dont think this will make the weapon overpowered in the same time it will be more fun and actually effective to play with and even in PvP people will actually consider it a threat.

This is just my opinion tho because Catalyzer is one of my favorite weapons.

Bopp's picture
Bopp
so in summary

So, in summary, you propose: Change the Catalyzer-style guns, so that firing a charge attack instantly detonates all of the orbs. The charge attack does not need to hit the monster. In fact, it does not travel anywhere. It just instantaneously detonates orbs. Is that right?

Fehzors-Forum-Alt's picture
Fehzors-Forum-Alt

This, along with a small damage increase, is my preferred fix for the weapon as well at this point.

Jazzberry-Jam's picture
Jazzberry-Jam
Hey there

From what i know, game is mostly balanced around PVE.

No, you do not need to use any basic attacks to make the gun work. If you stack a bit of charge time reduction, the gun becomes a beast.

It's charge attack deals way more damage than a sword slash from let's say combuster. And you can just keep going from one charge attack to another.

From what someone else told me, this gun was actually different on the test server. The pellets could be detonated from any source of damage.

That would have been cool, but unfortunately, we didn't get that version.

Manava
If getting detonated from any

If getting detonated from any source of damage thats pretty much what the gun needs also dual catalyzer could be pretty dank

Midnight-Violet's picture
Midnight-Violet
This sounds like it belongs in Suggestions. Do keep that in mind

Honestly detonation from just unleashing a charge attack (regardless if it hits the enemy or not) sounds like a very sound idea. Makes it easier to use against agile targets and safer without having to stand in potentially dangerous areas to deal damage after you have done your set up.

As I've mentioned before I'd propose a secondary addition alongside with this and that's have the shots detonate upon the enemy's death. What I'm adding to this is some sort of a short delay before the explosions occur to possibly allow the user to do some sort of setup (such as shield bashing the target to or away from enemies) to somewhat avoid explosions flinging enemies everywhere. I'd say a 3 - 5 second delay and some sort of indicator such as pulsating or flashing orbs would also work nicely to give an indication to the users.

Fangel's picture
Fangel
yup

The first pass of the catalyzer on the testing server was pretty great. It acted like it does now but any source of damage would set off the tags. The only problem was that the tags themselves dealt zero damage, meaning you couldn't break blocks or minerals without charging. While it stands it isn't terrible, the fact that tags could set off other tags made the weapon amazing.

Honestly, if tags exploded upon expiration, that would be another way to do it. That way you can stack up a bunch of charges on things like a giant lichen colony and not have to worry about them not doing damage if you suddenly have to deal with something else.

The problem also with catalyzer in PvP is how invinciframes work. You'd really only get hit by one explosion unless you were shock spasming or charging an attack. No amount of changes, other than maybe explosives forcing the player into a vulnerable animation, would make its primary feature do anything to players.