Catalyzer tags should do more than 1 damage on contact

4 respuestas [Último envío]
Imagen de Jessecho
Jessecho

It appears to me that if the normal shots of Catalyzers did actual damage slightly less than other medium speed Guns, they could become viable and much more fun to use without giving up their special play style. The idea of Catalyzers is to set enough tags to instant-kill your target with a charge shot. But in practice, unless every party member uses them and coordinates their tag shots, you can never set tags fast enough to kill anything before the vast majority of other weapons could. By making the tags do damage on first contact, we eliminate that problem by speeding up the kill: you would need fewer tags to get your target into the death range of a charge shot.

The alternative way to improve them is to just crank up the damage of the charge shot itself, but balancing that seems like it would be too touchy. If they overshot the damage-per-tag of charge shots by a small bit, worst-case scenario, Catalyzers could suddenly outclass every other weapon's DPS. If they undershot, the guns would still not be useful. I feel that making the normal shots do damage is a simpler route to the same destination.

For good measure, Neutralizer's charge should deal Stun to complement the guns' explosive power, and as a consolation if you don't kill your enemy in one charge. Also, GH please fix Neutralizer's damage, please

Imagen de Bopp
Bopp
not 1, but still much less

I agree, depending on what "slightly" means. It should be viable to kill a monster using tag shots. But it should not be almost as good as Valiance, Supernova, etc. There should a pretty big incentive to use the charge shots.

Imagen de Jessecho
Jessecho
open to interpretation

Slightly less can mean however much you personally believe would be balanced. Like I said, the goal is to make it easier to put enemies into the death range of a charge shot, not to kill them with the regular shots like the old Catalyzers or any other gun.

Imagen de Sir-Pandabear
Sir-Pandabear

I disagree, it should do no damage like it used to on the test server where it was a fun and effective weapon.

In that iteration, any damage from any source would blow the catalyzer bombs and it entirely solved the issue of catalyzer stickies being wasted unless you had your target for yourself. Some people were a little annoyed you had to use charge attacks to break blocks, and here we are with the gun's worst iteration.

Imagen de Jenovasforumchar
Jenovasforumchar
*rises from the dead*

Till this day I would prefer to have the catalyzer change just be undone:

Normal shots deal actual damage but no sticky orbs,
and charged shots deal no damage but add sticky orbs, that will explode on contact with normal shots - but with much more damage than it is now.

Having your only possible damage dealer be a charged shot is just painful...

If this is too much to ask, then I would agree to what Zeddy is suggesting here, which would allow any weapon to set off the orbs and EXSPECIALLY have normal shots deal either no damage at all or at least something that can kill a depth 1 slime before the rest of the team reaches the elevator.