Forums › English Language Forums › General › The Arsenal

Search

Catalyzer: A concept in the cusp of greatness?

4 replies [Last post]
Sat, 08/01/2026 - 04:22
Scuttlechan

I decided to make and test the Catalyzer out, and the more I play with it the more I realize how the concept for such a good weapon was there, just not well executed.

Unlike its twin Pulsar, which focuses on area denial with strong knockback and intense pressure, Catalyzer specializes on Area of Effect by capitalizing on spreading as much damage on surrounding mobs... Or at least it should.

Since I doubt many knights have spared as much as a glance to this weapon, I'll explain what it does in a quick description: It fires spheres that tag enemies for minimal damage and later blown up for stacking damage once struck with a charge shot.

--- The Issue ---

Herein lies the biggest problem, the charge shot. Unlike most guns, the shots are incredibly slow- which ill benefits this gun. Attempting to detonate at long range will most likely fail, either by missing entirely as the enemy will be long gone from that spot or hit another sphere-less enemy passing by. Forcing you to fight up close to even get to detonate the spheres.

Only the charge shot itself can detonate spheres, even if an adjacent enemy with spheres gets caught in the explosion it will not trigger them. Making it almost irrelevant to spread spheres around a group as you can only trigger them one by one.

Charge speed and damage disparity. Catalyzers are known for their incredibly rapid charging speed, taking less than a second at max CTR. However, this causes a huge issue. Having gone with Biohazard, the shadow variant to test on both effective and normal mobs, I've compared both sphere explosion and charge shot damage.

On effective mobs, a charge shot deals around 2.5 times what a single sphere explosion does. Meanwhile on normal ones, the charge shot deals close to a whopping 4 times the sphere explosion damage?!

At first glance, one might think "Makes sense, the charge has to deal more damage than the normal shots" but when the weapon itself has a charge time of less than a second? It becomes more effective to spam charge shots than wasting time stacking spheres, moreso when charge shots can stunlock mobs like turrets or gremlins.

--- Potential changes ---

The most important change would be the charge shot. Instead of the slow moving orb, replace it with a 45° non-damaging wave (Visually like the wave the battlepods use) that triggers all tagged enemies caught in it. This way, it incentivizes players to spread spheres around a group, so that at the time of detonation enemies get caught both by their tags and adjacent ones when exploding.

But how do we cover the damage lost from the charge shot?
Simple, make it fire more spheres per shot. 2 spheres at 2/3* and 3 spheres at 4/5*

In the same fashion they orbit enemies once tagged, they would travel in the same way but more tightly packed, that way you can still tag all if not most spheres when dealing with a singular enemy.
In a single clip, you would be able to stack as much damage as a charge shot, more if you manage to tag all spheres.

A minor change I would include is so the spheres that tag enemies to spread around equitatively, so at the moment of the explosion they don't get launched around randomly, either in your or a teammates direction by accident.

With these changes, we can address the biggest problem with the Catalyzer while achieving its intended purpose.

If you have any thoughts on it, whether you agree or would change some other stuff I'd like to read them. -Scuttlechan

Sat, 08/01/2026 - 21:46
#1
Holy-Nightmare's picture
Holy-Nightmare
The previous mechanics of the

The previous mechanics of the Catalyzer worked pretty solid too IMO and honestly am not really a fan of the change to the current mechanics.

Previously it had a 3 shot clip with damage identical to the Blaster line of weapons, and it was the Charge shot that was the "Tag". This made is very useful for new players who didn't understand it's mechanics but also left it a reliable weapon in situations where the charge shot wouldn't be feasible to tag enemies. The Biohazard even could deal poison status with the regular shot...

-----------

But, considering potential changes for the current iteration of the weapon I think that something else may be required.

First and foremost is removing the knockback and having it just be a very high flinch chance, while it can be funny you can also run into a similar issue as the Nitronome where enemies flung about mid attack don't flinch and end up striking an ally.

Next would be some sort of Auto-Detonation mechanic, rather than JUST the Catalyzer line charge attack you could make it so ANY weapon charge attack can work, which would massively play into it's co-op potential regardless of what weapons your team brings.

It could also have an Auto-Detonation mechanic when the number of stacked tags reaches "Critical mass" or when it has the capability of killing off the target... this would keep you from wasting time stacking tags past the required amount to get the KO

------------

I also do think that making the tags equally circle the target would provide not only a nicer aesthetic but also a more reliable weapon since it ensures 50% damage will reach an enemy with a directional shield rather than worrying about it being higher or lower due to asymmetrical tag placement.

I'm largely OK with how the current charge attack works honestly, if anything I wouldn't mind if it had a piercing effect like the Magnus line but without the knockback... the damage can be reduced to account for this but it allows for it to detonate multiple groups of tags even if they're bunched together... and with the earlier suggestion of removed knockback you don't need to worry about an explosion moving some of the targets away from the incoming projectile

Sun, 08/02/2026 - 12:44
#2
Scuttlechan
Some really nice suggestions you brought up

Those ideas sound really neat, especially the Auto-Detonation. Could also make it so that if the tag's timer runs out, it just explodes whilst also triggering the rest instead of just fizzling out, making you lose on potential damage.

Having no knockback but high chance to flinch sounds like a perfect change to have. Actually, I was thinking of making the Charge shot pierce at the price of lowering its damage at first... but with it being so slow and inconsistent to hit in general, could make it so that the explosion can also trigger any other tags as a chain-reaction effect. That way you would only have to focus on hitting one target instead of spending most of your time positioning to explode as many mobs as you can.

---------

I always found the description of the weapons themselves weird- Ok wiki's down right now so I just have Biohazard's in hand: "Biohazards bullets envelop the enemy in an energy field that explodes after taking damage." One would think that based on that description any weapon's Charge attack (As per the function of Catalyzer's charge itself) should be able to trigger the tags considering how team reliant the Catalyzers can be, but that not being the case really hurts the weapon when it can only rely on other knights using the Catalyzer, which isn't something to be expected without previous coordination.

Mon, 08/03/2026 - 01:13
#3
Zeddy's picture
Zeddy

Like Holy-Nightmare said, the charge attack used to be the tag. Spamming charges was the point, and in theory you got a lot of damage back from it. Both the old and the new gun suffers from the abysmal hit detection of the explosion. If you stack a bunch of tags on an enemy, one or two explosions will push the enemy out of reach from many of the other ones. This was less of a problem when you were firing the single strongest projectile in the game and the enemy most likely died from the ordeal regardless, but it's glaringly obvious now that you're using the single weakest projectile in the game instead. Any more than two tags is generally a waste, and since the charge shot is still the strong part it's not worth bothering using the gun's gimmick.

There was a test server trial before the gun was changed where any attack from any player made the cata charges detonate. This ruled. Catalyzer felt active and fun, you could spam basics on an enemy your sword friend was attacking and add a bunch of explosions like you're playing a Maskeraith. The enemy would get poisoned and staggered from this which contributed to your teammate's safety. The basic attack wasn't able to destroy blocks, however. In the current version they do 1 damage and presumably the easy detonation was removed to make room for that because OOO figured that people would run both different catalyzers in their loadout and thus would have no other way to deal with blocks and also couldn't be bothered spamming the game's fastest charge attack?

The current Catalyzer is totally trashed, conceptually. By spamming charges it's still strong, it's just boring. New shards are ineffective but at least they're fun, so I think Catalyzer's downglow is actually worse than shards, not even mentioning that it took something like 10 years to fix Neutralizer's absurdly low damage it had for no reason.

Like so many in this game, something needs to be done with the gun, anything. I'd take a revert to either test server state or original state, but I'd prefer something more meaningful like the original state + being able to attach tags to invincible enemies so you could queue up damage for when they're vulnerable or simple put a tag on a trojan shield and wait for the orb to go around.

Mon, 08/03/2026 - 09:15
#4
Holy-Nightmare's picture
Holy-Nightmare
The current Catalyzer MO

The current Catalyzer MO seems to be to fire the first 2 shots of your clip and hold the 3rd one for the follow up charge attack.

It is functional but I do believe it could be better... honestly I think a clever thing to do would be to add more branches to the Catalyzer Gun line...

A Shadow Variant that lorewise uses Tachyon Explosions to deal damage... and uses the original mechanics, as a funny reference to how Tachyons travel backwards along the timestream

An Elemental Variant with Fire but much lower damage, using the function of the Test Server Trial like Zeddy mentioned, albeit with some tweaked base shot damage to ensure you can break blocks

Lastly a Pierce variant with Freeze, this one functioning more like "Icy Napalm" where the explosions and charge shot actually deal very little damage (but only the charge can freeze), but the tags around the target periodically "blink" and deal damage... the more tags you stack the faster it racks up damage and even if you never detonate them it deals respectable damage.... I know pierce weak enemies tend to dodge bullets but in this case you can deal damage just by tagging them a few times

Powered by Drupal, an open source content management system