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difference between pulsar and cataclyzer?

5 replies [Last post]
Sat, 06/09/2012 - 19:38
Linktheninja's picture
Linktheninja

title says it all

Sat, 06/09/2012 - 19:49
#1
Dukeplatypus's picture
Dukeplatypus
Pulsar shoots slow bullets

Pulsar shoots slow bullets that instantly expand about halfway through their range. Expanded shots inflict more damage and have knockback.The charge is a expanded shot that can be used at close range as it leaves the gun fully expanded.
Catalyzer shoots slow bullets that do not expand, but do decent damage. The charge is the main feature. If it lands, it plants a "sticky" that will last for a fairly long period of time. You can plant multiple charges and they can only be detonated by landing a normal bullet on the target (or else the charges will just fade away).

Sun, 06/10/2012 - 05:16
#2
Abyssal-Flamberge's picture
Abyssal-Flamberge
What he said.

Pulsar can cause static.

Catalyzer can cause poison on it's mine-tag charge.

Sun, 06/10/2012 - 08:03
#3
Dukeplatypus's picture
Dukeplatypus
@Abyssal-Flamberge

That's not totally true. Both weapons have two possible paths each. Pulsar can go towards the Normal-damage line, Supernova, or the Elemental-damage and Shock line, Polaris. Catalyzer can go towards the Normal-damage line, Neutralizer, or the Shadow-damage and Poison line, Biohazard. Both the Polaris and Biohazard lines can inflict shock or poison respectively on any attack, not just the charge.

Sun, 06/10/2012 - 08:51
#4
Metagenic's picture
Metagenic
…

Read the weapon cards that pop up when you hover your cursor over the items' icons, they exist for a reason.

Mon, 06/11/2012 - 13:13
#5
Aureate's picture
Aureate
Processing Thoughts of You Always

The Pulsar line excels at turret suppression. Any half-decent player can use the knockback to cancel a turret's attack; in addition, the elemental line gets shock ability and gets a damage bonus against two out of three turret types.
The Catalyser line is good for setting up big explosions. The charge will put an orbiting explosive on the target, which can then be detonated by a normal shot; the charges will stack so you can build up lots of damage. In addition, the shadow line may poison anything caught in the blast.

The Catalyser is much more specialised, but fun to play with in large groups of slow-moving enemies such as jellies or zombies. However, you may find that any reasonably efficient party members who don't have a catalyser will kill off your enemies before you have a chance to detonate the charges. It's useful in RJP, against large clusters of slags in FSC, and fun in Graveyards, but it's not especially time-efficient.

The Pulsar is one of the most common sidearms for swordsmen, and has a bit of a love-hate relationship with everyone else. The knockback and flash can cause a lot of grief in parties due to inexperienced players spamming it against non-turret enemies, resulting in enemies being knocked into allies and the quintessential 'lumber to the face' cry. For the love of all that is holy, don't spam it unless you're either soloing or on turret suppression duty.

I would personally get the Pulsar first, preferably going for the elemental line (Kilowatt/Gigawatt/Polaris), since it is an excellent utility weapon and is easier to use. Just... be careful when using it.

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