I was hoping to the change in the Catalyzer line to make it go through impermeable walls and let the charges NOT aggravate enemies because it does not do damage.
Catalyzer line slight change
>Normal shot is weak
It's the same damage as status alchemers and pulsar unexpanded bullets. So not weak, just slow moving.
I think an elemental catalyzer would be a ton of fun, considering zombies and constructs are setup fodder.
The catalyzer explosion should cause charges on other enemies (that the explosion hits) to explode too (chain reaction).
The catalyzer charges should explode when they expire.
These would make the catalyzer waaaaaaay easier to use. However, seeing how OOO's updates...
If the charges explode instead of disappearing I think a lot more people would use catalyzers. A decent thing that could happen is if the stuck creature dies it will set off the charges. This would allows cata users to be useful even in a group of people who kill everything. That change alone would be a great buff, add chaining onto that and catalyzers would be used a lot more.
I do not think I would be all for explosions that expired.
As some may be able to tell upon use, the charges that are dependent upon their position around the enemy also have a tendency to knock them in the opposite direction of the charge's position. I take that into perspective when kiting enemies. While displacing them via detonation is no trouble for me, it may be a bit more trouble for other party members who are either trying to lay some damage on the same enemy or escape one. The only exception to the rule is when charges are surrounding the enemy from all sides. Otherwise, I try to not be a pain about it.
Increase bullet speed, however this might make the gun 'too easy'. But if you compare it to the competition, blaster works well due to the fast shot and pulsar "works well" due to the fat shot - if you know what you're doing that is.
Even if speed up was only applied to the regular shot it would make Neutralizer a proper point-n-shoot gun on dodgy enemies. In general, Biohazard is more run-n-gun than the Neut due to damage buff on slow slimes and predictable gremlins who simply jump back from but not out of the way of gun fire.
As it stands, there could never be a pierce Catalyzer simply because it would be too frustrating and inefficient to hit weak targets with it.
I would like to see the animation for the charge shot shortened - its current length makes it very hard to kite enemies safely while shooting charges.
Also, a bullet speed increase, at least on the basic shots, would make it easier to hit an enemy with charges instead of the enemies around it.
Also, I think the knockback should be from what direction the basic shot hit at, not what direction charge shots happen to be in.
I like the ideas of chain activations and activation on death of enemies.
Compare this to the pulsar lines...the polaris is pretty op because of it's strong shock and immense knock-back. the explosion for the expiration and chain reaction is a really good idea, I agree.
Going through walls wouldn't change much since its basic shot is somewhat weak, and even though the charge doesn't do damage it still hits the enemies and helps when kiting.
The charge shot doesn't undo status effects like freeze or sleep though, so freezing an enemy is an easy way to stack charges safely.
Please don't do anything to the catalyzer line OOO, please, its the most unique weapon in the game (IMO) and my favorite too.