The catalyzer(family) and why it needs another mechanic rework

So the Gunner update OOO changes charge attack of the catalyzer to basic and basic to charge, hoping more people will use it. I have been trying to use my virulent catalyzer in T3 on slimes with another party member.
The catalyzer loses effectiveness for the more party members (that arnt also weilding catalyzers) that you have mainly due its:
Lack of constant damage output. (unless your just useing the charge and hitting everyshot)
Slow bullet speed.
The party member i was playing with had a 4* night blade and was pretty much killing everything before i can get 2 orbs on them and try to dentonate them. Easily enought the only way I ever did damage was to walk ahead and try to kill the new creeps that spawned. I really felt like i wasn't doing any damage and not helping my party memeber very much.
Sure you can use this gun while soloing but the whole reason of sk is teamwork and explore the clockworks with a party, isn't that the whole point that sk added party members getting their own individual loot?Also i know it becomes more effective when more people have it but what the chance of some random guy joining your party ends up having one of the most underused guns in sk?
So im thinking of that the orbs circling around the enemies should still be the basic attack, and have an increased fire rate and bullet speed.
And that once you've unloaded your whole clip, the shots that and cutrently circling the enemie can detonate when dealt damage upon the it.
Or maybe just remove the charge attack and give it a detonation button that instantly blows up all the orb in your screen.

I did love the old Version of catas because orbing only one Monster with a few orbs and detonating it with a crowd of other Mobs in a vortex bomb was devastating. After the Change they switched Quality with quantity.
I personally like Quality more, but this could be only me. What actually does matter most is the case you described very good:
you can now spamm many orbs to many Monsters but all Monsters will die by your Team before even 1 orb detonates. Even if you manage to detonate an orb, then 1 orb +charg shot deals worse damage than 1 orb+ Charge before gunner update.
I want to add fallowing:
I do not know if it was just a rumor of if they really had it on the test Server that orbs could be detonated by other weapons from your Party members. in this case the cata user can spamm like 3 bullets on each Monster in a crowd while another Party member will force them to explode with his e.g. Brandish. I was like *hooray finally they make catas a party-weapon* but then... you can not even spamm a frozen mender anymore without unfreezing it.
TLDR (whatever this 'tldr' means): make normal catalyzer bullets the only on that will *not* detonate cata orbs - all other weapons, including cata charges will explode it.

If the initial catalyzer bullet Impact did the base damage in addition to priming the target for explosions, that would make it viable for lockdown again and make some old hipsters happy.
For reference, the current initial impact does 1 damage tick.
If the charge wasn't even powerful but pierced enemy groups with an "aura" that would benefit catalyzing versus crowds.
Or if the charge had an extremely fast bullet speed for detonating charges. And hitting things.
I feel the Catalyzer needs a third button or for the charge to just instantly detonate all shots, rather than be a projectile.
That said, my favorite runs are full teams of catalyzers. Especially if you can cause an earthquake in the RJP.