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A slight, but some what needed change to the catalizer series

9 respuestas [Último envío]
Sáb, 12/29/2012 - 20:47
Imagen de Waffleconecake
Waffleconecake

Before we go in to this I want to ask you a simple question, if you had the bark moduals for one of the two guns, but neither of the guns already, which would you chose, or which one did you chose? Just answer me this.
I chose the catalizer.

Now the suggestion, I suggest that a slight change is made to the catalizer as it is one of the lesser used items in the game, I have only seen one other person in game use the weapon or any of the weapons in the series and for good reason, that reason is the pulsar, as a player will be some what forced to compair the two weapons to each other and to be honest, who didn't find the gun that did more dmg the farther it traveled AND explodes on its own? I did too. So obviously most people would pick the pulsar over the catalizer for obvious reasons, so to even the balance between the two I suggest a slight buff to the catalizer guns as a whole.This buff is that the explosions caused by one catalizer charge shot will set off other charges if the enemy is whiten the explosion.

Sáb, 12/29/2012 - 21:21
#1
Imagen de Zeddy
Zeddy

In theory, this is supposed to happen already, but I think the explosions need to make contact with the charges, rather than the enemies the charges orbit.

I chose Catalyzer first, too. I think most people in my guild have one.

Sáb, 12/29/2012 - 21:30
#2
Imagen de Klipik
Klipik

I use my Toxic Catalyzer in RJP sometimes, and if you stack up enough charges it does set off the ones on nearby enemies. I would suggest a slight damage buff, making the charges last indefinitely until set off, and also what you said.

+1 <(^_^)>

P.S. I have both Pulsar and Catalyzer. I got Pul(Troll)sar first though, cuz I play a lot of LD.

Dom, 12/30/2012 - 01:48
#3
Imagen de Hexzyle
Hexzyle
making the charges last

making the charges last indefinitely until set off

The problem with this is people could get together (or just one person singlehandedly) and troll the server by stacking up a bazillion charges until the server crashes. There needs to be a charge count limit, rather than an expiry time.

Dom, 12/30/2012 - 11:27
#4
Imagen de Klipik
Klipik

per enemy, or per level? or per weapon? I think it should be something like 5 charges per enemy, no matter whose. Excluding RJP boss room, which has infinitely spawning enemies, no level really has enough spawns at a time for that to overload the server.

Dom, 12/30/2012 - 11:35
#5
Imagen de Sweet-Hope
Sweet-Hope

The catalizer already have a orb limit i think was 6 o 7. once you shoot a new charged orb the first you shoot will be replace by the new one you shoot.
so basically in a group of 4 players you will have 24 orbs or 28 orbs orbiting around the enemy (i say 24 or 28 because im not sure if the orb limit was 6 or 7 maybe i will check it now with my neutralizer)

that they need a slight buff indeed they need it because basically this gun its just more for fun/solo than party/solo (since most of your party will kill the enemy before you have a chance to shoot a normal orb to detonate the orbs even before you have a chance to shoot charged orbs).

Dom, 12/30/2012 - 12:24
#6
Imagen de Waffleconecake
Waffleconecake
IN reply to mainly zeddy and klipik,

IM talking about charges on other mobs, as I have tried it in game but they don't go off even if the mob with the charge on it is also hit by the exsploshion of another charge, I really want to have this effect add mainly to see the devastation it would bring on slimes >:D

Dom, 12/30/2012 - 14:41
#7
Imagen de Qwez
Qwez
There is no charge limit...

There is no charge limit... Catalyzer can put infinitely many orbs on an enemy, it's just that they disappear in like 20 seconds or something.

Dom, 12/30/2012 - 14:53
#8
Imagen de Sweet-Hope
Sweet-Hope

well i tested it now with max CTR and its true theyre infinite. maybe setting a limit on how many orbs you can have per level like 5 o 6. like i thought before. if you try to put another orb on another enemy and have lets say 5 o 6 (being the limit) one of the old orbs dissapear so it cannot reach over the limit. the explosion its strong enought even with 7 orbs. i think have a slight increase on their speed would be fine since the strong side of the catalizer series its the explosion made with the charged shots.

Dom, 12/30/2012 - 20:18
#9
Imagen de Waffleconecake
Waffleconecake
I have Sweet Hope for this idea and I will stick with it

A limit would be needed for obvious reasons, I was thinking maybe a max of lets say 7 for the first one and it goes up by 2 with each star, and a minimum/minor speed boost increase gained at lv 5 from 3 stars up as it is slower then internet explorer's load time.

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