Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Could it be that the Game didnt recognize the kills, because you didnt actually killed them with the weapon?
In this game players would naturally build multiple layers of damage.
Perks, Ult, missile proc on crit, damage reflection, Warfare devices (and even consumables), Corrosion stacks, Bob, Vindicator's drones, Wrath of the Fallen, Thundercore, Omni Manus, Toxic Revenger, Visions of Decay, etc. etc. to the latest Together We Stand set.
And don't forget those mutators&blessings from high risk areas, rift and reliquaries.
There are way too many things that can "steal" the kill.
And this catalyst only register direct kill with the active weapon.
Players have to restrain themselves, abandon their setup, just to make those kills count. And players need to force themselves to use backup primary weapon & secondary weapon on non-bomber as their main damage source.
(Well, unless it just happen that you have a build of using 1 weapon as your sole damage source)
This defeats the rpg build elements of this game.
I would say this new catalyst has a good concept, making a weapon grow even stronger, and it gives players purpose to kill even after level 30 with their fully geared ships. But it is really poorly executed in terms of gameplay.
It shouldn't be too difficult to get 1 weapon to 1000 kills if you have a build designed for it. Obviously a corrosive setup isn't the optimal way to do it, not to mention this catalyst is pretty much wasted on a corrosive build anyway. The catalyst is designed for a build in which 1 weapon will be doing most of the damage. If it were changed as you suggest, the bonuses would be too easy to acquire in my humble opinion.
But it is not always wrong for players being powerful or even overpowered, in a single player only game.
We have ships that can use Ultimate abilities, and we afraid become too overpowered?
And actually Evolution catalyst is powerful, but not that overpowered as you stated.
If the weapon doesn't have the "Powerful" prefix, I can just snap a Powerful catalyst for +20% damage with zero kill needed.
If the weapon has Powerful prefix already, I can always snap catalyst for +30% kinetic or energy damage. That's not really a big difference from +20% all damage, and again with zero kill requirement.
And for attributes, there are only a couple of them being important, many are just insignificant or even useless. An extra attribute on weapon would not be game-breaking overpowered.
IF you have a particular build for that, and many builds are not like that. The Devs introduced many ways for players to establish multiple damage layers, they did not design a game like that.
This is not about "What build is good for Evolution catalyst?"
Let me be very entitled right here. This catalyst is part of the content from a premium DLC, which we have to pay for it.
I am not asking for "Hey just let me push a button and become the space ship god in ES2."
I am trying to point out why this catalyst does not integrate well with current version of this game, and to suggest a more reasonable and accessible way for the kill count.
With the benefit of +% damage & extra attribute, I am totally fine with the 1000 kills requirement. But I really can't agree with "only direct kill with that weapon is qualified for kill count".
And there are some players that utilize primarily a single weapon. This catalyst is really designed for them. The devs don't want any particular catalyst to become meta. They've really tried hard to avoid that situation.
Pure damage bonus of +35% damage and +35% fire rate. You just need a build that equip 1 primary weapon only.
Some effort is needed to manage energy consumption, which is not an issue for Interceptor + Stormchaser shield&2-set bonus.
It is rather easy to do it with bomber.
And for sentinel, as I have mentioned above, I have to restrain myself not to use other damaging abilities. I still find it rather ridiculous, that you have to compete with yourself for the valid killing blow lol. Now my sentinel is once again the emp machine, rather than just pew pew.
(extra: I made another test run with Vanguard and Deteriorator being the sole damage source.
I am quite confident that those corrosion stacks applied by Deteriorator, do NOT contribute to the kill count of Deteriorator. There is now way I did a Dreadnought encounter with...less than 15 kills...)
The "completed form" for evolution catalyst is...less exciting than expected. Of course the +20% damage component is nice, but the extra attribute slot doesn't really make significant difference. And the old +30% kinetic/energy damage catalyst is not really falling behind.
If you have bad luck like me, you would just keep re-rolling less useful attributes on all 4 slots. And I believe many players already re-roll/gamble enough to have 3 good attributes already, the 4th one is not really needed.
And the kill count continues after 1000 kills, I don't know if there are hidden stats, or the dev just forgot to stop the counter in coding.
I don't think I would snap evolution catalyst on other items again lol.
If you can think of a build with only 1 primary weapon equipped and can manage weapon energy well, aka you can live without vigilante set, just use 1 weapon with solo catalyst, it's way better for dps.
Its cheaper.
"Solo" could work well with the Sniper. There is a new Railgun with extra damage to Targets "that didnt noticed you" (funny, if you can attack Targets from over 7km away xD) and Sensors with over 8km Target-Detection. I think with a good roll on multiple Gear, you can get over 8km attack range. Additional damage from "Solo" would really create the infamous Stealth-Archer with instakill to any Target XD
The Initiator
But if you plan to use solo with scout, Executioner from Vigilante set is a better all-rounder.
You can easily shoot it over 5km, and it is still very easy to be spotted in this game even with cloaking.
Stealth-archer build scout is fun for general gameplay. But for situation like ancient rifts, many modifiers are just simply big middle finger to stealth build scouts lol.
Entering a Dungeon-like Rift, that punishes defensive, careful behaviour, with a light Shipclass like the Glasscannon Scout is by default a very doubtful Decision XD
Nearly 5km range is reachable with every Shipclass, all you need is a standart Railgun with Marksman. You dont need the Sniper-Class for that. Executioner has a reduced range which is a no-go for a railgun and "fully charged criticial hits instantly kills smaller targets" is to vague. What does it mean? Any sufficient Railgun could vaporize smaller Targets with a charged Bullet.
I found a normal Swift Initiator (just superior, no prototype or starforged), slapped kinetic Damage on it (2069 kinetic; 1819 energy dps). Its effect adds 20% extra damage to unaware targets + 50% reduced speed. Charge damage is 1500% and that with 3,5km range. Executioner just cant compare.
On a Scout with its range and damage modifiers, my limitation is the range of the Sensor. Currently thats 7,6km, with a legendary Sensor i can probably extend it to 8,3km.... but it would be a damage trade-off, because the Sensor has +20% damage for Railguns xD
And keeping your Hand steady while aiming at a moving Target in that distance....