I'm fairly sure they don't boost build speed, but they do boost reload speed, even if the online manual doesn't say it. If you don't believe me, try it out. I am also under the impression the catalyst boost is 17%, not 25%...
Everyone at some point or another had some false information about catas. I really dont know why, but its impressive all the features so many people think they have.
I, for the longest time, thought that they increased not only rate of fire by 25%, but ALSO damage by 25%. I shat myself thinking it was a cumulative Bonus Damage 5. Then I was corrected.
I'm 99.7% sure that ALL they do is +25% movement speed and +25% rate of fire.
From the resident know-it-all robot: <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><@a_civilian> 1.25 run speed, 1.2 attack rate, no change in reload time, no change in weapon damage, no change in build speed<!--QuoteEnd--></div><!--QuoteEEnd-->
While we're talking about catpacks -- can you still pick a second one up while one is active? It would be a huge boost if that were removed so that they weren't wasted.
Of course, I don't see them that frequently, so it could be this is already the way they work.
Cats dont need a buff at all man. Some onto Gorges Hideout more often, or just mention it to me when you're in a server with me. I'll comm for you and show you. Recently i've changed my commanding to almost always get cats first; simply having the option of using cats whenever I see fit, is definitely worth the initial small sacrifice. They are *VERY* useful in any number of situations. In a game of inches, being able to skip a few feet every now and then, for a price, can mean everything.
I'm talking abou competetive 6v6 games comprised of organised teams of comparable skill levels here. Not 30man servers which you can win without even touching your medpack key.
Well, can't say ive tried the cat rush in a scrim or match, but i sure bet you havn't either.
So far, the data we have is:
-When used in pubs of any size, the results have mostly been phenomenal, from my experience. Some games havnt worked out well, as will happen regardless of strategy, but the number of such occurrences has been sufficiently low for me to believe that cats have greatly improved winning chances.
-catalysts ABSOLUTELY, practically exponentially increase in results when the skill of the marine is increased.
If anything, from these two facts, cats in scrims would be a potentially awesome strat.
Yes they cost res, but so does everything. We get A1 for 20 res, because we know that its worth 20 res to have an extra swipe from a fade, the assured 3rd bite from a skulk, and decreased spore effect.
IMO, 20 res is also worth the ability for the comm to use cats. If a marine gets to an alien rt, I usually Cat him. Why? Because he will take out that RT a LOT faster, and 3 res is worth far more than the chance of him dying when the rt is in the red. Or, 3 res is worth far more than the chance of that fade getting away. Or of the gorge getting away. Or of the push succeeding. Or any number of circumstances. 20 res gives the commander the *choice* to use them, not the requirement.
Anything works for marines on 30 player servers. Also, most North American pubs are at least 20 players so the times when you can try the cat pack rush are few and far between.
Either way, I would want my armor more than cats as my first upgrade. Faster firing rate also means more missing.
I think its simply that, if the marines have an advantages in res, cats let them exploit that advantage to the max. If you can afford that 3 res right then and there, the advantage it can give your marine and the team can mean a lot, and can kinda 'continue the steamrolling' as soon as it starts.
Comments
I, for the longest time, thought that they increased not only rate of fire by 25%, but ALSO damage by 25%. I shat myself thinking it was a cumulative Bonus Damage 5. Then I was corrected.
I'm 99.7% sure that ALL they do is +25% movement speed and +25% rate of fire.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><@a_civilian> 1.25 run speed, 1.2 attack rate, no change in reload time, no change in weapon damage, no change in build speed<!--QuoteEnd--></div><!--QuoteEEnd-->
Of course, I don't see them that frequently, so it could be this is already the way they work.
So far, the data we have is:
-When used in pubs of any size, the results have mostly been phenomenal, from my experience. Some games havnt worked out well, as will happen regardless of strategy, but the number of such occurrences has been sufficiently low for me to believe that cats have greatly improved winning chances.
-catalysts ABSOLUTELY, practically exponentially increase in results when the skill of the marine is increased.
If anything, from these two facts, cats in scrims would be a potentially awesome strat.
Yes they cost res, but so does everything. We get A1 for 20 res, because we know that its worth 20 res to have an extra swipe from a fade, the assured 3rd bite from a skulk, and decreased spore effect.
IMO, 20 res is also worth the ability for the comm to use cats. If a marine gets to an alien rt, I usually Cat him. Why? Because he will take out that RT a LOT faster, and 3 res is worth far more than the chance of him dying when the rt is in the red. Or, 3 res is worth far more than the chance of that fade getting away. Or of the gorge getting away. Or of the push succeeding. Or any number of circumstances. 20 res gives the commander the *choice* to use them, not the requirement.
Either way, I would want my armor more than cats as my first upgrade. Faster firing rate also means more missing.