Difference between revisions of "Talk:Equalizer"

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(Considering that the weapon can random crit...: new section)
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Shouldn't we specify on the Damage Table the critical hit values for each max health value? Even if we are not counting random crits (for some reason), the weapon can still crit with Kritzkrieg. Although... we would end up needing to list mini-crits too if that was the case. [[File:Gabrielwoj Signature Icon.png|15px|link=User:Gabrielwoj]] - [[File:Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 21:07, 6 June 2019 (UTC)
 
Shouldn't we specify on the Damage Table the critical hit values for each max health value? Even if we are not counting random crits (for some reason), the weapon can still crit with Kritzkrieg. Although... we would end up needing to list mini-crits too if that was the case. [[File:Gabrielwoj Signature Icon.png|15px|link=User:Gabrielwoj]] - [[File:Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 21:07, 6 June 2019 (UTC)
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:I'll show the example of the table soon. [[File:User Hinaomi Hinaomi-sig.png|link=User:Hinaomi]] [[User:Hinaomi|Rikka Takanashi]] <small>([[User talk:Hinaomi|talk]]) • ([[Special:Contributions/Hinaomi|contributions]])</small> 01:32, 7 June 2019 (UTC)

Revision as of 01:32, 7 June 2019

Interesting note about the Equalizer with Demoman...

It seems as if the Equalizer was actually going to be decided to be either for the Soldier or the Demoman. With some editing on the files, I did manage to get the Demoman to be able to use it (although only in my own server, of course). Although, the H=D&S thing doesn't apply to the Demoman, not only is he holding the Equalizer right, but he can actually taunt with it! (Granted, it's the same ol' CHEERS MATE taunt) The usual case with weapon replacing is that the weapon isn't held right and/or can't taunt with it. (i.e. Demoman with Ubersaw) AbeX300 17:19, 26 July 2010 (UTC)

Interesting. I can understand why they wouldn't give it to the Demoman though, WAY too overpowered. He'd be fantastic at medium range (As he is now) but now he'd be great at close range too! --Firestorm  User Firestorm Nuke Sig.jpg 18:42, 26 July 2010 (UTC)
It probably would have been used to compensate for the demo's weakness at close range like the Eyelander does. After all, he has no hitscan weapons. Jimbo Jambo 19:25, 26 July 2010 (UTC)
Yes, but the Demo has to have SOME weaknesses! --Firestorm  User Firestorm Nuke Sig.jpg 19:26, 26 July 2010 (UTC)
The Grenade Launcher on its own is already a great weapon in the right hands. Either the Eyelander or the Skullcutter make him great in close range. Pairing the Equalizer with the Targe? Gee, thing can kill a non-buffed Heavy on a critical hit at 14 hp... -- Vi3trice (talk) 19:33, 26 July 2010 (UTC)
Not to mention the fact that the equalizer speed boost also makes your charge go faster! --Firestorm  User Firestorm Nuke Sig.jpg 19:40, 26 July 2010 (UTC)
But with the speed boost, wouldn't that mean that it would harder to use the Charge, because of the uncontrollability? AbeX300 04:55, 28 July 2010 (UTC)
It's a code in the game that causes ANY weapon with the tf_weapon_shovel class to be converted into a tf_weapon_bottle, it was added in the game to accomadate the pain train(it also explains why the pain train sounds like a bottle). The responses are very interesting though. Also, even if the demo got the speed boost, the targe's charge speed is capped at it's default setting, but I do wonder what it would be like if the demo was also coded for use of the equalizer Sam-1-14 20:40, 31 July 2010 (UTC)
That's interesting. Although, I never knew how to find the code, since I only know about editing the .txt files (of course), .ctx files, and .res files. The file with the code in question, what's the file type and where is it located at? AbeX300 18:03, 1 August 2010 (UTC)
It's not a file, it's hard-coded into the game itself.Sam-1-14 00:27, 2 August 2010 (UTC)

Another interesting note.

There seems to be a pattern based on how much health you have for damage.

On 300 to 198, it's 33 damage. On 197 to 196, it's 34 damage. On 195 to 193, it's 35 damage. So basically, that would mean the amount of health required for an additional damage is switched back and forth, being 2, 1, 2, 1, 2, 1. It would basically be like this:

Health Damage
300 - 198 33
197 - 196 34
195 - 193 35
192 - 191 36
190 - 188 37
187 - 186 38
185 - 183 39
182 - 181 40
180 - 178 41
177 - 176 42
175 - 173 43
172 - 171 44

And so forth. Sorry if this was known, before, or this doesn't make much sense. AbeX300 19:53, 16 August 2010 (UTC)

That's due to rounding when using the formula: 113.7 − 0.405x . At some point, it won't follow your pattern exactly (because it's 0.405x, not 0.5x) but it's close --Firestorm 20:10, 16 August 2010 (UTC)

Shovel Noise

The Equalizer makes the same shovel flip noise that the Shovel makes when switched to. Danton 22:27, 2 October 2010 (UTC)

This is going to sound arrogant, but that's really not my intention. But... so what? ~ lhavelund (talkcontrib) 05:32, 1 November 2010 (UTC)

Bugs with Equalizer

I removed this section from the "bugs":

Is this not intended? Is healing blocked from Sanviches, Dispensers and Steaks? I feel as if this is intended, and not a bug at all.

Thoughts? Squidfeeder 17:20, 24 January 2011 (UTC)

Pro/cons

Whether medics not being able to heal you with it is a downside or not is debatable. Chances are it was added so that Soldiers could have their own desired effect when equipping it since they can so easily switch weapons to enable healing, and can still pick up health packs. In other words, more control to the player without his teammates interference. Imagine if you're trying to escape spam and are perhaps timing it correctly, only to be slowed down by a medic healing you and causing your death.

Just a thought: looking at the "positive attributes" trivia bit.

Addendum: especially true if for some reason you've lived long enough to get crit heals. Secret Agent Clank 04:59, 27 October 2010 (UTC)

Whilst your reasoning is sound, it is still a detriment to the player. Perhaps they would be better putting it as a neutral attribute then.--Focusknock 16:27, 27 October 2010 (UTC)

Rocket Jumper and The Equalizer

With the October 27, 2010 Patch, The Rocket Jumper reduces the maximum health of a soldier. Can any one confirm whether or not the health reduction affects the speed and damage for the Equalizer? Jeff AndonutsJEFF used Bottle Rocket! 06:53, 1 November 2010 (UTC)

Nice question. I had a look, it seems that the Equalizer properties are determined by the users current health in relation to their max health. As such, all flat health values in the article have been changed to percentage besed values. Thanks. --Mechlord 06:58, 1 November 2010 (UTC)

Intial Paragraph Healing exclusions

Now that all 4 medic healing weapons are blocked by an active equalizer, do you think instead of listing them all we should just change it to read 'medic weapons'--MEDUNN 21:39, 22 February 2011 (UTC)

Yes.--Focusknock 21:45, 22 February 2011 (UTC)

Trivia

In the current trivia, the first one about the "Great Equalizer", the page that was linked wasn't there. Is that just me or is everyone having this problem? Also when tf_playergib is set to 0 on a server and you use the equalizer taunt, he uses a grenade to blow himself up but on his corpse, (seeing as it isn't in pieces) he still has 2 grenades on his chest. I really don't think that that is a great trivia but can someone let me know? Pierow 20:54, 17 March 2011 (UTC)

About spy, disguised as a soldier with the equalizer

In the "Bugs" section there is a paragraph that says "A Spy who is disguised as a Soldier with the Equalizer will not move faster than default Soldier speed, regardless of the Spy's fake health display or actual health." I don't think its a bug, because there is the same thing when spy is disguised under scout- his moving speed doesn't increase too and its not a bug. So what do you thing guys? Plumpkins 11:46, 26 March 2011 (UTC)

Obviously the Spy cannot move faster than his default speed, but he does slow down deliberately when disguised as slower classes. What the bug highlights is that when an Equalizer-weilding Soldier loses some health, he moves as fast as a Spy. So why shouldn't the Spy represent this and provide a more believable disguise. --Focusknock 12:22, 26 March 2011 (UTC)
This is also much like a Spy disguised as Heavy wielding the Gloves of Running Urgently. I think it would be more realistic - without really dis-balancing anything - to have the Spy accommodate the increased (read : not decreased) movement speed of those two cases. —BobMathrotus 01:07, 25 June 2012 (PDT)
Did you see how long between last post and your post? User Hinaomi Hinaomi-sig.png Hinaomi 06:15, 25 June 2012 (PDT)
Yes I did. Does it matter? This is a wiki. Not a forum. Anyone can consult the discussion tab at any time. —BobMathrotus 06:11, 28 June 2012 (PDT)

The only bug in the Equalizer page.

I don't think its a bug. I opened items_game.txt, scrolled down to the Equalizer's effect/attribute and found this in it.

  • "effect_type" "positive"

Valve could easily changed it to negative, so I don't think this is a bug. --Adliikhwan 17:03, 18 January 2012 (PST)

Think about it logically - it prevents you from being healed. How is that possibly a positive attribute? » Cooper Kid (blether) • (contreebs) 18:16, 18 January 2012 (PST)
Because, maybe you WANT to have low health so you can have the positive effect, if a medic heals you when you don't want it, it annoys you. Yuurg 07:40, 30 June 2012 (PDT)

W/ regards to the description

To quote M-Ninja: "leave it has neutral as that effect could go both pos or neg" (with regards to disabled healing while active).

How is this possibly regarded in a positive light? Darkid (Talk | contribs) 16:47, 8 March 2012 (PST)

Rocket Jumper Part 2

Well, I noticed that if I use Kamikaze taunt with RJ, you won't die, you will just jump like a rocket jump. Bug, or intended? Theodoremk 10:38, 21 March 2012 (PDT)

"No self inflicted blast damage" includes blast damage from other weapons, and technically this uses blast damage to kill the soldier taunting. Yuurg 07:42, 30 June 2012 (PDT)

Renamed 6/27?

Upon logging in post Pyroland update, I was "awarded" with three copies of The Escape Plan, which appear to be old copies of the Equalizer, renamed (as one was vintage). Can anyone confirm this change? --Draco18s 19:23, 27 June 2012 (PDT)

Confirmed. Read the update list at the TF2 website.Joshduman 19:29, 27 June 2012 (PDT)

Escape plan images

I think we should use the Equalizer's 3D model as the Escape plan's 3D model. Just because the Escape plan looks like the old Equalizer now. --Neg 05:51, 28 June 2012 (PDT)

I second that. This should get added to some kind of todo list. NottNott 05:46, 2 March 2013 (PST)

I've asked about this, and Ragnar told me there's issues with the Equalizer's model in the model viewer or something. We should probably disable the 3D model and just use the backpack image or something. Balladofwindfishes 09:23, 2 March 2013 (PST)
The defined 3D image is here, and it is not the actual equalizer 3D model. Feel free to poke the 3D modeling project group to fix it--along with their 20-some-odd backlog. Darkid (talk|contribs) 18:45, 7 May 2013 (PDT)

Disable 3D Model?

It's going on a year now without a proper updated version of the model. If the 3D image is, for some reason, difficult to create, it should be disabled and a fallback static, accurate, image should be used. As it stands now, the page isn't even using the right item at all, and the change is hardly new anymore. Balladofwindfishes 08:13, 13 May 2013 (PDT)

The Equalizer hits like a truck

Through some testing, I noticed that the equalizer launches killed players with great force, compared to other melee weapons which cause them to fall back only a little. It doesn't depend on how much damage it deals or whether it was a crit. A 33 damage kill launches corpses with the same force as a 321 damage kill. It's even noticeable in the demonstration video. Is this a bug or some silly intentional mechanic? Either way, it's hilarious, and it gives me a reason to use this weapon. The gunslinger will sometimes do the same thing with the triple hit combo. This was tested without any commands that affect ragdoll physics. Octorock888 (talk) 18:13, 13 December 2018 (UTC)

Considering that the weapon can random crit...

Shouldn't we specify on the Damage Table the critical hit values for each max health value? Even if we are not counting random crits (for some reason), the weapon can still crit with Kritzkrieg. Although... we would end up needing to list mini-crits too if that was the case. User Gabrielwoj Signature Icon.png - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 21:07, 6 June 2019 (UTC)

I'll show the example of the table soon. User Hinaomi Hinaomi-sig.png Rikka Takanashi (talk) • (contributions) 01:32, 7 June 2019 (UTC)