Difference between revisions of "Talk:Equalizer"

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== Interesting note about the Equalizer with Demoman... ==
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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) [[User:AbeX300|AbeX300]] 17:19, 26 July 2010 (UTC)
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: 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! --[[User:Firestorm|<font color="#FF6600"><tt><big><u>'''Firestorm'''</u></big></tt></font>]]&nbsp;{{mod}}&nbsp;[[File:User Firestorm Nuke Sig.jpg]] 18:42, 26 July 2010 (UTC)
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::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. [[User:Jimbo Jambo|Jimbo Jambo]] 19:25, 26 July 2010 (UTC)
 
::: Yes, but the Demo has to have SOME weaknesses! --[[User:Firestorm|<font color="#FF6600"><tt><big><u>'''Firestorm'''</u></big></tt></font>]]&nbsp;{{mod}}&nbsp;[[File: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... -- [[User:Vi3trice|<font color=#771d6d>'''Vi3trice'''</font>]] {{mod}} <sub>([[User_talk:Vi3trice|talk]])</sub> 19:33, 26 July 2010 (UTC)
 
::::: Not to mention the fact that the equalizer speed boost also makes your charge go faster! --[[User:Firestorm|<font color="#FF6600"><tt><big><u>'''Firestorm'''</u></big></tt></font>]]&nbsp;{{mod}}&nbsp;[[File: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? [[User:AbeX300|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 [[User:Sam-1-14|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? [[User:AbeX300|AbeX300]] 18:03, 1 August 2010 (UTC)
 
:::It's not a file, it's hard-coded into the game itself.[[User:Sam-1-14|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:
 
 
 
{| class="wikitable" style="text-align: right"
 
|-
 
! class="header" | Health
 
! class="header" | 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. [[User:AbeX300|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 --[[User:Firestorm|<font color="#FF6600"><tt><big><u>'''Firestorm'''</u></big></tt></font>]] {{mod}} 20:10, 16 August 2010 (UTC)
 
 
 
== Shovel Noise ==
 
 
 
The Equalizer makes the same shovel flip noise that the Shovel makes when switched to. [[User:Danton|Danton]] 22:27, 2 October 2010 (UTC)
 
:This is going to sound arrogant, but that's really not my intention. But... so what? ~ <code>[[User:Lhavelund|<font color=red><span style="font-size: 1.2em;">'''lhavelund'''</span></font>]]</code> <sup>([[User_talk:lhavelund|talk]] ▪ [[Special:Contributions/lhavelund|contrib]])</sup> 05:32, 1 November 2010 (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.
 
[[User:Secret Agent Clank|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.--[[User:Focusknock|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? '''''[[User:Jeff Andonuts|<font color="#004F21">Jeff Andonuts</font>]]''[[File:User_Jeff_Andonuts_Signature.png‎ | JEFF 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. --[[User:Mechlord|Mechlord]] 06:58, 1 November 2010 (UTC)
 
 
 
== Percentage health values ==
 
 
 
What's the point of having the health values in the two tables percentage-based?
 
 
 
For example, instead of saying something like "200" it now says "100%"
 
 
 
The Equalizer can only be used by the Soldier, so is this really necessary? --[[User:MasterOfTheXP|MasterOfTheXP]] 16:26, 6 November 2010 (UTC)
 

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