I’m not going to go into details about the update, since everyone’s probably know what each class got what and such. Let’s do a bit of research. For instance, I thought the damage and speed of the equalizer increases exponentially as you lose health, when, as you can see below, this is not the case.
While at full health your equalizer does 32 damage, at 1hp it does 161. Your speed doesn’t increase smoothly, it goes up in steps every 40 hp lost. The damage seems to increase by roughly 6.5 per 10 hp lost.
The demoman gets a 15hp and 22unit speed boost per head chopped off, capped at 4 heads. After one head cut you’ll be running as fast as a normal class, and after two, you’re running 4 units faster than the medic’s 320 speed.
While both new taunts do 500 damage, the demoman’s taunt doesn’t hit multiple people. At least you can do it multiple times, though.


December 19th, 2009 at 7:27 pm
Not sure if it’s a bug, but every head after that seems to heal you to the point of overheal.
December 20th, 2009 at 10:06 am
It does, and I don’t see why not. You have a limit to max, and anything after should be bonus. Unless you’re wounded and kill someone, then go over max health.
December 30th, 2009 at 7:04 pm
Um, no. This is clearly not backed up at all. As a soldier, shoot the ground directly below you twice and switch to the equalizer, you should have ~30 health left. According to the chart, no matter your health from now on, youre always going to run the same speed. Honestly, how many times have you used the equalizer? Now jump from a height that will inflict ~25 health (2fort works great for this, just jump off the battlements) You will notice a definite speed increase the second you land. With your health at 1, you run at ~385 (estimated in relation to scout’s speed). Valve always likes to take the easy way out, right? Well then they would probably come up with a formula to calculate the speed based off the damage, for example:
speed = DEFAULTSPEED / (CURRENTHP / MAXHP)
Obviously this isnt the same formula they use, as this yields numbers well over 400, but you see the idea that it’s much easier and more efficient to have a simple single line assignment called every iteration instead of constantly checking increments of health loss and assigning the speed each time.
January 3rd, 2010 at 12:27 am
cl_showpos 1
Try it yourself.