FC/OC VS Battles Wiki

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FC/OC VS Battles Wiki

Introduction[]

Feats from the Crash Maul's TF2 Series. I plan on adding even more calcable feats here if suggested.

Profiles this applies to is currently just the Epic Scout, as he is the only profile on this wiki for now.

Rabid Heavy survives a Gas Tank[]

During a fight with the Epic Scout, Rabid Heavy punches a Gas Tank, which explodes into a large verticle explosion. It leaves Epic Scout heavily injured, unable to properly walk, the Engineer (who was as close to the explosion as Scout) was only slightly injured and the Heavy at the center of it is clearly very disfigured, but is still at full strength.

A Calc of it was done on a spanish site, however it uses a tree that we clearly don't see the entirety of, and might be assuming a wrong type of tree?

I'm gonna assume that the Trees are Spruce, which is 20-60m tall (average of 40m). Also due to the explosion being very... verticle, I'm gonna assume it's a cylinder and convert it to the radius of a sphere, ok?

DD CrashMaul RabidHeavyExplosion 01

Tree: 103px = 40m

Explosion Diameter: 100px = 38.8m

Explosion Height: 204px = 79.2m

Using a Calculator, I got a cylindrical Volume of 93643.69m^3 (Result), which gives a radius of 28.17m (Result)

Now I'll use the Formula: W = R^3*((27136*P+8649)^(1/2)/13568-93/13568)^2, where W is the yield in tons of TNT, R is the radius in meters, and P is the shockwave pressure in bars. However, due to the explosion not destroying the wooden structures nearby, it can at most be 4 psi or 0.27579 bars

If I'm gonna half the area of a sphere to get an area of a hemisphere, I should probably use the radius of a hemisphere instead of a sphere. Also I'm only keeping the 4 psi results

With a volume of 93643.69m^3, we get a radius of 35.49m (Result)

Now we can get the correct Yield!

Yield: 35.49^3*((27136*0.27579+8649)^(1/2)/13568-93/13568)^2 = 0.28 Tons of TNT (8-C)

Now for the Tanking, we need a new Intensity, so with the Area of 20.72m^2, we get...

Intensity: 0.28 Ton/20.72m^2 = 0.0135 Tons of TNT per Square Meter

And now, with a crosssectional area of 0.68m^2, the Scout and Engineer should be tanking...

Tank: 0.68*0.0135 = 0.00918 Tons of TNT (9-A)

So the Scout and Engi are overall Small Building tiers, Cool!

Low End: 28.17^3*((27136*0.27579+8649)^(1/2)/13568-93/13568)^2 = 0.14 Tons of TNT (9-A+)

And for the fun of it, let's include the classic 1.37895 bars!

High End: 28.17^3*((27136*1.37895+8649)^(1/2)/13568-93/13568)^2 = 1.8 Tons of TNT (8-C+)

Well that is sure of a downgrade

Scout and Engineer Tanking[]

Now let's see how weak strong Engineer and Scout are for tanking the Explosion... from the other side of the stairs!

Incase you were wondering how wide those stairs are, here's a helpful diagram I made in a 0 addon Garry's Mod game.

DD CrashMaul RabidHeavyExplosion 02

Yep it's wider than the Spy! The Spy is 1.816m, but given it's even wider than that, it could be even Demo's or Medic's height (or it could be 2m, lol)

Tanking an Explosion is calced using Inverse Square Law, which for our purposes looks like this: CA*I (E/A), where CA is the Crosssectional Area of the Human, I is Intensity of the Explosion, which is calculated with Energy over Area a.k.a. E/A.

Using the Sphere Calculator again, I got an Area of 41.44m^2 (Result), but given it take on the ground, this must be divided in half, which gives us 20.72m^2

With the above Yield and the Area we get an Intensity of...

Low Intensity: 0.14 Ton/20.72m^2 = 0.00675 Tons of TNT per Square Meter

High Intensity: 1.8 Ton/20.72m^2 = 0.0869 Tons of TNT per Square Meter

And Now we can get the Yield that the Engineer and Scout received, using the CA of 0.68m^2 due to being humans, we get...

Low End: 0.68*0.00675 = 0.00459 Tons of TNT (9-B+)

High End: 0.68*0.0869 = 0.059 Tons of TNT (9-A)

So yeah, Scout is 9-B, possibly 9-A, just he has a plus for his Wall level.

Epic Scout dodges a Hitmaker Shot[]

Mr. Bryce could dodge a shot from a Snipers Hitman's Heatmaker after it got REALLY close.

According to this video, the Heatmaker resembles a Walther WA 2000, but has the general shape of the VSS Vintorez. I'm going to use the cartridge speed of the latter, as the former has 3 diffrent types of cartridges and that's too many for a simple calculation. Anyway, the Vintorez uses 9x39mm cartridges, which travels (at lowest) 290 m/s.

I'm gonna be Angular Sizing this beginning part.

DD CrashMaul EpicScoutHeatmaker 01a

This is how close the bullet got to Scout, before he started moving. Scout is 355px, while the Panel is 630px.

2atan(tan(35deg)*(355/630)) = 43 degrees

Using this calculator, alongside Scout's height (1.778m), we get the distance of 2.2568m, which means Scout only has 0.00778s to move.

DD CrashMaul EpicScoutHeatmaker 01b

Here we can see how much movement the Scout did inbetween the time it took the bullet to reach his original position, which was a bit infront of mark on the pipe. The Scout could move his leg apart from his other leg in that time and move a bit further from the camera.

Angular Method[]

DD CrashMaul EpicScoutHeatmaker 01c
DD CrashMaul EpicScoutHeatmaker 01d

With a 630px panel, we see Scout beginning at 360px and ending at 340px. Using the same formula as before...

Beginning Degrees: 2atan(tan(35deg)*(360/630)) = 43.6 degrees

Ending Degrees: 2atan(tan(35deg)*(340/630)) = 41.4 degrees

And now, using this site with the same height...

Beginning Distance: 2.222m

Ending Distance: 2.352m

Distance Traveled: 2.352m-2.222m = 0.13m

The Scout could move this distance in 0.00778s, so we get the speed of...

Low Speed: 0.13m/0.00778s = 16.7 m/s (Superhuman)

Kinda dissapointing...

Leg Method[]

This will use good ol' classic Pixel Scaling!

DD CrashMaul EpicScoutHeatmaker 02

Scout: 340px = 1.778m

Distance Moved: 165.7px = 0.87m

The Scout could move his leg in 0.00778s, so we get the speed of...

High Speed: 0.87m/0.00778s = 111.8 m/s (Subsonic)

Pretty decent!

Epic Scout dodges Bullets[]

The Epic Scout could dodge the bullets of a Sentry and Brass Beast Heavy, appearing as a blur to them.

In this scene, we can see that the Bullets appear to move slowly, but not fully stopped, to the Scout that outpaces them casually.

While the Brass Beast is based off something different, I'll use the base of the Stock Minigun instead, cause I can actually find it's muzzle velocity easily. The Minigun is based of the M-134, which has a Muzzle Velocity of 853 m/s

The Sentry should be using rotary turrets comparable to GAU-8 or the Vulcan, which have Muzzle Velocities of 1013 m/s to 1030 m/s.

The calculation will be done like this, assuming that Scout's apparent speed is equal to athletic humans (7.7 m/s) and the bullet's apparent speed is equal to walking speed (1.4 m/s)

Low End: (853 / 1.4) * 7.7 = 4691.5 m/s or Mach 13.8 (Hypersonic+)

Mid End: (1013 / 1.4) * 7.7 = 5571.5 m/s or Mach 16.37 (Hypersonic+)

High End: (1030 / 1.4) * 7.7 = 5665 m/s or Mach 16.65 (Hypersonic+)

Impressive, but not suprising given that this Epic gets his strength from a Bonk! Can in his Bloodstream.

Standard Mercenary Explosives[]

Standard Explosives used by Mercenaries can cover an entire width of the Bridge in Teufort. An Engineer could survive a similarily sized explosion, although it's unknown how "close" the Engineer was.

DD CrashMaul NormalExplosives 01

Heavy: 245px = 1.93m

Bridge Width: 648px = 5.105m

This is the diameter, the radius should be 2.5525m.

Formula for Ground-based Explosions: W = R^3*((27136*P+8649)^(1/2)/13568-93/13568)^2, where W is the yield in tons of TNT, R is the radius in meters, and P is the shockwave pressure in bars, where we generally use 1.37895 bars or 20 psi of pressure.

Loose Cannon Yield: 2.5525^3*((27136*1.37895+8649)^(1/2)/13568-93/13568)^2 = 0.0013 Tons of TNT (9-B)

However, while this Yield works for the Loose Cannon, it doesn't work the Soldier's Direct Hit, which decreases the radius by 70% for an increase of 25% compared to a normal RPG.

This means that the Direct Hit has 25% more Yield (1.25x) than a Normal Rocket that doesn't have a 70% decrease (0.3x) in it's radius.

"Normal" Rocket Radius: 2.5525m/0.3x = 8.508m

Normal Rocket Yield: 8.508^3*((27136*1.37895+8649)^(1/2)/13568-93/13568)^2 = 0.0495 Tons of TNT (9-A)

Direct Hit Yield: 0.0495 Tons*1.25x = 0.061875 Tons of TNT (9-A)

Direct Hit works as supporting feat for Rabid Heavy. Loose Cannon should be Low End for this Universe and Normal Rockets might just scale to Attack Potency only, as Rockets still decimate Mercenaries.

Epic Scout tanks standard rockets[]

Epic Scout was actually shown tanking an Explosion from a standard Rocket Launcher and a Grenade Launcher combined and shows practically no signs of damage afterwards.

DD CrashMaul NormalExplosions 02

Scout: 92.5+200.9+191.7+182+19.3 = 686.3px = 1.778m

Distance from Explosion: 604px = 1.565m

Shield Height: 363.9px = 0.94m

The Explosion took place off-ground, so full sphere. This gets us 30.78m^2 (Result)

Yield of Explosion was 0.0495 Tons of TNT, so we get...

Intensity: 0.0495 Tons / 30.78m^2 = 0.0016 Tons of TNT per Square Meter

Area of a standard Human is 0.68m^2.

Yield Tanked: 0.0016 Tons/m^2 * 0.68m^2 = 0.001088 Tons of TNT (9-B)

The Shield the Scout was carrying was also unharmed, it also resembles an oval or ellipse. asuuming it's other side is half as long (0.47m), dividing both values for the radius (0.47m and 0.235m) and then putting it into this calculator, we get 0.347m^2 (Result)

Assuming it tanked the same intensity, we get 0.00055 Tons of TNT or 2.3 Megajoules (9-B)

Heavy was capable of breaking the Shield, so most Mercenaries should scale to the Shield tank. Epic Scout scales to the energy he tanks (although it's less than what canon Mercenaries scale to).

Cobra Bodyguard absolutely demolishes a car[]

This Bodyguard is capable of launching a car at the same speed as the ATV's in the background.

First let's see how much the launched car moved in a timeframe we will figure out later.

DD CrashMaul CarFlip 01a

Bodyguard: 61+62.5+72.7+70.6+90 = 356.7px = 1.93m (Should be comparable to the Heavy)

Distance Moved: 330.6px = 1.8m

That is only an estimate, but it should still be fairly accurate. However, what's more important is speed.

DD CrashMaul CarFlip 01b

Viewing it frame by frame, we see that it was hit on frame 13720 (it may not appear like it in the screenshot, but given the context surrounding it, this is the most likely) and it reaches the calculated distance on frame 13730, only TEN FRAMES. For a 30fps animation, that is 0.33s

This gives us the speed of 5.45 m/s, which is not that impressive... thankfully, this is time-slowed segment and the background has the aforementioned ATV's.

DD CrashMaul CarFlip 02b

Sniper: 67.2+37.2+43.3+49.8+30.3 = 227.8px = 1.854m

Distance Travelled: 72px = 0.586m

DD CrashMaul CarFlip 02a

What I calculated was the distance it moved in 10 frames, so 0.33s again. This gets us the Speed of 1.775 m/s

Equation for Speed of Time-Slowed Moments: (real speed of reference object / apparent speed of reference object) * apparent speed of object of interest = real speed of object of interest

The real speed of an ATV is 80 mph or 35.76 m/s

Speed Calculation: (35.76 / 1.775) * 5.45 = 109.8 m/s (Subsonic)

The Vehicle the Bodyguard launched is an M151 Jeep (As it was the asset used in the animation), which weighs 1100kg.

Kinetic Energy: 6630822 Joules or 0.001585 Tons of TNT (Wall)

I guess this is sorta impressive? It's stronger than the Loose Cannon Yield and is performed by a non-mercenary, so it should scale to the mercenaries.