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F.E.A.R General Discussion Thread

Sans2345

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This is a general discussion thread for anything relating to the first-person shooter psychlogical horror series F.E.A.R.

This thread is mainly for friendly discussion, and powerscaling.

220px-FEAR_DVD_box_art.jpg
 
Pretty big necro here but I've been wanting to help powerscale the verse for a while now, I've gotten some more solid data recently like player run speeds and character measurements (even measured the sole of Pointman's boot to see how strong his kicks are). Major F.E.A.R. lorehead too, so I can see if anything has basis in the story or not.

I'll start simple, as I don't know wether anyone's still interested in this thread other than me...

The engine F.E.A.R. uses is Lithtech, and Lithtech actually uses centimeters and meters for units, instead of some arbitrary measurement. This means mostly everything can be ported and scaled in different programs reliably as 1 unit = 1 cm.

Pointman's speeds internally are as follows: RunSpeed: 440 cm/s, WalkSpeed: 300 cm/s, CrawlSpeed (crouchwalk): 200 cm/s. These are 4,4; 3,0; and 2,0 m/s respectively. Multiplying these by 3,6 gives us a runspeed (more of a tactical jog, really) of 15.84 km/h, a walkspeed of 10.8 km/h and a crouch-walk speed of 7.2 km/h. Just knowing this helps a lot as we can determine roughly how fast some things or enemies are by comparing them to the Pointman.

His height may slightly differ depending on the source material (I haven't tested F.E.A.R 3 or the promotional trailer for it yet) but cross-referencing his model imported into blender with the games SDK gives us a height of 185 cm or around 6'0. To save some time later, I also measured the soles of his boots (with some margin of error) as seen in the image below.

pointman-measurements.png

For his speed and reaction time, the game's "slow-mo" makes time slower by around five times, but the Pointman's movement speed is increased by three times and his weapons also fire significantly faster than they do in real-time. The RPL Submachine Gun, for example, takes 10 frames inbetween shots when slow-mo is activated but in real-time takes 15 frames. I doubt this is a verifiable feat for him though, with maybe some exceptions (semi-autos and manual actions like shotguns). Him being able to move extremely fast is verifiable though, as the games make references to his sheer speed several times (Replicas will shout "HE'S TOO FAST!", the F.E.A.R. coordinator comments that his reflexes were "totally off the charts" through training, etc.). Making him essentially 10-15x faster than even trained soldiers.
Speed/time perception comparison, real time vs slow-mo
tL80jat.gif

And yes, I did attempt to mark down how long it takes for each action the Replica does in both times:

Normal speed
Turn: 0.317 s
Raise weapon: 0.100 s
Crouch + callout: 0.500 s
First shot: ~1.10 seconds total


Slow-mo
Turn: 1.33 s
Raise weapon: 0.71 s
Crouch + callout: 2.28 s
First shot: ~5.41 seconds total

Something also worth noting is how the Pointman can perceive bullets mid-flight and is both fast and accurate enough to shoot grenades out of enemy hands and perceive the "blast wave" of the explosion!

I did some further testing on my own using some of the things I found out here, and I can continue posting about that (testing his striking strength with his hands and legs is definitely possible in a variety of ways, such as punching open doors in Extraction Point or using the Replica Assassins to measure his kick strength, given he is able to instantly kill them and canonically they have reinforced carbon fiber composite skeletons, maybe even slide kicking bodies to see how far they go?) but I just want to see if there is still interest in powerscaling this game. I have much to talk about still so I hope there is.
 
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Something also worth noting is how the Pointman can perceive bullets mid-flight and is both fast and accurate enough to shoot grenades out of enemy hands and perceive the "blast wave" of the explosion!
This one is interesting. It could give quite a good amount of speed calcs:
1. How much distance does bullets cross in 1 second of slow mo, and how fast relative to them is Pointman? I assume you can identify bullets(and thus their actual speed)
2. Same for explosion. But would need source of explosion and how strong it was to make calc
 
This one is interesting. It could give quite a good amount of speed calcs:
1. How much distance does bullets cross in 1 second of slow mo, and how fast relative to them is Pointman? I assume you can identify bullets(and thus their actual speed)
2. Same for explosion. But would need source of explosion and how strong it was to make calc

Good to see another person still likes the idea of scaling this game!

First of all, I used the G2A2 for this test as it's one of the guns with most similarity to a real life variant, the H&K SL8. Secondly I have to warn you that while the bullets in F.E.A.R (even in slow-mo) are hitscan, Pointman can still perceive their trajectory in the air, I'm not sure about F.E.A.R. 3, but I suspect the bullets in that game can't quite be dodged either. Either way, here's some stuff regarding the trail effects:
15 FPS gif
RHCAkUk.gif


Using the source video of the gif above for reference (I took it) the Pointman is able to cross this distance himself in just under 2.36 seconds, given that we know he runs at 440 cm/s we can easily calculate the distance to be 10.384 meters from my shooting position to the wall at the other end. The trail in question is what we can call a "bullet trace" or a shockwave. Pointman can spot these at any distance and see them clearly while slow-mo is active. The G2A2 is pretty much an SL8, and official sources confirm that it fires 5.56x45mm NATO ammunition, the shockwaves of the bullet in slow-mo take about 2.167 (2 seconds and 10 frames) seconds to dissipate. As an added bonus, here's what it looks like to fire it without slow-mo.
15 FPS gif
x7mDJzK.gif


Something to note is that in the first gif, the bullet that triggered the sparks and flash from hitting the wall had a 3 frame (0.05 seconds) delay before triggering the effects, this seems to be consistent with shooting metal, so maybe I'm wrong and there is something resembling travel time in regards to impact effects.

But as for the explosions, I think we can go much more in depth with this than with the bullets, here's three videos I've converted to gifs, all running at 30fps with the source videos being 60fps.

YqO0hMc.gif
7FOV2aL.gif

U1nzcEV.gif


I picked these three out specifically because they show the most of the shockwave and explosion damage, the source of the explosions in all of these cases are grenades thrown by the Pointman. The grenade, along with some measurements can be seen below.

image.png


From one side of the grenade to another, you get 9,95 cm (this is also true from back to front when intersecting at the center), the ball part has a 'height' of 7,44 cm while from top to bottom, the entire grenade is 10,7 cm. Given the lack of fragmentation in-game, it's safe to say that it's some kind of high explosive grenade (one with a fairly powerful blast at that, to completely gib a Replica into a cloud of blood in the third gif, and to completely explode a fire extinguisher from over 2 meters away in the first). Hopefully it's effects and the measurements will be enough to determine just how strong the explosions coming from it are, I'm not that good with this sort of stuff so if you can help it'd be appreciated.

To go back to the speed of guns for a moment, there might be another way to determine speed and just how fast the Pointman's perception is, both F.E.A.R. and F.E.A.R. Extraction Point have enemies that use laser weapons in battle, the ATC UAV and Replica Laser Elites respectively. In both cases, the Pointman can perceive the travel of enemy lasers, this can also be seen when the Pointman uses the Type-12 Laser Carbine from the latter.
30fps gif from 60fps video
pzfA2kv.gif


Running from my shooting position to the wall where I shot the laser, I can determine that from the Pointman's position here to the church the distance is 22,22 meters (at a RunSpeed of 440 cm/s, it took him 5.05 seconds to reach it). At the end of the second burst, the laser takes 20 frames (0.33 seconds) to reach the target point. There's nothing to suggest laser weapons in F.E.A.R or Extraction Point work any differently than we might expect, so a laser in real time would take somewhere around 74,14 nanoseconds to reach the same target to us (correct me if wrong). Not sure if we should take this as is, but it would further solidify his reaction time is crazy fast.

Oh, and here's a video of the UAVs shooting Pointman with their lasers (not my video).
30fps gif from 60fps video
iXFR6Yw.gif
 
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Good to see another person still likes the idea of scaling this game!
Geniunely one of the best shooters I have played.

General advice: if you want to calculate combat speed of Pointman, you need divide distance he moved in same timeframe to distance other projectile crossed(bullets, grenade, laser).
Secondly I have to warn you that while the bullets in F.E.A.R (even in slow-mo) are hitscan, Pointman can still perceive their trajectory in the air, I'm not sure about F.E.A.R. 3, but I suspect the bullets in that game can't quite be dodged either.
I think it being hitscan is just gameplay mechanics. Bullet visuals can be used as indication of how fast bullets are.

But as for the explosions, I think we can go much more in depth with this than with the bullets, here's three videos I've converted to gifs, all running at 30fps with the source videos being 60fps.
Same as above, compare speed of shockwave to Pointman. For calculating speed of shockwave, you can use this calculator. You would need to use values from similar irl grenades.

Extraction Point have enemies that use laser weapons in battle
They need to qualify for several things for it to be counted as actual SoL lasers. More here.
 
Geniunely one of the best shooters I have played.

Completely agree! I love it and the DLCs from start to finish, to me, there's no way to talk about early-mid 2000's shooters without talking about F.E.A.R. Always found it weird how no one discussed it much here.

Same as above, compare speed of shockwave to Pointman. For calculating speed of shockwave, you can use this calculator. You would need to use values from similar irl grenades.

In regards to scaling for bullets and grenades, the game has more than enough to show for the strength of the N6A3 grenades, which helps with getting more accurate values for the calculator (thank you for that by the way!), the bullet shockwave and impact delay might be a little trickier. Just one more thing, I'm sure there's no problem with going in depth on it here, right? Just asking because sometimes I see calculations done elsewhere.

They need to qualify for several things for it to be counted as actual SoL lasers. More here.

Thanks for the info. I'll use the Type-12 Laser Carbine here as it's more verifiable than the UAVs, but if it's insufficient then we can hold on the laser discussion for this game. I believe that there's more evidence towards it acting like a "true" laser than against it, considering the speed of it's laser is constant in both Extraction Point and Perseus Mandate, no matter who wields the weapon. It also constantly emits a light while in use, travels in straight lines and it's impacts leave burn marks on the environment. When used against enemies, it burns straight through their armor and kills them through heat or dismemberment.
Perseus Mandate clip
fd19e767e09c88c03c87b6805b8be6ce.gif

Laser speed, distance and effect on ground
U9JYpGr.gif

Laser vs Replicas
oCNptiy.gif
 
By the way, it might be worth it to think about separating Pointman from F.E.A.R and F.E.A.R 3 from Extraction Point Pointman in the future, just putting this here to keep in mind for later on.
 
Since we are focusing on figuring out Pointman's true combat speed, I'll be mostly looking at things that can be definitively proven in the original F.E.A.R. alone for now, as there is no reason to believe he scales any lesser in F.E.A.R 3 and Extraction Point. To start, this is what I have in relation to bullets in slow-mo (more on slow-mo later). Do point out where I'm wrong and correct me if you're able. I'm not that good at this, but I want to at the very least leave something to build off of!

Though the game doesn't show us individual bullets, it does show us individual shockwaves left by their travel when the player has slow-mo activated. This possibly indicates some level of Supersonic perception and/or tracking at the very least, this disturbance in the air exists only at these speeds and dissipates at around the speed of sound (343 m/s, or 34,300 cm/s). At 60fps, the Pointman can see individual shockwaves from the bullets for at most 2 seconds and 10 frames, which is 2.167 seconds. These shockwaves don't last very long under normal conditions (assuming a 5 cm thick shockwave/trail, 0.05 / 343 is 0.146 milliseconds). So while we can't track the bullets themselves, we can observe just how long it takes for these trails to dissipate in his POV.
You can also see the trails in F.E.A.R 3's slow-mo.
e898bed3072b4a669a5d1cf732538692.png
8a13397db0e3c18fce97489182c1ec0e.gif

ICZM4yY.gif

Pointman's speeds in slow-mo are essentially his base speeds, divided by 5 but then multiplied by 2. Which is 176 cm/s. During those 2.167 seconds, the Pointman can cover 3,608 meters, as seen in the gif above.

Moving on to the grenade, time to use those measurements from earlier..

I picked these three out specifically because they show the most of the shockwave and explosion damage, the source of the explosions in all of these cases are grenades thrown by the Pointman. The grenade, along with some measurements can be seen below.

image.png
Given the diameter of 9,95 cm, we can get a radius of 4.975 cm. Considering it's flattened at the top and bottom, I'll calculate the volume as if it were an oblate spheroid with V=43⋅π⋅(4.975)2⋅7.44 , the outcome of which is 771.0 cm³ (0.77 L). This is assuming it's fully solid however, from here, I'll assume the grenade's construction is roughly similar to an M67. Considering it's destructive in explosion and not shrapnel, and has to explode fire extinguishers and people, I'll use a filler volume of 520 cm³ at most and 460 cm³ at least. Using Composition B, we get 520 cm³ x 1.7 g/cm³ = 858 grams or 0,858 kg, and 460 cm³ x 1.7 g/cm³ = 782 grams or 0,782 kg respectively.

Same as above, compare speed of shockwave to Pointman. For calculating speed of shockwave, you can use this calculator. You would need to use values from similar irl grenades.
To be honest, I'm not very certain on how to interpret the data in the shockwave calculator you gave me, sofor now I'll just put a clip of me moving with the grenade's shockwave for reference, the distance of the Pointman to the grenade is 11,13 meters at the start of this clip.
The maximum filler data, using player's distance as distance
e6bd62e5c5d95eedcd52a8168c21c1a7.png

30fps gif from 60fps video, note the Pointman gets to move about 3,34 meters to the right while the shockwave is visible.
vYybMh6.gif
 
Back again, I've got quite a bit of gameplay footage since yesterday but I'll try to sift through it all and cut out the moments that I feel like matter most in regards to Pointman or the Replicas. I've kept it to speed feats only so far, but there's quite a bit to unpack here and it helps to broaden the discussion into covering more as we can use some things for others, such as how strong/durable Pointman or a Replica is in comparison to a Heavy Armor, for example.

I'll sort these based on what they can be useful for and from the earliest to the latest, I'll add in some of my own comments, aswell.
Kick/Melee testing, trying to gauge Pointman's minimum strength for his legs and fists by how much damage he can do with them
5gRdedH.gif

Pointman slide-kicking a Replica propels his body some 18.5 meters at the very least (at his RunSpeed, Pointman takes 4.21 seconds to reach from the body's starting point to its ending point). The body itself covers this space in 2.2 seconds. Keep in mind that if there wasn't a wall and another body, it could've likely gone further, you could also consider the friction from the ground which would mean his kick needs to be a little more powerful than without accounting for it. All normal replicas (and the assassins) are instantly killed from a jump or slide kick, so there's no need to distinguish them for now.

Zelmfyj.gif
2fc5040367da5803262e1863cda19680.png

Jump kicking an alive Replica throws his body around 3.82 meters away, they also get thrown up into the air a little. The body covers this distance in 1.267 seconds. It might be worth nothing he hits them with the tip of his combat boots, which I haven't measured yet.

wq4NjZS.gif
P1lSrDF.gif

8AykT4R.gif
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As for the strength of his fists/arms, he's shown to be capable of smashing open vents in two punches, and with the buttstock of a gun, break open door locks; instantly kill lower-tier Replicas and the human ATC Guards with a single punch to the face (late-game Replica types take two or three punches, in the Elite's case) regardless if they're wearing a helmet (maybe by neck snap?); as well as effortlessly break open crates and fling industrial metal doors (wooden door used for ref, he can do this to every standard door in the game) open with a single jab in Extraction Point (these also extend to the Sergeant in Perseus Mandate). I used a Replica's foot to estimate the thickness of the doors and they are ~0.0733 (7,33 cm) meters thick. These doors take 10 frames (0.167 seconds) to fully swing open when he does this.

LMv1Mah.gif

He is also fully capable of blasting open a high pressure gas line valve with a single punch, aswell as surviving the resulting explosion if he has some amount of armor or high enough health. This instantly kills normal Replicas near it.

Although I don't have any footage for them right now, I would like to bring up the Replica Assassins here because they have the most information about them than any other enemy in F.E.A.R 1. This information comes from F.E.A.R 2 (assassins don't have variants so they're undoubtedly the same ones seen in the first game) and it states that they were created from Project Icarus and their bones are created out of "carbon fiber composite", which gives them superhuman speed and dexterity. Even though the assassins move at around twice his run speed and can do athletic feats such as jumping over 5 meters high and leap off of walls, Pointman is capable of hitting them much faster than they can hit him in slow-mo and he is fully capable of killing them with his punches and kicks, meaning he can inflict significant physical damage on them despite the Assassin's armor and composite skeletons.

About Pointman's tankiness...
0TqazdW.gif
GLyRhXO.gif

In addition to being able to tank the previous explosion, Pointman can sustain several hits from Replica Heavy Armors, they can smash through walls, warp metal doors and in some cases send them flying off their hinges completely.

gR93kRz.gif

The Pointman is also really tanky when it comes to gunfire, being able to withstand whole barrages of SMG and rifle rounds, aswell as several shotgun blasts and penetrator shots up close, the likes of which can instantly gib normal Replica Soldiers at point blank distances (as seen above). His durability is even higher when he has all Health Boosters collected, which boosts his health up to 200.

4YIShj5.gif
cLbrNQn.png

Pointman survives all of this unscathed. The explosions did happen and weren't a hallucination (as seen in the aftermath pictures), aswell as him being blown out the side window and wall of the building. Him not being injured at all is commented on by Jin after the fact, who finds him on the ground outside: "He doesn't appear to be injured, but I don't know how he survived."

What about the Replicas?

Low-tier standard Replicas can withstand several bursts from an assault rifle to their body (or at least two to three shots to the head) and still continue to fight effectively, they can also withstand the blast from grenades if they are a couple meters away, these clones can also take at least one punch from the Pointman to their body, with the second being enough to kill them. Higher-tier Replicas such as elites aswell as the heavy units and power armors are capable of tanking one or several N6A3 grenade detonating on contact with them, although the elites can only tank one and will be staggered from doing so.

R7MqR0O.gif

Heavy armors are also completely unphased by any melee attacks from Pointman, not even flinching a tiny bit from them.

I'm still going through the game again looking for these, so I don't have everything right now and some of these are just from what I can remember of the countless times I've played this game. So I'll keep adding onto this thread as I go!
 
Pointman slide-kicking a Replica propels his body some 18.5 meters at the very least (at his RunSpeed, Pointman takes 4.21 seconds to reach from the body's starting point to its ending point). The body itself covers this space in 2.2 seconds
Speed is 18.5/2.2 = 8.41 m/s
Assuming 70kg of weight, KE is 70*0.5*(8.41^2) = 2745.5 joules.

instantly kill lower-tier Replicas and the human ATC Guards with a single punch to the face (late-game Replica types take two or three punches, in the Elite's case) regardless if they're wearing a helmet (maybe by neck snap?
1. Is there any enemy he can't kill with punches or kicks(and what is more powerful)?
2. Can he kill some enemies who are strong enough to survive direct hit from grenade, with melee attacks?

I used a Replica's foot to estimate the thickness of the doors and they are ~0.0733 (7,33 cm) meters thick. These doors take 10 frames (0.167 seconds) to fully swing open when he does this.
Need degrees of swing, and height& length of doors.

Grenades can be compared to this grenade for now.
There is big page for common feats in fiction, could help.
Also, page for Real Life, contains useful info for weapons.
 
1. Is there any enemy he can't kill with punches or kicks(and what is more powerful)?
2. Can he kill some enemies who are strong enough to survive direct hit from grenade, with melee attacks?
To answer your questions, most enemies in the game can easily be killed with punches and kicks, including the tougher Replica Elite Soldiers and Laser Elites (the latter fought in the expansion packs), both of which can survive a direct hit (here's a clip of Replica Elites surviving a direct hit from the MP-50 Repeating Cannon, a weapon firing 20mm ammo based on the Oerlikon 20mm Cannon) with no visible injuries other than being staggered and doubling over for a brief moment. Pointman can even destroy Armacham UAVs and ceiling-mounted turrets with melee attacks (the turrets can only be punched, as they are too high up to hit with a kick). Kicks are significantly more powerful, both the Replica Elites and Laser Elites are killed and flung by one jump kick or slide kick, while his punches can take up to three hits to kill them.
Killing a full health UAV with two punches, and the UAV's model compared to the Pointman's. UAVs can also tank a direct hit from a grenade.
EX9r2Oz.gif
Cf5hfoS.png


As for enemies that he can't kill by punching or kicking, I noted above that the Replica Heavy Armor is not only immune to melee attacks but also doesn't react to being hit by them whatsoever.
R7MqR0O.gif

Heavy armors are also completely unphased by any melee attacks from Pointman, not even flinching a tiny bit from them.
Other enemies that are completely immune to melee attacks are Replica Heavy Riot Armors, Replica REV6 Powered Armor and the Replica REV8 Powered Armor 'Leviathan'. All of them complete with some measurements in the image below, as well as the standard Heavy Armor.
N6KuihM.png

Even the ragdolls of Heavy Armors after they've died are completely immovable to the Pointman, he can barely budge their ragdolls with his slide kicks.

The heavy armors are pretty tough and are no strangers to breaking down walls and doors with ease, here's the clips for the two as I don't believe I provided them above.
K9fU8A8.gif
c1994f5c39a7b3b5bfdf9af1d3c15d96.png
 
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There is big page for common feats in fiction, could help.
Would gibbing feats (exploding a Replica into a cloud of blood) qualify as vaporization? That would make finding the amount of energy from each of the 6 pellets the shotgun fires easier. If not we can also use other things, such as it being able to rip a Replica in half and rip heads off outright with a single close range blast.
When it comes to the Pointman's maximum kicking power, wouldn't the Replica Elites being able to tank a direct hit from both the MP-50 and grenades, but not the Pointman's jump kick, count for his kick strength scaling higher when it comes to power?
 
Would gibbing feats (exploding a Replica into a cloud of blood) qualify as vaporization?
Unlikely. Need gif or video of ot first.

When it comes to the Pointman's maximum kicking power, wouldn't the Replica Elites being able to tank a direct hit from both the MP-50 and grenades, but not the Pointman's jump kick, count for his kick strength scaling higher when it comes to power?
Yeah
 
I took some measurements for the tip of Pointman's boot since this is how he hits them with a jump kick when standing still, moving jump kicks can use the heel or sole area of his boot as seen above, though there is no difference in damage between both kicks in the game.
There's some options you can use here:
Area of the tip of his boot, mapped with a cube. With bigger and smaller measurements respectively:
EOHWRm1.png
pj7Gna8.png


Area of the tip of his boot, mapped with a plane for surface contact only. With bigger and smaller measurements respectively:
bhdJ7dP.png
UIEt8WN.png


Unlikely. Need gif or video of ot first.
Here's a clip I have of the combat shotgun causing a Replica Soldier to explode in a cloud of blood:
bQj7Rst.gif


For his punches, we could maybe look at the UAVs mentioned above, as they can also take a direct hit from a grenade and other powerful weapons in the game, and the Pointman can destroy them with two hits. I'm unsure though, as we would have to estimate details of the UAV's construction since there are no such details in the game, and that might lead to inaccuracy.
 
I'll also provide some information on the weapons of F.E.A.R (as well as some other things) as this can be important for scaling later. Keep in mind that sneak attacks on normal-size Replicas oftentimes results in an instakill as a gameplay mechanic, so I'll be only using evidence gathered in combat.

10mm HV Penetrator
Likely on the upper end of weapons when it comes to kinetic energy, the penetrator fires extremely high velocity armor-piercing metal spikes, being one of the best ways to deal with armored enemies as they can eliminate Heavy Armors and Power Armors efficiently. These spikes can easily smash through solid brick and concrete, lodging several centimeters deep. Enemies that are killed by these will be launched and pinned onto walls permanently.
Penetrator spike and the Penetrator itself compared to a standard drum. Full size of spike in the second image.
iVIyJia.jpeg
fkymU9d.jpeg

RnhSjEi.gif
qL0qmjx.png

Using Pointman's known RunSpeed to calculate the distance travelled, the Replica in the gif above was launched 3 meters by a Penetrator headshot and pinned onto a crate. This Replica covers this distance in 28 frames or 0.467 seconds, this suggests there is a good amount of energy at play here.

b7VQBo9.gif

With the same calculation, the second Replica was launched 4.25 meters by a Penetrator kill in 45 frames or 0.75 seconds. This is around the maximum distance the Penetrator can pin a normal-size Replica to the wall at.
Keeping the fact that sneak attacks insta-kill in mind, a normal-size Replica in combat can withstand 2 penetrator shots to the head before going down (Elites likely can withstand one or two more), and Heavy Armors can take 14. When shooting the body, a normal Replica dies in 3-4 shots, and a Heavy Armor dies in ~24. As for the Pointman, without armor and at 100 health he can take 3 Penetrator shots from enemies, and at 200 health (with all Health Boosters) he can take 6. In all cases an additional shot results in a kill.

Type-7 Particle Weapon

This one's easier as it's main feat is featured on the common feats page. The Type-7 Particle Weapon fires accelerated plasma that vaporizes the flesh, skin and armor of targets and only leaves behind a charred skeleton, so we can take the low end and high end from that page if we use the Type-7 for anything.

Here's a list of characters/enemies that can survive at least one shot from a Type-7:
The Pointman (can survive several with all Health Boosters)
The Sergeant (can survive several with all Health Boosters) (Perseus Mandate protagonist)
Replica Elites (only a body-shot)
Replica Laser Elites (only a body-shot) (Extraction Point + Perseus Mandate)
Replica Heavy Armor
Replica Heavy Riot Armor
REV6 Powered Armor
REV8 Powered Armor
Important to note that it does not vaporize Heavy Armor targets on kill.

VK-12 Combat Shotgun
As said before, the shotgun is capable of exploding Replicas into clouds of blood and gore, while this doesn't always happen on a close range kill, it happens frequently enough to consider in my opinion.
092ad34481c84c00476d35a2f64d634e.gif

The Pointman can survive several shots from shotgun enemies up-close, and tougher enemies like Replica Elites and Heavy Armors can withstand several shotgun blasts at close ranges.

Replica Heavy Armor against Grenades
As previously mentioned before, Replica Heavy Armors can withstand several direct impacts with grenades, while standard non-elite Replicas are usually killed instantly by a direct impact, Heavy Armors are only staggered if standing, and if crouching have no reaction whatsoever. They can withstand more than 5 direct grenade hits without dying.
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More Pointman durability feats
At 100 health, Pointman can survive 5 seconds standing directly infront of a jet of fire from a high pressure gas line. Closer to the line, the fire is a bright blue color while further away it changes to a bright orange/yellow color. This means that closer to the origin we have a temperature of around 1,920 C, while further down it decreases to 1,200 C. This is a "high pressure line" so this might be higher than I expect.
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Pointman survives all of this unscathed. The explosions did happen and weren't a hallucination (as seen in the aftermath pictures), aswell as him being blown out the side window and wall of the building. Him not being injured at all is commented on by Jin after the fact, who finds him on the ground outside: "He doesn't appear to be injured, but I don't know how he survived."
As for the big explosion feat from earlier, young Alma stands at 1.25 meters or 4'1 feet-inches, this should help with pixel scaling the fireball of the big explosion relative to her. I can try to do it myself in a little while. We can then apply it to the other explosions that happen around the Pointman as well as use the aftermath pictures to get an idea of just how much energy he endured here.

Replica Soldier & Assassin speeds
While in non slow-mo combat Replicas & ATC Security Guards match the Pointman's run speed, when they are actively retreating or rushing into position they use a faster sprinting animation. We can estimate how fast they are by following the same trajectory as Pointman and comparing how long he takes to how long they take.
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A sprinting Replica covers that distance in 1.45 seconds, while Pointman takes 1.85. We know Pointman's running speed is 440 cm/s, so with 440 x 1.85 we get 814 cm or 8,14 meters. From there, we can do 814 / 1.45 to get a final speed of 561 cm/s for a sprinting Replica. If you want, you can use 560 cm/s. This is consistent in slow-mo, as Pointman can catch up to them with slow-mo activated.
For future comparisons, we can use Speed = 440 * (Pointman's time / Target's time) since that gives the same result I got for the Replica's speed.

As for the assassins sprint speed, their invisibility makes this hard, but I'll try my best here.
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The Assassin covers this distance in 1.117 seconds (1 second and 7 frames), while the Pointman takes 3.067 seconds (3 seconds and 4 frames). Plugging that into our quick formula, we get 440 * (3.067 / 1.117) = 1208 cm/s. Assassins run fast, faster than anyone else in the game (even Pointman in slow-mo cannot catch up to them at this speed). Their invisibility makes this difficult though, so take this as more of a high confidence estimate than anything.
 
One question that has been bothering me, when it comes to slow-mo, there is nothing in the games or the story that implies that the reflexes of the protagonists are a limited thing, so for all intents and purposes the slow-mo state is the most accurate to what they experience. Should we count Pointman's slow-mo speed feats as separate though, or abide by the implication that he really is just that fast, all the time?
 
One question that has been bothering me, when it comes to slow-mo, there is nothing in the games or the story that implies that the reflexes of the protagonists are a limited thing, so for all intents and purposes the slow-mo state is the most accurate to what they experience.
What is ingame justifications for Pointman being able to slow mo?
 
What is ingame justifications for Pointman being able to slow mo?
Pointman's slow-mo, according to the first game and F.E.A.R. 3 is a representation of his above superhuman reflexes, which are hereditary and passed onto him from his mother, Alma Wade, who had immense psionic powers. It's fair to say that the slow-mo is a result of some of those psionic powers, since Pointman also has a link to his brother (and antagonist of the first game) Paxton Fettel, which is how he can see into his mind in some hallucinations. It's also likely this allows him to see things others can't, such as the phantoms of dead characters that appear to him throught the game.

In F.E.A.R 2, Michael Becket gets slow-mo through Armacham surgery, though from what I recall his speed and perception is inferior to the Pointman's.

As for Perseus Mandate, it's never explained how The Sergeant got his slow-mo.
 
I've been working on trying to estimate the power of the 10mm HV Penetrator, though I don't know if I should post it here or somewhere else as there's quite a bit of calculation involved.
 
I'll keep it here for now.
With the same calculation, the second Replica was launched 4.25 meters by a Penetrator kill in 45 frames or 0.75 seconds. This is around the maximum distance the Penetrator can pin a normal-size Replica to the wall at.
Keeping the fact that sneak attacks insta-kill in mind, a normal-size Replica in combat can withstand 2 penetrator shots to the head before going down (Elites likely can withstand one or two more), and Heavy Armors can take 14. When shooting the body, a normal Replica dies in 3-4 shots, and a Heavy Armor dies in ~24. As for the Pointman, without armor and at 100 health he can take 3 Penetrator shots from enemies, and at 200 health (with all Health Boosters) he can take 6. In all cases an additional shot results in a kill.
To calculate the dimensions of a penetrator projectile, I pulled it up in Blender to do the same scaling I've been doing so far. Doing that, we get the following results:
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Now, there's a clear discrepancy in the weapon's name (10mm HV Penetrator) and the actual size of the projectiles it shoots, while one can assume they expand upon exiting the barrel somehow, I think it would be interesting to calculate for both the large size and the implied, canon size. Bullet dimensions represent the projectile's width, so dividing all measurements by 4 we get these final results: Width = 1 cm (10 mm), Height = 9 cm (90 mm), Cone Height = 1 cm (10 mm) and Cone Side = 1,125 cm (11,25 mm).
The radius will be Width / 2 = 0.5 cm. Using v = (1/3) * π * 0.5² * 1 we can determine the cone's volume to be 0.2618 cm³. As for the cylinder, it's cv = π * 0.5² * 9 which is approximately 7.07 cm³. The total volume of the projectile is 7.07 + 0.2618 = 7.3318 cm³.
The projectile is fairly glossy, and to take an example from a real-world gun, the APS Underwater Rifle, lacquered steel will be used as the material for now, the density of steel is typically taken at 7.85 g/cm³, using that the weight of the projectile is 7,3318 * 7.85 = 57.55 grams. Using the image above we can determine the projectile is capable of lodging itself several centimeters deep in solid brick and concrete walls, as well as lodging itself into organic targets with ease, meaning the gun has to launch it at enough speed to do those, aswell as launching Replicas 3 meters and pinning them onto the wall.

Using this clip (the other one was in slow-mo and less accurate), the penetrator violently launches a Replica 3 meters in 0.467 seconds, pinning them onto the crate behind them. Velocity is distance / time, so on average the Replica was moving 6.42 m/s, this is a lower bound as initial velocity is likely higher, but it will do for now. The KE of the body will be 70 * 0.5 * (6.42^2) = 1442.574 joules. With a higher estimate (say 8 m/s initial) we get 2240 joules. Keep in mind that the projectile still has enough energy to embed ~4 cm into solid brick and concrete walls after this and pin the body too, and these estimates are still the "least" of the projectile's energy.
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The top part of the VK-12's stock is 0.28 m or 28 cm in length, in this image it's 143 pixels, the base of the column itself is 243 pixels. For the ratio we have 28cm/143px = 0.1958 cm per pixel. Applying that to the column results in 243 * 0.1958 = 47.5794 cm. It's sides are equal and the height seems to be around twice a Replica's height so ~3.68 m or 368 cm. It's a structural column (and I believe we see a partly destroyed one at some point in the game) so it's likely reinforced concrete. Considering what's been said above (can kill enemies and still lodge itself ~4cm deep into walls, pinning them and itself), this might be enough to give us a good idea on the penetrator's energy.
 
I've been working on trying to estimate the power of the 10mm HV Penetrator, though I don't know if I should post it here or somewhere else as there's quite a bit of calculation involved.
Create a sandbox, write there your calculations(and ideas for new calcs). Work on calcs till they are fleshed out enough to post in the blog.
 
Keeping the fact that sneak attacks insta-kill in mind, a normal-size Replica in combat can withstand 2 penetrator shots to the head before going down (Elites likely can withstand one or two more), and Heavy Armors can take 14. When shooting the body, a normal Replica dies in 3-4 shots, and a Heavy Armor dies in ~24. As for the Pointman, without armor and at 100 health he can take 3 Penetrator shots from enemies, and at 200 health (with all Health Boosters) he can take 6. In all cases an additional shot results in a kill.
REV6 Powered Armor: 39 -40 shots to kill at most, likely a little less but it's hard to get an accurate number ingame.

We can also get some speed calcs for Pointman based on the rockets in the game.
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Considering MOD-3 rockets and those fired from a REV6 Powered Armor are functionally the same, this should apply to the ones fired by the Powered Armors as well. The first rocket in the video above took 31 frames or 0.517 seconds to travel from Pointman's side of the room to the other end, while Pointman took 3 seconds and 6 frames or 3.1 seconds. The rocket's speed is 440 * (3.1 / 0.517) = 2638 cm/s or 26.38 m/s or 94.968 km/h, just under 100 km/h. Pointman can dodge these rockets after they've been fired in close range and even shoot them out of the air.
 
Type-7 Particle Weapon
This one's easier as it's main feat is featured on the common feats page. The Type-7 Particle Weapon fires accelerated plasma that vaporizes the flesh, skin and armor of targets and only leaves behind a charred skeleton, so we can take the low end and high end from that page if we use the Type-7 for anything.
Actually, one thing I saw while looking at my footage is that the Type-7 can actually pierce and it's powerful enough to pierce and reduce two targets to charred skeletons. I'm not sure if killing a third is possible. And if a replica is strong enough to tank it, it won't pierce them.
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I've finished my playthrough of the first game and made several more recordings that I still have to sort through, but I would say what we have as is enough to analyze and make some solid scaling for Pointman and the game's enemies. Alma is a lot stranger though her feats and 'hax' are more well known and documented, so it shouldn't be hard to get a look at those.

Can Replicas being able to evade detection from Hannibal-3 sattelite at the start of the game be considered a stealth feat? Betters comments there's no sign of enemy movement on the sattelite and doesn't remark on the Replicas showing up with Fettel after he knocks the Pointman out. One counter-point to this can be the fact that Betters is able to spot the Replica movements with the sattelite later on, so this might just be a one time thing.

What about the Replica Assassin's invisibility tech? What would it qualify as?
 
Soo.. right as I finished re-playing the first game a new mod came out that allows you to freecam, the timing couldn't be less convenient. I might look over a few things with free-cam to see if anything new can be observed (I'm thinking of looking over that explosion feat to see just how much damage was done to the building)
 
Looking back at this, I've re-calculated the distance the Pointman moves while the explosion shockwave is visible to be 3,98992 meters. Using the calculator again with the grenade info and this range, we get the following:
Using our high-end grenade estimate
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Using the low-end grenade estimate
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Both results are pretty similar to eachother, though for high end we get a time of arrival of 0,00558 seconds, and for the low end it's 0,00569 seconds. Taking the gif above for reference, Pointman is pretty much on pace with the explosion, or just a little bit behind, despite starting his movement a little later. The shockwave reaches it's peak in 1.47 seconds, while Pointman takes 2.267 seconds to reach the furthest point in the shockwave.
 
Using our high-end grenade estimate
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Using the low-end grenade estimate
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Both results are pretty similar to eachother, though for high end we get a time of arrival of 0,00558 seconds, and for the low end it's 0,00569 seconds. Taking the gif above for reference, Pointman is pretty much on pace with the explosion, or just a little bit behind, despite starting his movement a little later. The shockwave reaches it's peak in 1.47 seconds, while Pointman takes 2.267 seconds to reach the furthest point in the shockwave.
Problem here, the times below have to be wrong as doing anything with them gives me higher results in m/s than the shockwave velocity, which isn't possible if the Pointman gets a slower time than the shockwave.
 
I exported the video with timers to make this more clear. The green timer goes until the explosion shockwave reaches the position Pointman reached, in the red timer.
(30 fps gif from 60 fps video)
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In this instance, using Pointman's slow-mo runspeed the distance Pointman covers to the right should be 3,0976 meters. Putting that into the calculator, we get the following information:
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Time of Arrival (ms): 3.64 or 0,00364 seconds
In the gif taken above, I'm using slow-mo to better keep up with the shockwave, in Pointman's perspective the shockwave can clear the distance in 0.68 seconds, while the Pointman takes 1.76 seconds. I don't know how to proceed after this, so I will leave it here.
 
Time of Arrival (ms): 3.64 or 0,00364 seconds
In the gif taken above, I'm using slow-mo to better keep up with the shockwave, in Pointman's perspective the shockwave can clear the distance in 0.68 seconds, while the Pointman takes 1.76 seconds. I don't know how to proceed after this, so I will leave it here.
To find the ratio of time: 0,00364 / 0,68 = ~0.00535. Then, multiplying Pointman's value by the ratio we get 1,76 * 0,00535 = 0,009416. It's a 3,0976 meter distance, and speed is distance over time, so 3,0976 / 0,009416 = 328.972 m/s.

I'll be playing Extraction Point soon, I know that game has some interesting feats for Pointman and Alma so I'll keep updating this thread as I go. There's a couple I can list off the top of my head, though:
Pointman survives another helicopter crash
One replica breaks down a wall
Shades throw and kill replicas with ease
Shades warp and launch metal doors dozens of meters
 
Also, F.E.A.R. 2 is underrated -- lesser yet still good combat & arguably better aesthetics and level design -- and it's gonna be fun (for people who do calcs) to calc that mech and such. I can't give input on F.E.A.R. 3 but it also has stuff iirc.

Moreover, any fans of Condemned: Criminal Origins? Ethan's a solid 9-B or maybe even 9-A, tanked some vehicle crashes, rounds from a helicopter mounted gun, and that explosion vs the bear. The goofy Skyrim yell & those explosions in the doll factor have potential, too.
 
Hi again, sorry for the lack of responses, I have quite a lot of footage to go over still but I believe I've captured everything important for Extraction Point, Perseus Mandate will be up next which could give some interesting speed calcs for that game's protagonist, The Sergeant, all because of the bullet-dodging Nightcrawer Elite enemies exclusive to that game.

As for Extraction Point, I have some images and clips of the feats I listed above (namely the wall breaking from the Replicas and Heavy Armor) but I still have not finished the game, I think something else worth looking at might be the first scene with the minigun-wielding Heavy Riot Armor Replicas, that are shown to completely annihilate two Delta Force Operators. When I get to that point, I'll see just how long Pointman lasts while under minigun fire from one of those and maybe we can make a comparison?

Also, I forgot about this until now, but Pointman survives the nuclear level explosion at the ending of the first game and is, again, intact. I don't know if surviving the explosion itself should be counted, since by the end of the game Alma remembers Pointman and could've protected him from the explosion somehow, but him being able to resist the shockwave could be something to consider. Here's a view of the same explosion but in F.E.A.R. 2 and from Becket's POV.

Also, F.E.A.R. 2 is underrated -- lesser yet still good combat & arguably better aesthetics and level design -- and it's gonna be fun (for people who do calcs) to calc that mech and such. I can't give input on F.E.A.R. 3 but it also has stuff iirc.
I believe in F.E.A.R. 3 the Pointman is actually somewhat faster and stronger than in the original game, since he can reload at normal speed in slow-mo and his kicks can actually hurt the armored Phase Commander enemies, though I might be misremembering.

As for F.E.A.R. 2 Project Origin, Michael Becket is obviously a lot weaker than Pointman in person, though being able to pilot the Powered Armors is definitely an advantage for sure and definitely an interesting thing to scale, those power armors are made to survive orbital drops intact, in my opinion the F.E.A.R. 2 and 3 power armors are the strongest ones in the series for sure.

Moreover, any fans of Condemned: Criminal Origins? Ethan's a solid 9-B or maybe even 9-A, tanked some vehicle crashes, rounds from a helicopter mounted gun, and that explosion vs the bear. The goofy Skyrim yell & those explosions in the doll factor have potential, too.

Oh yeah, I thought about Condemned too when writing responses for this thread. Considering how much Ethan gets smacked around by the Influenced and still gets up to fight in the first game alone, as well as gunshots, tear gas and other things like you mentioned. I don't know much about the second game but it probably has good stuff in there too.
 
For now I think it's fair to assume Alma protecting Pointman from the nuke (sans shockwave) makes more sense & arguably plays into the final jumpscare in the original base game. And agreed on the rest of the 1 & 2 details you bring up.

I don't recall many details from 3, but I remember that there was a mech boss fight that could be of interest here. And weather/energy stuff to calc for Alma. The last chapter stuff is more esoteric but maybe some of it is combat-applicable. So plenty to look forward to there.

If you haven't played Condemned 2, I recommend it. Polarized some people since whereas the first game was a relatively-grounded Detroit simulator with fantasy horror on the side, 2 is full-on X-Files and quite bizarre overall. Ethan gets some superpowers by the end, albeit ones that perhaps aren't as impressive as his default of being better at aiming while drunk (actual real game mechanic). Hard copies are fairly cheap & I emulated the 360 version without much issue (save from an occasional visual glitch requiring a software restart).
 
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