- 2,486
- 872
Let's see, what's the last thing I expected to do when I joined this site?
Make a massive revision for a franchise almost no one on the wiki even cares about, as shown by the standards of the pages in said franchise?
Yeah, that'll just about do it.
God help me this is gonna be a big ol' post.
Act 1: Beginnings
With the recent release of Gears 5, and my interest in the franchise since the first game, I decided to take a look at the pages for it on this wiki.
And uhh... hoo boy, they're bad.
There's a long, long list of what exactly is wrong with them, such as missing powers, small format issues, possibly underplayed abilities, and just a general sense of age and neglect. These pages feel like relics of when the wiki had different standards, and was far smaller.
So, me being me, I decided to try and amend this issue.
To start, we'll have to go over at least three issues
1. The issues with AP, Durability, and other much more simple and basic issues.
2. The issues with unlisted Powers and Abilities that need to be added.
3. The large amount of missing profiles.
As we have three areas to cover, I'll split them into three segements, each building off of the last. Section 1 will cover the issues with basic things like AP and scaling, Section 2 will cover a long list of missing abilities, and Section 3 will cover missing profiles and also some level of scaling for those profiles.
So, without further delay, let's dig in to this mess.
Act 2: Chapter 1: Scalings
For starters, Gears of War has a higher baseline AP than most people have assumed. Not by much, but, the series is very likely a 9-A series physically, given some wonderful feats provided by Gears of War 1 and 2. Not to mention, things in the locust horde can likely edge into High 8-C given the usage of rockets to destroy things like skyscrapers and Grindlift Derricks, or Corpsers being able to sink Skyscrapers into the locust tunnels.
Most notably of all this is the Hammer of Dawn, which can collapse Skyscrapers and large buildings merely by being called down onto them, as well as vaporizing and/or violently fragmenting even the largest of Locust and Lambent forces, such as Brumaks.
While most of these scalings are merely made through me eyeballing the feats, I do plan to directly calc out some of the more contentious feats such as the Hammer collapsing skyscrapers and Brumaks. But the first focus should be on Marcus Fenix's own AP and Durability physically.
During the introductory chapter of Gears of War 2, when taking Benjamin Carmine on a trainig run, Marcus Fenix throws a single grenade into a Parking lot. This one grenade destroys and flips 2 cars, collapses a portion of the roof, and destroys a large concrete pillar, seperating it into large chunks.
Using the calculations for destruction of Concrete, and assuming the base area and volume comparable to real life pillars in similar parking lots (roughly, 304 cm x 107 cm x 46 cm, 1496288 centimeters3), we can determine the rough AP required to destroy a large concrete pillar like this, assuming it is pure concrete and not reinforced by rebar
High End (Violent Fragmentation): Roughly 1496288 centimeters3. 17j x 1.49 million CC = 25,436,896 joules, 0.00607 tons of TNT, just above baseline Small Building Level
Low End (Fragmentation): Roughly 1496288 centimeters3. 6j x 1.49 million CC = 8,977,728 joules, Wall Level+
This seems to fall in line with our current calcs, until we conside this assumes that this was a solid chunk of pure concrete, not a concrete pillar reinforced with things like rebar steel. Assuming it is reinforced by even a light mesh of rebar, the AP of Marcus's grenade skyrockets to far higher levels.
Calcing for this, we can gets two different extremes.
High End (Violent Fragmentation): Roughly 1496288 centimeters3. 17j x 1.49 million CC (0.00607 tons) + 568.5j x ((304 x 8) x (2.5 x 8) x (2.5 x 8), roughly 972800 centimeters3)(0.13 tons) = 0.13607 tons of tnt, Small Building Level+
Low End (Fragmentation) 6j x 1.49 million CC (0.002 tons) + 208j x 972800 CC (0.04 tons) = 0.042 tons of TNT, Small Buildng Level
Why is this important?
Because Marcus has tanked these same grenades and survived. Not a few seconds earlier, Marcus stood near to the exact same type of Grenade and was only injured by its explosion, and his comerades were "downed" (read: heavily injured) as they were a fair amount closer than him.
Even on Normal and to a degree Hardcore difficulty, this feat is replicatable in Gameplay, with Marcus being majorly injured/downed on Normal by these Grenades detonating right next to him. At a similar distance to his comerades on Hardcore, Marcus is also majorly injured, but not "downed".
As for who scales to Marcus physcially? All of Delta Squad and most of the player characters directly scale. Normal fodder Gears should be lower, as the grenades do kill them, but they should still be within 9-A territory, due to being able to survive melee attacks from beings that can damage Marcus (drones, most other characters)
Thusly, Marcus Fenix and all other gears should be classed as "Small Building Level(+), At least Small Building Level(+) with Weaponry"
Now, about that Hammer.
Act 2: Chapter 2: Dropping a big Hammer on an Angry Lady
The Hammer of Dawn. The Big ****-you laser. The only thing that can kill a Berserker, who's love for you is like a truck (this truck being one barreling down a highway at 100 mph).
Unlike the last section, the AP for this weapon is ridiculously easy. A single page from a comic reveals all we need to know about this weapon's AP, and how it scales to Marcus's arsenal.
Big **** off laser explodes a ship.
A single Hammer of Dawn strike can destroy this Battleship, which appears to be comparable to at least a Cleveland-class LC, most likely comparable to a Baltimore-class HC, and at most comparable to an Iowa-class Battleship.
We also see in Gear of War 3, The Hammer has a much more powerful variant usable by Colonel Hoffman, though it is unknown to what degree.
The Hammer of Dawn needs to be added as an option to all Gears' arsenals (any gear can be equipped with and use it), and it should be classed as "At least High 8-C, Likely 8-B to 8-A, Possibly Low 7-C"
This makes every Gear tier as "9-A, At least 9-A with most Weaponry. At least High 8-C, Likely 8-B to 8-A, Possibly Low 7-C with The Hammer of Dawn"
Berserkers should have their durability rated as similar, however, their AP should remain as merely 9-A, due to them not having any shown ability to damage what can damage them (nothing aside from the Hammer can break through their armor). They should also be rated as "At least 9-A" as they can one shot all characters, regardless of difficulty.
Berserkers also should be noted as having a weakness to intense heat, as the heat from the Hammer damages their armor, enough to where the small arms fire of Delta Squad can damage them. They should also have a level of Regenerationn as they regenerate said armor after a short period, though to what degree I am unsure (probably Mid-Low or High-Low)
Act 3: Chapter 1: Missing Powers
This is the big one, though it is fairly simple compared to the AP sections
Simply put, the characters in Gears of War lack massive segements of powers they should have, such as powers asssociated with their weapons, and a few resistances, though only on Marcus Fenix.
A General Gears' Powers and Abilities section should appear as follows:
Powers and Abilities: Superhuman Physical Characteristics, Highly Skilled Combatant [Links to Martial Arts], Mastery of Multiple weapons [Links to Weapon Mastery], Explosion Manipulation with Various Weapons, Fire Manipulation with Incendiary Grenades and Scorcher Flamethrower, Light and Sound Manipulation with Flashbang Grenades, Poison Manipulation with Ink Grenades (disperses a cloud of poisonous dark green gas), Smoke Manipulation with Smoke Grenades, Electricity Manipulation with Shock Grenades and Shock Weapons, Healing and Enhancement of Durability with Stim-gas Grenades, Ice Manipulation with Cryo Cannon, Heat, Light, and Solar Energy Manipulation with the Hammer of Dawn, Resistance to Sleep Manipulation with the Adrenaline Injector (The adrenaline injector injects aerosolized adrenaline directly into the users lungs, forcing them to either stay awake or waking them from even comatose-like sleep), Resistance to Gas and Poison Manipulation with Gas Masks (cleans the air of molecular particles), Biological Manipulation with Venom Bomb (The toxic gas produced by this bomb appears to target all organic material, not just Swarm or COG)
Certain powers and resistances can be removed from certain profiles if needed, but this should be the basic list for the average COG Soldier. Locust Drones should also have either the same or similar powers, due to being capable of using the same weapons as the COG forces. They should also be noted as being physically stronger than most COG forces, though not enough to get a teir change. (I am planning to make an entirely different thread dealing with everything involving the Locust Horde)
Marcus Fenix, however, is a bit unique. He is, firstly, noted as being stronger and more skilled than the average Gear, but more importantly, he has 2 things that other gears do not. Possible Minor Precognition, and Resistance to Biological Manipulation.
Marcus's Minor Precognition comes from two scenes, one in Gears 1, and another in Gears 2. In this scene , Marcus detects an Incoming Locust Ambush despite no real clues, and while he fails to warn the rest of his squad when he does notice it, he still was at least somewhat aware of the incoming ambush.
In this scene in Gear 2, Marcus detects and even turns to react to the incoming Riftworm, despite, same as the last scene, not having any clue that it was coming nor having a reason to believe it would reappear.
This precognition is always marked by the same thing: a flash of blueish white light, and Marcus's own expression changing to identify that he feels "off" about the current situation, such as him squinting while examining the area or his hardened face relaxing and him turning around. Even if this isn't precognition, it's clearly enhanced senses on the level of precognition as none of his teammates were aware of the Riftworm's appearance until Marcus made them aware.
His resistance to biological manipulation comes from him resisting being turned into a juvie by the swarm podding him in 4. Despite being podded for hours, he was able to stay as a human whereas mere minutes in a pod can completely disintegrate and liquify most other characters. The swarm's podding works by "Breaking down and restructing the body on a cellular level" according to Damon Baird in a collectable in Gears 5, meaning that Marcus can resist his cells being broken down for hours.
As an aside, Dominic Santiago should also have Stealth Mastery, as he was a COG Commando during the Pendulum Wars.
Act 4: Chapter 1: Missing in Actio
To wrap us up, this is a list of all the mssing profiles that need completion, and a list of profiles that need clean-up and revision.
Profiles in need of Revision and clean-up:
Thank you for your time. Now, if you'll excuse me, I'm taking a much needed break.
If I am needed, either wait for me, or message me on my profile
Make a massive revision for a franchise almost no one on the wiki even cares about, as shown by the standards of the pages in said franchise?
Yeah, that'll just about do it.
God help me this is gonna be a big ol' post.
Act 1: Beginnings
With the recent release of Gears 5, and my interest in the franchise since the first game, I decided to take a look at the pages for it on this wiki.
And uhh... hoo boy, they're bad.
There's a long, long list of what exactly is wrong with them, such as missing powers, small format issues, possibly underplayed abilities, and just a general sense of age and neglect. These pages feel like relics of when the wiki had different standards, and was far smaller.
So, me being me, I decided to try and amend this issue.
To start, we'll have to go over at least three issues
1. The issues with AP, Durability, and other much more simple and basic issues.
2. The issues with unlisted Powers and Abilities that need to be added.
3. The large amount of missing profiles.
As we have three areas to cover, I'll split them into three segements, each building off of the last. Section 1 will cover the issues with basic things like AP and scaling, Section 2 will cover a long list of missing abilities, and Section 3 will cover missing profiles and also some level of scaling for those profiles.
So, without further delay, let's dig in to this mess.
Act 2: Chapter 1: Scalings
For starters, Gears of War has a higher baseline AP than most people have assumed. Not by much, but, the series is very likely a 9-A series physically, given some wonderful feats provided by Gears of War 1 and 2. Not to mention, things in the locust horde can likely edge into High 8-C given the usage of rockets to destroy things like skyscrapers and Grindlift Derricks, or Corpsers being able to sink Skyscrapers into the locust tunnels.
Most notably of all this is the Hammer of Dawn, which can collapse Skyscrapers and large buildings merely by being called down onto them, as well as vaporizing and/or violently fragmenting even the largest of Locust and Lambent forces, such as Brumaks.
While most of these scalings are merely made through me eyeballing the feats, I do plan to directly calc out some of the more contentious feats such as the Hammer collapsing skyscrapers and Brumaks. But the first focus should be on Marcus Fenix's own AP and Durability physically.
During the introductory chapter of Gears of War 2, when taking Benjamin Carmine on a trainig run, Marcus Fenix throws a single grenade into a Parking lot. This one grenade destroys and flips 2 cars, collapses a portion of the roof, and destroys a large concrete pillar, seperating it into large chunks.
Using the calculations for destruction of Concrete, and assuming the base area and volume comparable to real life pillars in similar parking lots (roughly, 304 cm x 107 cm x 46 cm, 1496288 centimeters3), we can determine the rough AP required to destroy a large concrete pillar like this, assuming it is pure concrete and not reinforced by rebar
High End (Violent Fragmentation): Roughly 1496288 centimeters3. 17j x 1.49 million CC = 25,436,896 joules, 0.00607 tons of TNT, just above baseline Small Building Level
Low End (Fragmentation): Roughly 1496288 centimeters3. 6j x 1.49 million CC = 8,977,728 joules, Wall Level+
This seems to fall in line with our current calcs, until we conside this assumes that this was a solid chunk of pure concrete, not a concrete pillar reinforced with things like rebar steel. Assuming it is reinforced by even a light mesh of rebar, the AP of Marcus's grenade skyrockets to far higher levels.
Calcing for this, we can gets two different extremes.
High End (Violent Fragmentation): Roughly 1496288 centimeters3. 17j x 1.49 million CC (0.00607 tons) + 568.5j x ((304 x 8) x (2.5 x 8) x (2.5 x 8), roughly 972800 centimeters3)(0.13 tons) = 0.13607 tons of tnt, Small Building Level+
Low End (Fragmentation) 6j x 1.49 million CC (0.002 tons) + 208j x 972800 CC (0.04 tons) = 0.042 tons of TNT, Small Buildng Level
- note: the x8 is due to me calculating the average of each individual piece of rebar steel poles that are vertically placed. Despite my efforts, I could not find a reliable way to determine the strength of a rebar mesh enhanced concrete. If you know of a method or can calculate this better than I can, please do. It will help immensely to ensure accuracy.
Why is this important?
Because Marcus has tanked these same grenades and survived. Not a few seconds earlier, Marcus stood near to the exact same type of Grenade and was only injured by its explosion, and his comerades were "downed" (read: heavily injured) as they were a fair amount closer than him.
Even on Normal and to a degree Hardcore difficulty, this feat is replicatable in Gameplay, with Marcus being majorly injured/downed on Normal by these Grenades detonating right next to him. At a similar distance to his comerades on Hardcore, Marcus is also majorly injured, but not "downed".
- note: as a baseline, we should use Normal for any gameplay related feats, as this difficulty has the most reliable showings. Hardcore and higher tend to err in the direction of absurdist difficulty, with things that do not kill within the game's story cutscenes (nearby explosions, rifle shots, snatcher needles, etc) killing the player in gameplay.
As for who scales to Marcus physcially? All of Delta Squad and most of the player characters directly scale. Normal fodder Gears should be lower, as the grenades do kill them, but they should still be within 9-A territory, due to being able to survive melee attacks from beings that can damage Marcus (drones, most other characters)
Thusly, Marcus Fenix and all other gears should be classed as "Small Building Level(+), At least Small Building Level(+) with Weaponry"
Now, about that Hammer.
Act 2: Chapter 2: Dropping a big Hammer on an Angry Lady
The Hammer of Dawn. The Big ****-you laser. The only thing that can kill a Berserker, who's love for you is like a truck (this truck being one barreling down a highway at 100 mph).
Unlike the last section, the AP for this weapon is ridiculously easy. A single page from a comic reveals all we need to know about this weapon's AP, and how it scales to Marcus's arsenal.
Big **** off laser explodes a ship.
A single Hammer of Dawn strike can destroy this Battleship, which appears to be comparable to at least a Cleveland-class LC, most likely comparable to a Baltimore-class HC, and at most comparable to an Iowa-class Battleship.
We also see in Gear of War 3, The Hammer has a much more powerful variant usable by Colonel Hoffman, though it is unknown to what degree.
The Hammer of Dawn needs to be added as an option to all Gears' arsenals (any gear can be equipped with and use it), and it should be classed as "At least High 8-C, Likely 8-B to 8-A, Possibly Low 7-C"
This makes every Gear tier as "9-A, At least 9-A with most Weaponry. At least High 8-C, Likely 8-B to 8-A, Possibly Low 7-C with The Hammer of Dawn"
Berserkers should have their durability rated as similar, however, their AP should remain as merely 9-A, due to them not having any shown ability to damage what can damage them (nothing aside from the Hammer can break through their armor). They should also be rated as "At least 9-A" as they can one shot all characters, regardless of difficulty.
Berserkers also should be noted as having a weakness to intense heat, as the heat from the Hammer damages their armor, enough to where the small arms fire of Delta Squad can damage them. They should also have a level of Regenerationn as they regenerate said armor after a short period, though to what degree I am unsure (probably Mid-Low or High-Low)
Act 3: Chapter 1: Missing Powers
This is the big one, though it is fairly simple compared to the AP sections
Simply put, the characters in Gears of War lack massive segements of powers they should have, such as powers asssociated with their weapons, and a few resistances, though only on Marcus Fenix.
A General Gears' Powers and Abilities section should appear as follows:
Powers and Abilities: Superhuman Physical Characteristics, Highly Skilled Combatant [Links to Martial Arts], Mastery of Multiple weapons [Links to Weapon Mastery], Explosion Manipulation with Various Weapons, Fire Manipulation with Incendiary Grenades and Scorcher Flamethrower, Light and Sound Manipulation with Flashbang Grenades, Poison Manipulation with Ink Grenades (disperses a cloud of poisonous dark green gas), Smoke Manipulation with Smoke Grenades, Electricity Manipulation with Shock Grenades and Shock Weapons, Healing and Enhancement of Durability with Stim-gas Grenades, Ice Manipulation with Cryo Cannon, Heat, Light, and Solar Energy Manipulation with the Hammer of Dawn, Resistance to Sleep Manipulation with the Adrenaline Injector (The adrenaline injector injects aerosolized adrenaline directly into the users lungs, forcing them to either stay awake or waking them from even comatose-like sleep), Resistance to Gas and Poison Manipulation with Gas Masks (cleans the air of molecular particles), Biological Manipulation with Venom Bomb (The toxic gas produced by this bomb appears to target all organic material, not just Swarm or COG)
Certain powers and resistances can be removed from certain profiles if needed, but this should be the basic list for the average COG Soldier. Locust Drones should also have either the same or similar powers, due to being capable of using the same weapons as the COG forces. They should also be noted as being physically stronger than most COG forces, though not enough to get a teir change. (I am planning to make an entirely different thread dealing with everything involving the Locust Horde)
Marcus Fenix, however, is a bit unique. He is, firstly, noted as being stronger and more skilled than the average Gear, but more importantly, he has 2 things that other gears do not. Possible Minor Precognition, and Resistance to Biological Manipulation.
Marcus's Minor Precognition comes from two scenes, one in Gears 1, and another in Gears 2. In this scene , Marcus detects an Incoming Locust Ambush despite no real clues, and while he fails to warn the rest of his squad when he does notice it, he still was at least somewhat aware of the incoming ambush.
In this scene in Gear 2, Marcus detects and even turns to react to the incoming Riftworm, despite, same as the last scene, not having any clue that it was coming nor having a reason to believe it would reappear.
This precognition is always marked by the same thing: a flash of blueish white light, and Marcus's own expression changing to identify that he feels "off" about the current situation, such as him squinting while examining the area or his hardened face relaxing and him turning around. Even if this isn't precognition, it's clearly enhanced senses on the level of precognition as none of his teammates were aware of the Riftworm's appearance until Marcus made them aware.
His resistance to biological manipulation comes from him resisting being turned into a juvie by the swarm podding him in 4. Despite being podded for hours, he was able to stay as a human whereas mere minutes in a pod can completely disintegrate and liquify most other characters. The swarm's podding works by "Breaking down and restructing the body on a cellular level" according to Damon Baird in a collectable in Gears 5, meaning that Marcus can resist his cells being broken down for hours.
As an aside, Dominic Santiago should also have Stealth Mastery, as he was a COG Commando during the Pendulum Wars.
Act 4: Chapter 1: Missing in Actio
To wrap us up, this is a list of all the mssing profiles that need completion, and a list of profiles that need clean-up and revision.
Profiles in need of Revision and clean-up:
- Marcus Fenix
- Clayton Carmine
- Drones
- Every profile on the Gears of War verse page aside from those listed above
- JD Fenix
- Kait Diaz
- Delmont Walker
- Swarm variants of Locust Units, such as Drones and Swarmaks
- Scions
- The Speaker
Thank you for your time. Now, if you'll excuse me, I'm taking a much needed break.
If I am needed, either wait for me, or message me on my profile