Drebin 893 vs The Merchant (Metal Gear Solid 4 vs Resident Evil 4)

 

"I have a very strict gun policy: if there’s a gun around, I want to be in control of it"

- Clint Eastwood


Two men who take no sides in a war. There’s only one thing on their mind, and that's to profit from war. The Merchant, A mysterious gun salesman from Resident Evil 4, and Drebin 893, The gun launderer from Metal Gear Solid 4. They usually leave the combat to their customers, but should these two have to step up to each other, which salesman would come out on top in a DEATH BATTLE?

Before We Start

This is definitely a more unique fight. Both don’t have as much history as most characters, sharing a few hours at most putting all their appearances together. Due to this, This debate will give a bit more benefit of the doubt to secure a stronger debate for both sides. Both will get only canon games, and access to most all weapons due to their jobs as Merchants. Resident Evil 4 and Metal Gear 4 will be concentrated on, but any feats they can scale to outside of it will still be considered.

Background

Drebin

“Eye Have You.”


Drebin was a child soldier, forced to fight proxy wars caused by The Patriots. He was the only survivor in his family, and as a result, was kidnapped and placed in the Lord Resistance Army to be raised on the battlefield as a soldier. Later, he was brought to The Patriots and given the name Drebin, to become one of the many hundred gun launderers around the country. He was allowed to do as such, and went around many parts of the world selling guns and hacking ID chips. He eventually ran into Snake, introducing himself asan Armstech Security dealer. He manages to trick him into taking an injection of FOXDIE, a program to try and kill other patriot members such as Big Mama, Liquid Snake, and Big Boss. From here, he kept an eye on Snake, showing up a few more times to save him, and sell him arms. After The Patriots and Liquid Snake were defeated, he revealed that the whole time, he had been told to help them by The Patriots, in hope to take Liquid Snake out. They had no expectations that their systems would also be taken out by this group. Afterwards, he and every other Drebin came together as their own company, taking over the laundering business. It is assumed that he continued his ways from here.

The Merchant

“What Are Ya Buyin?”

Not much of anything is known about The Merchant or his intentions. All that is known is when Leon came to save Ashely, he needed much stronger fire power and items to do it. The Merchant made himself a clear ally for the right price. Wherever Leon was on the island, he could count on The Merchant being nearby, with a large variety of guns and items for sale. Among buying any valuable trinkets Leon may have found. Pistols, Rifles, Shotguns, Infinite Ammo SubMachine Guns and RPGs, or even a laser to remove the infection from anyone he comes across, The Merchant has it all and is willing to part with any of it, for the right price of course. His fate is unknown after the events of Resident Evil 4.

Weapons

Drebin

Melee

  • Combat Knife: Maybe?

Range

  • M4 Carbine: Official Model used by the military, it's an automatic fire gun with various customizable parts to change its rate of fire, range, and other things

  • M16 Service Rifle: 

  • M82: 

  • Makarov PM: A semiautomatic russian pistol. It has an ammo capacity of 8 mags.

  • PMM: A standard modernized version of the Makarov PM. It has a larger ammo capacity at 12 instead

  • Glock 18: A standard glock with a 17 round Mag able to have a flashlight added

  • Five-SeveN: A Semi-Automatic with a 20 mag size and able to have a flashlight attachment

  • Ruger MK. 2 Pistol: A single shot .22 Ruger with 10 mag size. It can shoot tranqs, or bullets that induce laughter and insanity, anger, crying, or screaming

  • SA 1911 Operator: A .45ACP pistol. It is a slower fire, but strong at close range. It has a mag size of 7 and can have a Flashlight and Supressor added to it

  • GSR: A 45-Caliber combat pistol with an 8 round mag, and can have a flashlight added to it

  • SOCOM: A .45 ACP pistol with a laser aimed model and 12+1 mag size. It has a suppressor on it which can be removed.

  • Mk. 23: A .45 caliber pistol similar to the SOCOM. It holds only 12 rounds and cause have a suppressor added

  • M1911A1: A semi automatic .45 caliber pistol, able have a suppressor added

  • Desert Eagle: A .50 caliber pistol with 3 times the firepower of a .45 ACP Round. It has a mag size of 7 rounds

  • Race Gun: A customizable pistol made for rapid fire, and has a mag size of 19 rounds

  • PSS: A silenced pistol used for quiet kills. It’s lower power, and a 6 mag size.

  • P90: A small rapid fire rifle for close combat. It has an ammo capacity of 50, and can have a laser sight, suppressor, and flashlight added to it

  • M10: A Submachine gun made in the 1960s for mid to close range combat. It has a mag size of 30 and can have a suppressor added

  • MP7: A submachine gun made similar to the P90. It has a mag size of 20, and can have a dot sight and scope added

  • Vz.83: A small submachine gun made for the Cold War. It has a mag size of 20 and has a standard laser sight for aiming

  • Bizon: A Russian Submachine gun with an ammo capacity of 64. It operates similar to an AK. 

  • MP5SD2: One of the finer submachine guns used in war, it has a strong median range with a mag size of 30. 

  • AK-102: An improved AK-74, with a mag size of 34 rounds. It can have the GP39 attachment to fire grenades.

  • M4 Custom: A shortened carbine rifle with a mag size of 30 rounds. It’s extremely adaptive, able to have a Dot Sight, Scope, Suppressor, XM320 grenade launcher, Masterkey, Foregrips, Laser sight, and a flashlight

  • Mk. 17: A strong lightweight rifle for close and mid range combat with a mag size of 20 rounds. It has high variety in parts, able to attach A Flashlight, laser sight, Dot sight, scope, and Foregrips

  • G3A3: A Battle rifle with high accuracy and semiautomatic fire. It has a mag size of 20 rounds

  • FAL Carbine: An automatic Belgian rifle with an ammo capacity of 20. It’s a slightly better version of a G3A3

  • AN94: A stronger and more complex version of the AK-74M. It has sentimental automatic and full automatic fire, can burst fire two shots at a time, with a mag size of 30. It can have a GP30 Grenade launcher attached to it

  • XM8: A rifle originally designed to replace the M16 Carbine rifle. It has a a dot sight on it, mag size of 30 rounds, and can have a XM320 Launcher attached to it

  • Tanegashima: A variety of single shot Matchlock muzzle rifles with terrible aim. It’s a poor gun in all context except a 1 in 3 chance a shot generates a whirlwind, killing any enemies in its path

  • M14 EBR: A selective sniper rifle with a 3 and 10 times scope. It’s got a mag size of 20 rounds, is high damage from long range; and can have a suppressor, laser sight, or flashlight added to it

  • DSR-1: A Bolt action sniper rifle with a free floating barrel, integrated bipod, and a Mag size of 5 rounds. It’s powerful and very accurate with shots

  • SVD: A Soviet Union Sniper rifle with a 3 to 10 times zoom, mag size of 10 rounds, PSO-1 Optical Sight for aiming at targets. 

  • VSS: A suppressed sniper for quiet long range kills. It fires semi automatically, and has a 3 times to 10 times zoom. 

  • M82A2: A very large anti material rifle for long range powerful shots, able to destroy even helicopters in a few shots. It has a mag size of 10 rounds.

  • Rail Gun: A semiautomatic gun that uses electromagnetic induction and fires much stronger shots. It has a mag size of 50 rounds and can be charged to fire stronger shots.

  • HK21E: A belt-fed machine gun. It fires closed bolts semi automatically, and can fire in 3 shot bursts and has a mag size of 100 rounds

  • M60E4: A Vietnam war machine gun used primarily in combat. It has a mag size of 200 rounds, and can have several custom parts added being A Dot Sight, Scope, Foregrips, Laser Sight, and a Flashlight

  • PKM: A PK general uses machine guns taken from the Soviet Army. It is lightweight and has a mag size of 100 rounds

  • Mk.46 MOD1: Created for special operations, it is a modified M249 automatic weapon. It has a mag size of 100 rounds, and variety custom parts including A Dot Sight, Scope, Foregrips, Laser sights, and a Flashlight

  • Twin Barrel: A twin barrel sawed off shotgun for close range combat. It is similar to a handgun in size with the power of a shotgun

  • M870 custom: A pump action shotgun popularized for standard government and civilian use, it has a mag size of 4, and can have a Dot Sight, Scope, and Flashlight added to it

  • SAIGA12: An Automatic shotgun from General Mikhail, it is a close-range quick-fire weapon with a mag size of 8

  • XM25: A portable grenade launcher used for mid distance combat. It fires 1 shot at a time

  • MGL-140: A repeat fire grenade launcher. It has a mag size of 6, and can have a Foregrip and Flashlight added

  • RPG-7: A portable anti tank weapon, it fires one warhead to cause a large explosion.

  • M72A3: A lightweight anti tank launcher. It has a smaller barrel to make easier to carry and dispose of after usage

  • FGM-148 Javelin: A Radio guided anti tank missile. It is made to be easy for a soldier to carry, and can lock on or be guided towards a target

  • FIM-92A Stinger: A portable surface to air missile used to take out aircraft or long-range ground attack

  • Grenade: A standard Fragmentation grenade

  • Petrol Bomb: A bottle filled Petrol and lit on fire. It is thrown to set fire to an area

  • M34 White Phosphorus Grenade: An incendiary grenade that gets up to 1700 degree Celsius 

  • Stun Grenade: A nonlethal grenade to impair sight and hearing

  • Chaff Grenade: A portable EMP like weapon. It lets out an electric attack that disable technology

  • Smoke Grenade (Multiple colors): A variety of smoke bombs that give different signals

  • Claymore: A directional anti personnel mine used for defense

  • Sleep Gas Mine: An explosive mine that releases sleeping gas to knock out opponents

  • C4: A plastic explosive set off by a remote.

  • Sleep Gas Satchel: A sleep gas dispersing activated by remote control

  • Mk 2 grenade: Another standard hand grenade used in world war 2

  • Luger P08 "Artillery Model": A semi automatic pistol used by the German army with an mag size of 8

  • AKS-74u: A Russian assault rifle with a mag size of 30 rounds

  • PSG-1: A high quality semi-automatic sniper from Germany. It has a mag size up to 20 rounds

Tools

  • Flip Up Sight: A sight for a gun that can be flipped down or up

  • Rail System: A standard gun part that allows it to be customizable

  • Nanomachine Repressors: Used to repress nanomachines so gun IDs aren’t interfering and making them unable to use their guns, as well is a tracker

  • Ammo Types: Several forms of ammo. Tranqs, and ones that cause laughter, screaming, anger, and crying.

  • Gun Flashlight: A flashlight attachment

  • Gun Suppressor: A suppressor that silences the gun fire

  • Gun Laser Sight: A laser sight to add to guns for accuracy

  • Dot Sight: A Dot sight for certain guns to give better accuracy

  • GP39: A rifle mounted grenade launcher attachment

  • XM320: A grenade launcher attachment to allow single shot grenades

  • Foregrips: Grip attachments help better handling and aim

  • Masterkey: A shotgun attachment for the end of rifles

The Merchant

Melee

  • Kitchen Knife: Several rusty kitchen knives used as a temporary defense until stronger ones are found

  • Tactical Knife: A knife used for melee combat, for quick slashes. Max upgrades increases its speed by 1.5

  • Boot Knife: A Bunch of knives for hiding in boots. They can be used for melee combat or crafting Bolt ammo

  • Combat Knife: A sturdy knife used for melee combat. Max upgrades increases its attack speed by 1.5

  • Fighting Knife: A stronger knife variant than the combat knife. Max upgrades doubles its power

  • Primal Knife: An indestructible combat knife superior to the previous knives

  • Elite Knife: An indestructible knife with higher power than previous knives. Max upgrades doubles its attack power

  • Golden Staff: A staff of royalty sold to The Merchant

Range

  • SR-09 R: A standard government assigned pistol. It has a 16 bullet magazine and increase critical chance of x5 after upgrades

  • Punisher: A handgun with extreme penetration power, able to shoot through 5 bodies with one shot after upgrades, and a 24 bullet magazine

  • Red9: A handgun found after the El Lago boss fight, it had ammo capacity of 16, and max upgrades gives it a 1.5 power increase in power

  • Blacktail: A Handgun with 13 ammo capacity with a 1.5 power increase at max upgrades

  • Blacktail AC Pistol: Ada wings personal starting pistol. It shares similar but slightly lower stats than the original blacktail

  • Matilda: A handgun with 30 ammo capacity. Max upgrades doubles its ammo capacity, and can fire 3 shots at once with Matilda stock on

  • Sentinel Nine: A similar pistol to the SR-09 R, with a higher ammo capacity of 31, reload speed, and rate of fire, but slightly less damage. Max upgrades, increase its critical rate by 5

  • W-870: A 12 gauge shotgun with an ammo capacity of 10. Max upgrades increases its strength by 2

  • Riot Shotgun: A Semi Automatic shotgun with an ammo capacity of 12. Max upgrades increases its power by 1.5

  • Striker: A Semi Automatic shotgun with a much wider spread for close range. It has an ammo capacity of 24, and doubles with max upgrades

  • Skull Shaker: A sawed off shotgun with an ammo capacity of 6. Max upgrades doubles its strength

  • SR M1903: A bolt action rifle used for long range combat. It has an ammo capacity of 13 and doubles in power with max upgrades. It does 3 times more damage to weak spots with penetration abilities.

  • Stingray: A Semi Automatic rifle for rapid fire at a range. It has an ammo capacity of 18 and Max upgrades doubles its fire rate. It does 3 times more damage to weak spots with penetration abilities.

  • P.M Rifle: A mid to long range rifle with an ammo capacity of 20

  • CQBR Assault Rifle: An automatic rifle used for mid to long range with an ammo capacity of 32. Max upgrades increases its power by 1.5. It does 3 times extra damage to weak spots and penetration ability

  • TMP: A small submachine for rapid fire close range. It has an ammo capacity of 70 and power increases by 1.5 with max upgrades and has penetration capabilities

  • LE 5: A medium sized Sub machine gun for close to mid range combat. It has an ammo capacity of 60 and penetration capabilities. Max upgrades increase penetration through 5 targets

  • Chicago Typewriter/Sweeper: A large powerful submachine gun for close to mid range. It has an ammo capacity of 60, and infinite ammo

  • Broken Butterfly: A powerful magnum with an ammo capacity of 10, and strong penetration capabilities. It increases in power by 1.5 with max upgrades

  • Killer7: A laser sighted Magnum with an ammo capacity of 15, and penetration capabilities. Max upgrades gives it a 5 times critical rate

  • Bow gun: A standard crossbow. It has a capacity of 1

  • Blast Crossbow: A large crossbow able to fire arrows with explosives attached. It has an ammo capacity of 1 and max upgrades increases it’s explosive range by 1.5

  • Rocket Launcher: An RPG that deals massive damage with its explosion. It had a low fire rate, but large AOE with no recoil

  • Rocket Launcher Special: Exactly the same as a regular but with a special rocket strong enough to instantly kill Saddler

  • Infinite Ammo Rocket Launcher: A superior version of the regular RPG, with higher rate of fire, attack, and unlimited ammo

  • P.R.L. 412: A lightspeed laser that destroys the Las Plagas in people

  • Bolt Thrower: A gun used to fire bolts that can be equipped with explosives that detonate close to enemies.

  • Mine Thrower: A Custom built scoped gun that fires “mines” that attach to a surface before exploding. It as an ammo capacity of 10, and max upgrades gives it a heat seeking function 

  • Hand Grenades: Standard hand grenades used to take out crowds

  • Flash Grenades: Grenades used to blind opponents near it

  • Incendiary Grenades: An explosive that spews out flames along with it

  • Heavy Grenades: A much stronger grenade than the standard

  • Golden Chicken Egg: Is a powerful range weapon when throw, able to do loads of damage with pierce

  • Rotten Egg: A different variant of the golden egg with the same ability

Tools

  • Scope: Adds a scope for ranged in guns to double its range

  • High Powered Scope: Adds a scope for range to increase it x3

  • Biosensor/Infrared Scope: Adds a thermal scope to show the heat signature of enemies

  • TMP Stock: Used to improve Submachine guns accuracy and reducing the recoil of it

  • Red9 Stock: A stock to increase the Red9s precision, and shot grouping

  • Matilda Stock: A stock which allows Matilda to fire three round bursts

  • Laser Sight: A laser used to help accuracy of shots on handguns

  • Cases: Metal cases used to carry around item

  • Herbs: Used to craft healing sprays, heal, or increase maximum health

  • Healing Sprays: Several healing sprays that can fully resort health

  • Brown and White Chicken Eggs: Eaten to heal

  • Black Bass: Several fish used to heal

  • Maps: Several treasure maps that mark around

  • Tactical Vest: An armored vest for protection

Abilities

Drebin

“Magic”

Drebin has shown to have great sleight of hand skills, such as making a grenade appear under a cloth, then switching it with an apple without being seen, or lighting his fingers on fire. He has an interest in magic tricks and has shown to be able to do them quite well

Hacking

He is able to add mods to ID guns that prevent anyone that isn’t a soldier from using them, and make them where any soldier can use them.

Nanomachines

He has Nanomachines Son! It can nullify poisons by working through it a lot faster, and allow him to fire certain guns from The Patriots. He has stated though, his nanomachines are not the ones given to soldiers, meaning he is likely not superhuman.

The Merchant

Las Plaga Infection

The Merchant seems to share the same Plaga infection as the other

Resurrection (Debatable, See BTV)

Several points in the game, The Merchant can be killed by Leon or others, and will simply come back later on, likely due to his Plaga infection. This isn’t another Merchant, as The Duke, from Resident Evil Village, makes reference to him, and seems to imply him as one person, rather than a group. This, on top of, everytime he comes back, he looks like the exact same person, same weapons, and little reason to assume otherwise.

Other

Drebin

Little Gray

A small monkey who’s always with Drebin. He seems to be fairly intelligent, able to understand what Drebin says or signals to him, can close and open doors, knows how to work a vending machine by itself, and can fire the M2 on the APC.

Vehicle Skills

Has shown to be a skilled driver, even when in a tight space while being attacked by metal gears.

APC 

An APC he drives around in to travel and carry his weapons. It’s able to camouflage, and carries a M2 at the top that is able to hurt metal gears. It can be fired by a person (or monkey) or shoot itself.

Weapons Expert

While we have never seen him fire a gun, he has extremely high knowledge on all kinds of firearms. He claims his weapons are high quality compared to the standard government issued weapons. He also is capable of customizing many of his guns. He also as a child soldier, was forced to fight, meaning he’s likely trained.

Sleep Manipulations 

One commonly used ammo type is powerful tranquilizers to knock out opponents.

Empathy Manipulation

He has several bits of ammunition that can mess with someone's emotions. Laughter can cause extreme laughing, followed by insanity that may make them shoot allies before they fall unconscious. Rage makes their anger spike and make them leave cover before falling unconscious, Crying will make them so upset they will ignore the environment and eventually drop unconscious, and Screaming, which will make them run away from combat in fear and ignore the environment, eventually dropping unconscious.

Wind Manipulation

The Tanegashima is capable of shooting whirlwinds based on a 1 to 3 chance.

The Merchant

Weapons expert

The Merchant has shown extreme skill in upgrading or fixing any weapon brought to him. He has shown he can increase a gun's power, ammo capacity, reload speed, and rate of fire, and fix knives that break into pieces after extended usage. It seems he also holds the items needed to do so on his person at all times, and does it in very quick times. He has art that shows him wielding his weapons, and a used gun range to back up the idea. His skill and set of arsenal has even impressed Leon, who’s a government agent, so has seen very high quality weaponry as a result

Healing

The Merchant has first aid sprays used to heal back to full health with one use and bits of food to heal smaller amounts. It’s shown to be potent enough to heal slash, blunt, and shot wounds.

Resistances

Drebin

Toxin resistance

Due to the Nanomachines in his body, he’s said he’s been incapable of being drunk. He can drink straight from a bottle and not even flinch due to how quickly his machines would work through it all

The Merchant

Mind Hax resistance

Despite seemingly having Las Plaga in him, he’s never seen being influenced by Saddlers call. While not explored, it shows Saddler doesn’t have control over him, which is likely why he’s willing to sell Leon his merchandise

Experience

Drebin

Drebin was taken as a child to be a soldier of war. While nothing on screen is shown, this gives him likely dozens of years of experience. Due to being a guns salesman in the middle of a battlefield, he’s shown to be able to handle combat well in his APC, and should be able to handle any ground combat.


The Merchant

While we don’t have a clear timeframe for how long The Merchant has been doing this, he’s shown to likely have some skill in combat. Renders show him wielding his guns, having a gun range he seems to use, and traveling around the island full of infected. He’s shown to fully be capable of handling himself in a very dangerous area, even if little on screen showings.

Feats

Drebin

Overall


  • Helped Snake take down The Patriots

  • Spent years laundering guns to both sides of the war for pure profit

  • Has gone to places all over the world including Somalia, the Balkans, Lebanon, Darfur, Peru, Timor, Punjab, Kashmir, Columbia, and more

  • A memorable character despite only an hour of screen time

Strength

Speed

Durability

Intelligence

The Merchant

Overall

  • Survived through an infected island while successfully running his business

  • Went from dying in on shot to tanking RPGs

  • Has acquired some of the deadlier weapons across the series

  • Is an icon of the series despite so few words

  • What Are Ya Buyin?

Strength 

Speed

Durability

Intelligence

Weaknesses

Drebin

Drebin being a shopkeeper, hasn’t seen nearly as much combat as your standard soldier. We haven’t seen him use guns on screen, and only have one example of him being in a combat scenario when saving Snake from some Metal Gears.

The Merchant

The Merchant is lacking when it comes to this, and most things in general. He is such an unopened book, that it does leave many things to question

Scaling (Through Weapons)

The Merchant

Drebin

Summary

Drebin

Advantages

  • APC

  • Way more experience

  • His weapons can’t be used against him because of Nanomachines

  • Ammo and Gun Variety

  • Guns can one shot


Disadvantages

  • Physically weaker and less durable

  • Guns could one shot him

  • Limited Ammo

  • Worse melee options

The Merchant

Advantages

  • One Shots physically

  • Much tougher

  • Better RPG

  • His guns could one shot

  • Resurrection makes him really hard to keep down if used

  • Better melee options

  • Infinite Ammo…. Wait


Disadvantages

  • Less experience

  • Less variety in arsenal

  • Any gun would one shot him

  • APC would be very hard to get past

Before the Verdicts…

Giving all guns to The Merchant

While there are guns, such as the SR-09 R, that you don’t get from The Merchants shop, he is capable of buying any of Leon’s gear. Since we are putting them at their best, we will give him access to said weapons, as after buying them, he does carry them on his person from then on.

Launcher/Grenade Scaling

Certainly, a strange thing to argue, but it has its arguments. While in the original game, he did die to shots from most guns, here, he actually can have apples thrown at him, and weapons explode, which will only get a bit of a reaction from him. It’s hard to call this game mechanics when he both physically and audibly reacts to them. At least in durability. Speed wise however, is definitely a lot less likely. It is much more likely he is reacting to the dust of the explosion, not the explosion itself. So this stands more just as an AP and Durability scaling.

Krauser's Bow/Custom TMP

Most guns and blades can be sold to the Merchant, however, these are the exceptions. Both of these weapons can only be accessed in mercenaries mode, which The Merchant makes no appearances in. This, and the lack of interaction between The Merchant, and these two, makes it extremely unlikely he would have any chance at having them.

Las Plaga Infection

While it’s never outright stated, The Merchant does show to have the same infection The Ganado due, and likely is one himself. When looking in his eyes, they glow with the same infection, which has never been shown to be anything else but the infection. This leads to solid evidence that he is infected by it, and simply has unique resistances or abilities that prevent him from being a slave to Saddler

Merchants Resurrection

The Merchant can be killed in game at several points and yet still will show up later. One could argue they are just similar looking salesmen, but He seems to be referenced as one person by The Duke in a later game, meaning this isn’t likely a group of people. This could also be argued to be Game Mechanics, but the hardest mode removes this function, which arguably gives it more reason to stand as canon. However, the timeframe between revives is debatable. Leon has to travel to new areas for The Merchant to come back. The time period is definitely less than a day, but how much is unclear, meaning it’s debatable if this resurrection is applicable.

Giving all Guns to Drebin

In the same logic we give Merchant everything. Drebin will also have that same logic, as he has offered to buy any gun off snake, and as a gun launderer, is often carrying guns from all sides anyways. Any guns found on the battlefield is more than reasonable to say he has access to.

Little Gray Speed

Little Grey at one point managed to take Snakes Cigarette from his mouth. As funny as it might be for Little Gray to scale to snake, realistically, he was just caught off guard. It’s not likely at all that a monkey with no nanomachine upgrades is keeping up with one of the strongest super soldiers in game. 

Scaling to main characters

Both Drebin and The Merchant interact with main characters quite a bit, but don’t immediately scale to everything because of it. Merchant's best case is being shot with the RPG, which is durability scaling, where Drebin could maybe be argued because of his nanomachines, but he stated himself he doesn’t have the same ones as a soldier. However, both their weapons are used to injure even the biggest enemies in game, meaning both have guns that fully scale, where Merchant has an argument for durability scaling.

Verdicts


Track Name

Guns 4 Sale

Buttersamuri

Well, this fight took way longer than I expected. I always enjoyed the idea of the guy who owns all the guns getting in a fight. This one is perfect. Resident Evil 4 vs Metal Gear 4. Both have some absurd and goofy weapons, and a similar enough vagueness that there exists quite a debate. So let’s get into this


Stats

Starting out, I think it’s fair to say The Merchant is likely just stronger. With the infection, he has a reason to scale higher than a human, and the fact regular zombies took an almost small building level explosion supports that idea. Drebin has no real reason to scale to any AP physically, the most he did was jump off a really high gun, which is like street at best. Merchant gets Wall At least. It’s a pretty open and shut case that Merchant is stronger and tougher physically


And then we get to guns, where the side completely flips. Drebins regular guns and APC can injure metal gears who get to hundreds of tons of tnt. Completely scale Merchant to the 14 tons of tnt, and even say it upscales since the RPG only bothers him, which is the strongest weapon, and he’s still several times behind it, the metal gears reaching 235 tons of tnt. Any of Drebins guns are shooting right through The Merchant. 


However, The Merchant also one shots with guns. Drebin doesn’t have anything physically impressive durability wise, meaning Merchant was physically stronger and tougher, and both could one shot each other with weapons. So they were on pretty much equal footing, and Merchant only had an advantage if Drebin got close. 


Oh. And neither have a reason to be that fast. The RPG feat is definitely just reacting to the dust from the explosion, not the explosion itself,


Arsenal abilities

Oh boy. The whole reason this is a fight. Now I don’t think this is an utter sweep, but Drebin holds a bigger advantage. When it comes to variety, Drebin washes, just having way more guns of all kinds. Throw in his attachments, ammo types, and grenade and explosive types, and he clearly had more weapons to work with. 


But Merchant isn’t totally out. A lot of those guns get canceled out by The Chicago Typewriter or Infinite Ammo RPG. Both have infinite ammo, similar range, and can one shot all the same. This would actually keep Drebin in a bad position. The Tanegashima is 100 percent a super deadly weapon with its whirlwind, but it relies on a 1 to 3 fire chance, compared to merchants' weapon which will always fire its game winning shot. 


But then the APC comes in, and that’s an entirely new issue for Merchant to handle. This is an ammor protected car with a gun on top that can shoot without Drebin needing to be visible, and likely something he wouldn’t employ as a soldier. If he sits inside and uses the gun from the top to gun down or even just run over The Merchant, it leaves him with virtually no choices. Almost. The Infinite Ammo RPG with enough time I believe can still punch through the APC eventually. The power gap isn’t Soo immense, that an RPG just hitting it over and over wouldn’t mess it up. Especially if he manages to hit it and knock it over, as the vehicle has been knocked over while moving before. And Merchant does have more than one shot at this, we’ve seen that he can come back from bullet and explosion wounds pretty fast, meaning he may get the chance to get a jump on Drebin, and get a lucky shot in, or at least a few shots on the APC. He’s not left completely helpless. Though, I don’t think that’s nearly as likely as Drebin gunning him down. He has an easier win condition and safer fight with the APC. 


Conclusion

This debate is more complex than it needs to be. Drebin has better variety in arsenal, more experience, and the ACP cancels out a lot of Merchants Arsenal. But Merchants Infinite Ammo RPG, better stats, and possible resurrection sets him up to get a few lucky shots in sometimes. Drebin in his APC doesn’t mean a death sentence, as the RPG doing as much as ripping it over would take it down. That makes it a ground battle again where both could one shot. Only one can win, and I think it’s the Launderer Drebin. I wish I could back Merchant, but his win condition just has a few more hoops to jump through than Drebin


The Merchant Wins by destroying or incapacitating the ACP, and then getting one shot on Drebin while he is out of the vehicle. This isn’t impossible, or improbable, especially with his resurrections. Play this 10 times and at least 3 times I can see him catching Drebin off guard and getting the kill shot in


But Drebins win con is gunning him down from the safety of an APC. And if that’s destroyed or incapacitated, getting out and using one of his many guns or explosives to one shot Merchant. A melee fight may not go well for him, but he was a child soldier, he likely has more experience actually fighting other people, and a much larger variety in weapons. His guns and explosives like claymore also let him play far more defensively, which is good in a fight where you get one shot.


But what about The Resurrection? Even with it, I think Drebin does still win more times. the Merchants only ever come back from basic shots or an explosive. But Drebins guns are so much stronger, that a few shots destroy helicopters. If he sees this guy got back up, all he has to do is lay a few extra rounds in him to make sure he doesn’t get back up. And unless Merchant takes out the APC before dying that first time, the surprise return isn’t likely going to kill Drebin, as he’s usually in or near that vehicle anyways.


Little Gray is also there, and while he would get splattered in a lot of scenarios where he tries to jump Merchant, he at least could offer a distraction or even catch the merchant off guard. 


As I see it, Merchants requires a few more hoops and assumptions to give him the win next to Drebin. The Merchants stronger and tougher, but it didn’t stop him from a bullet killing him, and melee was just super unlikely. His infinite ammo weapons matched and beat out most of Drebins arsenal, except the APC. And while the infinite ammo RPG and stronger variant of the Special RPG may have had a shot at breaking it, it was far less likely to break thanks to the numbers difference and Drebin able to safely fire from his car. And while resurrection could catch him slipping sometimes, the APC and experience as a soldier would make getting enough wins out of 10 unlikely. Drebin has more experience, arsenal, and ways to play defensive. Sorry Merchant, I ain’t buyin What Ya Are Selling


Team Drebin - Buttersamuri

Team The Merchant - 

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