Overwatch Guide

AbeBatJes

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This'll be a WIP, as it'll be consuming some documents.. but the biggest thing to be pointed out is when Overwatch is to be utilized as well as what they are capable of.

We all have an idea of how they should be played, but some of us play them either as extremely weak, or beyond overpowered to game breaking. If there's suggestions about them, add it here. I'll be fleshing this out as time goes on.


The majority written at this time was created by Vecilea, and will be credited towards them. I'll be making edits (with me being as orange). If you have suggestions to be added, just place them in the comments. (4/14/2026)

The basic ground unit in the OTF is that of the combine grunt. They are covered in head to toe in reinforced body armor combining standard human combat equipment with cutting edge union synthetic material to greatly increase the survivability of their ground troops. The bodypack as it's referred to by union forces contains two major components and two minor components.



Major Components.
Model: OVR-MK3 Tactical Helm with Optical Linkage
  • Purpose: Head protection, HUD integration, audio filtration, and air filtration for urban and exo-environment conditions.
    • Dual-layer composite plating for impact resistance.
      • Resistant to small caliber pistol rounds.
        • Examples include but not limited to .22LR, .380ACP, 9x18mm, 9x19mm, .38,
        • (While resistant, it's not invulnerable. For example, it took roughly 4-5 direct shots to the head with a .45 to kill a charger in Half Life Alyx. So we can go over how many shots (roughly) they can withstand, and go from there).
      • Non protective material
    • Internal voice modulation and command uplink node.
    • Respirator-grade filtration unit for riot gas, toxins, and airborne pathogens.
    • Secured comm-link compatible with Overwatch command frequencies.

Model: VSK-T2 Multi-Layer Ballistic Platform
  • Purpose: Centralized torso protection with utility integration.
    • Composite ballistic weave and armor inserts for medium-to-high velocity impact mitigation.
      • Resistant to calibers commonly fired from standard 'assault rifles' and 'assault carbines'
        • Examples include but are not limited to 5.56x45, 7.62x39, 5.45x39.
        • Examples include but are not limited to .22LR, .380ACP, 9x18mm, 9x19mm, .38.
    • Front MOLLE-compatible grid for ammunition magazines, med injectors, and signal devices.
      • Rear plate is rated at the same level of protection as the frontal plate.
    • Reinforced shoulder and sternum braces for sustained weapon operation.

      (Did a little bit of digging and checking out how much damage the weapons do on a gameplay mechanic, as well as what other individuals have suggested/stated, and it's reasonable to say that their main chest armor would have Level 3, or Level 3+ plating, which can be highly resistant to lower caliber rounds, but somewhat resistant to the higher calibers. That being said, they MIGHT be able to take a shot or TWO max roughly from a 7.62x54r, but anything higher will not be able to negate it).



Minor Components
Model: SCS-X1 Urban Deployment Weave
  • Purpose: Full-body protective layer with environmental resistance and minor armor support.
    • Synth-fiber composite with temperature-regulating layers.
    • Resistant to chemical and biological exposure.
    • Reinforced joint segments for improved durability in prolonged conflict.
    • Integrated biometric reader (connects with helmet HUD).

Model: PAD-R1 Impact Displacement System (Arms/Thighs)
  • Purpose: Protection of limb joints during kinetic engagements and close-quarters action.
    • Molded shock-absorbing polymer and alloy shell over high-flex mesh.
    • Mounted to arm bracers and thigh rigs for stability and swift movement.
    • Non-reflective matte finish with IR-deflective coating.

Combine Overwatch Internal Briefing — Transhuman Augment Profile


Document ID: OW-TX-AUGMENTATION-SPEC/031
Clearance Level: RED/ULTRA – Biotic Deployment Command Only
Subject: Standard Transhuman Enforcement Unit – Physical & Cognitive Augmentations
Designation: UNIT-TIER: 3 // INFANTRY UNIT.




AUGMENT OVERVIEW

All deployed units undergo Tier-3 Transhuman Modification Protocols during biotic conversion. This restructuring is both invasive and irreversible, designed to purge unwanted biological variance and ensure absolute operational loyalty and physical supremacy.




PHYSICAL AUGMENT SUITE [PA-S13]


[STRIKE MASS AUGMENTORS]
  • Function: Reinforced myo-fiber bundles and subdermal synthetic musculature triple unit lifting, striking, and carrying capacity.
  • Result: Units are able to rip car doors off of vehicles, tear down obstacles, and effectively subdue targets considered high priority.
  • Operational Effect: One unit equals three baseline men in mass-force combat operations.
(Believe having above be removed, or at least reduced significantly, so we don't have situations where an Overwatch soldier is holding someone with one arm with no problems. The only kind of unit that would probably have more 'strength' would be say one of the heavy hitters like a charger, but even then, a charger, wallhammer, whatever you wish to say, should be strictly VERY SLOOOWWW. They have a ton of heavy armor, and even in Alyx, are pretty slow in comparison.)

[MOTION INTEGRITY PACKAGE]
  • Function: Bio-reactive tendon enhancements paired with adaptive joint control.
  • Result: Vertical leap of 36 inches from stationary stance.
  • Operational Effect: Capable of navigating debris, barricades, and elevation with minimal momentum loss.
(Reduce the vertical leap significantly or just all together. However can replace it that their mantling is vastly improved/faster. Can leave the navigating debris stuff).



NEURAL CONDITIONING MODULE [NCM-Δ7]


[PAIN INHIBITION CHIP]
  • Function: Full nociceptor shutdown and re-routing of trauma signals to secondary diagnostic systems.
  • Result: Zero pain response. Physical degradation does not impair operational capacity until structural failure occurs.
  • Operational Effect: Unit does not retreat from damage unless under systemic command override.
(Should be changed out a bit. Units can exhibit pain, but only in the sense of; "I've been hit. Target is that direction. Move to engage." But yes unless stated, overwatch would continue to pursue unless stated to withdraw.)
[FEAR DAMPENING ARRAY]
  • Function: Emotional-cognitive governor suppresses fight-or-flight responses.
  • Result: No flinch, hesitation, or psychological recoil during engagement.
  • Operational Effect: Will approach overwhelming force without hesitation or survival priority.
(While fight-or-flight responses are negated, survivability responses would still be enacted; although mission objectives are prioritized to be very high, sacrificing themselves, even with a sacrifice protocol engaged, wouldn't particularly happen if say the opposition throws a grenade/Molotov etc at them. They shouldn't flinch or hesitate however in combat, but will still be able to recoil from getting shot at, since that is very clearly seen in the games).
[MISSION PRIORITY SUBROUTINE]
  • Function: Neural imprint enforces absolute mission adherence.
  • Result: Self-preservation routines disengaged in favor of mission continuity.
  • Operational Effect: Unit will sacrifice self or others to complete directive.
(Although they may prioritize the mission, self-sacrifice, such as blowing themselves up, shouldn't be enabled, as well as sacrificing themselves or others to complete directives. Unless source is being silly, the units typically don't exhibit this behavior, so that should be removed. They're efficient, but not dumb. Ish.)



COMBAT BEHAVIOR PROFILE [CBP-CRUSH-99]

[TERMINAL FOCUS INSTINCT]
  • Function: Target acquisition pathways tuned for obsessive directive tracking.
  • Result: Unit will pursue designated target through fire, collapse, suppression fields, or allied loss.
  • Operational Effect: Extreme efficiency in high-value target neutralization and insurgent suppression. Incapable of mercy or deviation unless rerouted by command uplink.
(Should probably be edited that they prioritize quick alternative routes to prioritize 'survival' to apprehend/eliminate targets. Otherwise, it'd be really easy technically speaking of just using molies and making a trail of fire, and have them mindlessly running into said fire).



WARNING: Units are not to be considered human-compatible. Casual interaction discouraged outside of controlled environments.

(Interaction can potentially be done, kind of like in Half-Life Alyx, but having full emotional interactions, like expressing sympathy/empathy, wouldn't be functionally possible. That also being said, overwatch being like, "Hey, kill this stupid bitch!" or "Kill the fucker!", OR "this is so damn stupid as shit.", is out of the question.)

WARNING: Unauthorized modification or removal of issued components is subject to immediate disciplinary action as per Directive OW/213-B.


Obey. Protect. Suppress.

Combine Weapon Systems Note — Pulse Munitions Overview


Designation: PULSE/PD-01-A // Infantry and Suppression Units Only
Clearance: COMBINE INTERNAL – AUTHORIZED ENGAGEMENT DATA





Kinetic Output Profile

  • Force Equivalent: ≈ .30-06 Springfield (7.62×63mm) per discharge.
  • Immediate Impact Result: Targets struck will experience force consistent with catastrophic lower body instability—comparable to legs being forcibly removed from stance.
  • Operational Note: Even non-lethal hits create incapacitating knockback.
(Maybe have the kinetic force reduced down to maybe a 5.56x45mm - enough to recoil, but not enough to knock you on your ass.. so you're not going to be incapacitated).


Armor Interaction Doctrine

Penetration ≠ Degradation
  • PENETRATION: Traditional piercing effect. Not applicable to Pulse.
    • Pulse does not pierce; it dismantles.
    • Repeated strikes erode protection layer by layer.
Armor Effectiveness Against Pulse:
  • Higher-grade armor increases kinetic resistance, delaying degradation.
    • Layman’s Interpretation: “Thicker = Better” for inorganic armor. Not smarter, not stronger—just more mass to eat through.
(Keep this as is. More shots on armor, the more it erodes it. The effects I'd imagine would be like the Alien Acid, where instead of melting, it literally erodes. So each shot causes pieces of the armor to lessen and lessen. Organic material won't 'melt' or erode as it'd do the 'flash-seal' as stated bellow.)



Medical and Wound Characteristics

  • Cauterization Effect: All Pulse-induced wounds are flash-sealed.
  • Hemorrhaging: Not possible. Pulse cauterizes on impact. Units do not bleed from Pulse weaponry.
  • Biological Implication: Wounded targets will not exsanguinate; neutralization must focus on organ/system failure or overwhelming trauma.
(Penetration going straight through won't occur, however each shot will 'remove' more and more organic material in time.)


Material Interaction Summary

  • Hardened Materials: Poor penetration; Pulse is ineffective at breaching reinforced walls or heavy plating on first contact.
    • Given sufficient time, will break down most barriers regardless of composition.
    • Classified As: Slow-burn universal solution. Anti-material by erosion, not explosion.


WIP - PULSE SHOTGUN



WIP - PULSE SNIPER
 
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I think it would be good to have a theory of how we want combat to go in this iteration. It seems stability and predictable rules was something people really wanted in MoF. They're too hard to refine mid iteration so it has to be locked in early. Escalatory power creep should be done deliberately instead of by mistake.

Does anyone have thoughts for how they want the vibes of combat to go? I'm impartial and can just help an idea be refined further.
 
well for starters I think we shouldn't force rebels with only pistols to fight enemies who are immune to pistols
/half-joking

okay but in all seriousness

I think combat should have consequences. idk if we want to try enforcing INJURIES or persistent health, but there should be a happy medium between "everyone magically is okay after combat ends" and "people die when they get shot" yknow
 
I think combat should have consequences. idk if we want to try enforcing INJURIES or persistent health, but there should be a happy medium between "everyone magically is okay after combat ends" and "people die when they get shot" yknow
i wanna explore this idea pretty far
 
it might be worthwhile listing out what advantages we want particular sides to have so combat could be better sculpted

this would help figuring out gun prices as well as balance

it would put a damper on rebels being action heroes and the CCA being invulnerable tanks
 
CCA likely enjoys the advantage of a more solid supply chain-- they probably won't have to worry about running out of ammo unless the Rebels specifically target their Supply Depots or armories.

But they're probably also more constrained by specific Rules Of Engagement from their higher-ups. Not to mention, you know, they have to wear uniforms, whereas Rebels and Criminals can disguise as civilians.
 
CCA likely enjoys the advantage of a more solid supply chain-- they probably won't have to worry about running out of ammo unless the Rebels specifically target their Supply Depots or armories.

But they're probably also more constrained by specific Rules Of Engagement from their higher-ups. Not to mention, you know, they have to wear uniforms, whereas Rebels and Criminals can disguise as civilians.
I notice that in nearly every HL2 server i've played the rebels end up more heavily armed by OOC measures bleeding out over IC ones

"i bought the better gun so i shoot better :D" basically

the CCA sees the price tag of their gun being mild and sad vs the 20,000 cop killer 9000 and gets frustrated in an OOC sense and loses value in their own arms

i'm not sure what a healthy solution is yet but i have an idea of the issue
 
I did mention making cops weaponry modest which will make the rebels a bit more modest in turn.

At the start of the server we should only really be selling cheap shotguns and pistols. Maybe some crappy smgs like the Skorpion and MP5k. We should be scaling the market so that we can prolong any big time movements.

However with this method we need to make it interesting. If we go that mafia route we can simply mark it up as the smugglers within not trusting the rebels at all.
 
I did mention making cops weaponry modest which will make the rebels a bit more modest in turn.

At the start of the server we should only really be selling cheap shotguns and pistols. Maybe some crappy smgs like the Skorpion and MP5k. We should be scaling the market so that we can prolong any big time movements.

However with this method we need to make it interesting. If we go that mafia route we can simply mark it up as the smugglers within not trusting the rebels at all.
the mafia can also curb certain behaviors if they remain a robust persence on server "why did 8 of you just go in with ak47s and kill a bunch of people wtf?"

as long as it wasn't stupidly taxing having some means of variance on BMD's durability for guns it spits out, or less durability for "rebel" weapons would be a very good thing i have a feeling if the cops see the rebel's guns are less reliable then its probably acceptable if their guns are cooler
 
  • Agree
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