Door Kickers 2

Door Kickers 2

Combine Overwatch [Beta]
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Isaglish  [developer] Feb 18 @ 7:12am
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2/28/2025:
What do you guys think about custom Sci-Fi weapons that is lore-unfriendly? Maybe some weapons that are inspired from Helldivers 2 and other random weapons that I make myself?
Last edited by Isaglish; Feb 27 @ 6:29pm
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Showing 1-15 of 37 comments
A few recommendations I have are to:
Make it so that there are 2 ORD, APF, and WALLHAMMER, and maybe cutting back on the UNION if it gets too large.
Add the AR-1 as an unlockable for the ECHO units, and possibly the AR-2 for ECHO and ORD units (The AR-1 addition to ECHO isnt exactly lore accurate from what I can tell, however I believe you'll need to add more customization in terms of weaponry and utility to make your mod pop out more, its also fun to unlock stuff:>)

SPAS-12 should also be able to end up in the hands of UNION units, OR you could add the SPEAR units, along with other special CCA classes not shown in HL2.

You could also sort out the classes into STABILIZATION TEAMS, that consist of about 4-5 units (Often being an ORD, 2 ECHO-1s, and an APF/Wallhammer, or both?)

I personally think it would be really hard to stay lore accurate as things are so unbelievably standardized there would be no customization at all, but I think you should consider researching gadgets that werent added, or even checking out mods for other games like Ready Or Not's HL2 mod.

I understand that this may take a long time, and I wish you the best of luck in the future of your mod. I think this holds a lot of potential.
Doctos Feb 19 @ 9:22pm 
Please at least add the APF gun and MP7/USP before working on the player models :demoticon:
Doctos Feb 19 @ 9:25pm 
would also be cool if there was a second tab (like with the helljumpers mod) that has hl2 era units

and make rebel enemies a separate mod please :)
Doctos Feb 19 @ 9:47pm 
the lack of night vision is tough
Originally posted by Doctos:
Please at least add the APF gun and MP7/USP before working on the player models :demoticon:
Hes not done with the mod and he is gonna add them
Isaglish  [developer] Feb 20 @ 9:36am 
Originally posted by Doctos:
would also be cool if there was a second tab (like with the helljumpers mod) that has hl2 era units

and make rebel enemies a separate mod please :)
Yes, the rebels are also a planned mod after this one.
Isaglish  [developer] Feb 20 @ 9:37am 
Originally posted by bblwillzy:
A few recommendations I have are to:
Make it so that there are 2 ORD, APF, and WALLHAMMER, and maybe cutting back on the UNION if it gets too large.
Add the AR-1 as an unlockable for the ECHO units, and possibly the AR-2 for ECHO and ORD units (The AR-1 addition to ECHO isnt exactly lore accurate from what I can tell, however I believe you'll need to add more customization in terms of weaponry and utility to make your mod pop out more, its also fun to unlock stuff:>)

SPAS-12 should also be able to end up in the hands of UNION units, OR you could add the SPEAR units, along with other special CCA classes not shown in HL2.

You could also sort out the classes into STABILIZATION TEAMS, that consist of about 4-5 units (Often being an ORD, 2 ECHO-1s, and an APF/Wallhammer, or both?)

I personally think it would be really hard to stay lore accurate as things are so unbelievably standardized there would be no customization at all, but I think you should consider researching gadgets that werent added, or even checking out mods for other games like Ready Or Not's HL2 mod.

I understand that this may take a long time, and I wish you the best of luck in the future of your mod. I think this holds a lot of potential.
There are several non-Combine weapons I'll be adding to the Metrocops and possibly the Grunts, though I can't guarantee the Grunts having a lot of weapon choices.

  • USP
  • Magnum
  • MP7
  • MP5K
  • SPAS-12

    Also, AR2 is OSIPR which the Ordinal already uses.
Last edited by Isaglish; Feb 20 @ 9:39am
gotta add a campaign
Alpha Feb 24 @ 1:16pm 
I recommend splitting the combine into 3 seperate squads - Overwatch Transhuman Arm which consist of your traditional half life 2 units and then some if you want to get creative.

"Sector Overwatch" - Perhaps you can consider these guys the alyx units? In my head they would just be the localized reserve Overwatch units.

And finally Civil Protection - if you want to get creative there are a few community run servers and games on garrys mod, arma 3, and roblox that give them a few specializations with different equipment.
Verbs Feb 24 @ 11:54pm 
i believe he has said he plans on focusing on half life alyx units (awesome). dont really know if civil protection needs to have a whole lot of unique variants either personally, part of the charm of half life is the simple cut and dry way the combine operates. trying to apply real world/hl2rp logic diminishes that.
bblwillzy Feb 25 @ 9:36pm 
Originally posted by Verbs:
i believe he has said he plans on focusing on half life alyx units (awesome). dont really know if civil protection needs to have a whole lot of unique variants either personally, part of the charm of half life is the simple cut and dry way the combine operates. trying to apply real world/hl2rp logic diminishes that.
The only issue I see with this mod in DK2 is, like you said, the way the Universal Union works. DK2 has a big focus on building up troops through getting better weapons, equipment, and modifications, and the UU dont quite stray far from the standard weapons, most of their units look very similar, if not the exact same, and I think the furthest you could go in terms of modifications is something like "night vision/thermal module integration", aswell as armors. I think that the main focus of HL:A is great, but you may need to stray from typical canon to fit a faction like this into the game. We will see where this mod goes in due time
Also- I think it would be a pretty cool idea to put some HL2/HL:A props to the mod just incase people want to make custom half life maps
New Guy Mar 4 @ 7:27pm 
ok, maybe give CP the 9mm pistol, if this gets fully fleshed out then have the MP7 as an expensive primary, also, if possible, make CP's cheaper, they should not gave great reaction times and stuff, not like militia level bad but make it so that their numbers are their greatest asset, grunts are fine as is i think, wall hammer should get a shield for a secondary as the stun baton is a little not good rn, otherwise, this should be fun once full models are ready, but seriously though, give my civil protection bros the 9mm, and possible make they 1/4th a unit, would this make them broken? if you gave them not the best reaction time then i would think so, again not ♥♥♥♥ levels of skill but deff worse then grunts, they have their place as bodys to keep the more important guys alive, can they take on rabble? yeah, actual insurgents? they will prob take losses, ok enough rambling, just please give my bois the 9mm soon, thx. cool mod btw.
Isaglish  [developer] Mar 5 @ 1:41am 
Shield with primary is not possible. I've played with it multiple times. Unless the Devs allow us to have shields equipped along with primaries then that should allow me to do that mechanic. As for now, I haven't found a way around that limitation.
New Guy Mar 5 @ 12:12pm 
Originally posted by Isaglish:
Shield with primary is not possible. I've played with it multiple times. Unless the Devs allow us to have shields equipped along with primaries then that should allow me to do that mechanic. As for now, I haven't found a way around that limitation.
alr, fair enough, please give CPs 9mm tho thx
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