Overwatch Standard Issue - analysis

Tagaziel

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I have always been fascinated by fictional weaponry, and the OSI Pulse Rifle from Half-Life 2 was a subject of my special interest. I admit the following is a bit sketchy, so I post it for your critique, input and especially suggestions as to what to add further to the document.

As we all know, it is a weapon manufactured by the Combine Empire, derived from modern human assault rifles for use by the Transhuman Arm of the Overwatch. It is very accurate at short and medium ranges and is best used in short, controlled bursts, since when firing continuously, it tends to wander due to the kickback. For added control, similar to assault rifles it descends from, it is equipped with a pistol grip.

1. Construction (fig. 1)

The rifle is manufactured from the same alloy most Combine technology is produced from, which guarantees durability and reliability in the field. The design is derived from modern human assault rifles, however, due to it's different working mechanism, it varies significantly.
It's based on the Combine energy pulse technology, which is also used in chopper, gunship and dropship personell carrier cannons, sentry turrets and APC machine guns as well as hunters and striders.
The forward part of the weapon contains all the working mechanisms of the rifle - the magazine feed, the firing pin for the energy plugs, the energy barrel, the orb launcher and it's firing mechanism.

* The energy barrel is suspended over the orb launcher via a short metal beam, additonally fitted with an armor plate for protection. Inside, the energy barrel is laid with resistant material, which prevents the exploding energy from ripping the barrel apart and additonally helps direct the blast.
The barrel is additionally outfitted with a set of grips locking the plug in place.
* Magazine feed - the rifle utilizes special energy plugs, which are stored in Combine designed ammunition cartridges, resembling thin drum halves. Each drum is outfitted with it's own plug loading mechanism, as a measure to improve the weapon's reliablity and minimize the amount of weapon's firing mechanism parts. The ammunition cartridges are mounted into the underside of the weapon and locked in place.
* The firing pin - the firing pin, unlike human assault rifles, does not operate within the rifle's body, but instead operates outside of it. It is also significantly longer and larger than human pins, resembling a long spike. This design is required for it to effectively detonate the energy plugs.
* The orb launcher is located directly underneath the energy barrel and in front of the plug cartridge. It is basically a tray outfitted with an OSI firing pin, large enough to detonate the charge and release the orb.

2. Working mechanism

The OSI Pulse Rifle posseses two fire modes: automatic energy pulse fire and orb launch.

* Energy pulse fire (fig. 2a) - by pressing the trigger, the firing pin is released and hits the detonator of the energy plug. This action releases energy stored within the plug. In normal conditions, it would burst outwards in all directions, but when it happens within the energy barrel, the energy is channeled and directed towards the end of the barrel at the unfortunate target.
This mode is fully automatic, and posseses a very high rate of fire, capable of discharging the whole plug in seconds.
The lack of bullet casings to eject and the simplicity of design makes this a very reliable fire mode.
Each loaded plug carries energy for thirty energy pulses.

* Orb launch (fig. 2b) - this fire mode utilizes specially designed charges, containing inert Combine energy orbs. The charge is placed on the tray underneath the energy barrel, with it's detonator against the firing pin. When detonated, the forward part of the charge disperses into six parts (thanks to it's construction and the fins), releasing forwards an energy orb.
Similiar to the primary fire mode, the mechanism required for this is very simple and reliable.
Each charge carries a single energy orb.

3. Design variations

The OSI Pulse Rifle has also been modified by the Combine for use in entrenched positions, as a heavy machinegun.

This version of the pulse rifle differs from the standard version drastically (fig. 3):

* The orb launcher is removed, and the rate of fire amplified, to allow continuous suppressing fire.
* Heavy energy barrel - the barrel was redesigned and lenghtened to accomodate the weapons increased rate of fire and avoid overheating. The barrel, instead of being enveloped in a metal case, now consists of only the red resistant material that was a component of the OSI's barrel. Three armour plates are attached to it for protection, outfitted with a searchlight, allowing it's use in all lighting conditions.
* Modified ammunition feed - due to it's increased rate of fire, the weapon requires the ammunition feed to be redesigned.
* Articulated weapon mount - the pulse machinegun requires a weapon mount in order to be used effectively, as it isn't intended for infantry. The weapon mount is articulated and allows firing in nearly every direction in the frontal 180 degrees. Two clamps allow for the mount to be attached to any solid surface, including railings.
* Twin handles - since the weapon was designed as a mounted heavy machinegun, the stock and pistol grip were removed, replaced instead with two handles, more suited for emplacements.

4. Employment

The Overwatch Standard Issue, as it's name suggests, is primarily employed by the Transhuman Arm of the Combine Overwatch. It's versatility, accuracy and reliability make it an excellent choice for troopers operating often in hazardous conditions. It is also the exclusive weapon of the Combine Elite, who operate it with even deadlier skill than regular troopers. Additonally, only the Combine Elite are authorized for energy orb charges, since their employment requires high precision and proper training.

The heavy machinegun variant is used in entrenched positions and bunkers, as it provides extreme firepower in a very mobile and compact package. It's use is authorized for all branches of the Combine military, from Civil Protection to Combine Elite.

5. Notes

* Points to cover:
- Manufacturing stamp on the stock
- Combine Overwatch tactics and firing method
- Additional points suggested by forum users
 

Attachments

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Nice work. Best post in a long while.

Got no time, but I've skimmed over it and it looks good.
 
It's based on the Combine energy pulse technology, which is also used in chopper, gunship and dropship personell carrier cannons, sentry turrets and APC machine guns.

And hunters and striders. Good post:thumbs:
 
The hunter chopper uses a short barreled gun on it's underside and it has a massive spread effect on it while the strider and gunships seem to have longer barrels thus making their pulse shots more accurate, anyone agree?
 
I only skimmed through but I'd like to point out that the heavier versions of the pulse guns cause white particles to lift off the target when hit similar to the disintigration effect of the power cores and strider blasts. I would say they are all bassed off the same tech and since the power cores are also used to power things I would guess that it is to do with dark energy/matter.
 
Very nice article! :thumbs: Maybe you should mentoin this code or technical number of this weapon (it's marked somewhere on rifle).
 
Yes, but I'd have to first decode the manufacturing stamp. However, did you notice, that the number V952 is featured prominently on Combine equipment?

Second, riomhaire, I believe that your theore is correct. Upon closer examination of the pulse energy projectile, one which we are all too familiar with, it carries great resemblance to the dark energy reactor. It is dark blue/black within and light blue on the outside.
The white sparks that disperse can be assumed to be the dark energy converted into electricty or heat (regular energy) after impact, giving off it's momentum.
However, this requires us to assume, that the energy projectiles do not kill by energy itself, but instead their sheer speed and momentum. This theory is supported by the fact, that the rounds violently jerk enemies and animals around. The reason why the regular OSI doesn't create sparks, may be very well because it's a lower power version than it's heavy brother.

d00d, upon closer examination of the models, there is very little difference between the Strider's, Gunship's and Hunter Chopper's cannons. The difference in spread and precision can be attributed though to the ways they are steered - the Hunter Chopper cannon is steered indirectly, by a transhuman gunner, while the Gunships and Striders have their cannons directly jacked into their nervous systems.
 
Oh ok. But todays helicopters manned by gunners get accurate shots and all. We could presume that theres a burst configuration or single and accurate shots for the pulse weaponry? And also you could mention on the suppression device. You can confirm your theory on sheer speed and momentum by the dark energy imbued gravity gun.
 
d00d: Yes, that's plausible... however, another point to accuracy is that the chooper's cannon is attached mechanically, while the Strider's and Gunship's is a part of their organism. This naturally decreases spread, as it's direct control over the gun, not indirect like in the chopper's case.

Also, upon closer examination, the OSI and it's heavy barrel variant seem to be derived from an FN Minimi, the presence of an obsolete case ejector on the gun's body... and Fabrique Nationale is an European weapons manufacturing company...
 
Maybe the rate of fire affects how accurate pulse weapons are-
the chopper, it shoots really fast, like thwiiiiiiiiiiiiiiiiiiiiiiip.
Striders, they're like, choo choo choo choo
And then the guns, they're more like brackabrackabracka.

And iirc, the strider was the msot accurate, with the lowest rate of fire, and the chopper was the least accurate, with a very high rate of fire. The rifle if somewhere in the middle, more on the slow side, because it can fairly accurate, or not raelly accurate at all.
 
Is the gun overheating when Striders, Hunter-Choppers, and Gunships fire in bursts? Or don't they have a belt-system like turrets and entrenched guns?
 
Well, we already know that the choppers' ones must charge up bullets.
 
In a thread i've said that the Overwacth Standard Issue is a anti-matter gun...is was a strong theory though....
 
In a thread i've said that the Overwacth Standard Issue is a anti-matter gun...is was a strong theory though....
An anti-matter bullet would explode inside the gun, killing the user. That is assuming they managed to store it in the clip in such a way so that it didn't touch any matter.
 
still dont explain why everyone except for gordon has to manually reload the gun..
 
An anti-matter bullet would explode inside the gun, killing the user. That is assuming they managed to store it in the clip in such a way so that it didn't touch any matter.

And even after that, even if you succesfully hit your target, there would be consequences: boooooooom! and the screen fades to black.
 
An anti-matter bullet would explode inside the gun, killing the user. That is assuming they managed to store it in the clip in such a way so that it didn't touch any matter.

No i've said that the the bullet was encased in a some sort of plasma or something that protect the anti-matter (you can see in the game that the projectile is black in the midlle and white-glowing in the exterior),so when the projectile hits its target,the casing is broken and the anti-matter bullet is exploding,the drawback is the equantity of anti-matter encased in the clip.
 
No i've said that the the bullet was encased in a some sort of plasma or something that protect the anti-matter (you can see in the game that the projectile is black in the midlle and white-glowing in the exterior),so when the projectile hits its target,the casing is broken and the the anti-matter bullet is exploding,the drawback is th equantity of anti-matter encased in the clip.

So basically so you dont kill yourself you should be like 10 city blocks away from your target to shoot him :|

If antimatter comes into contact with matter :| Well yeah the target dies, but so do you in the explosion that follows.
 
still dont explain why everyone except for gordon has to manually reload the gun..

Lazyness from Valve animators, they thought we wouldn't notice, that's the only drawback of this weapon. :monkee:

PS: intense flamming agains my person will follow this message :naughty:
 
No i've said that the the bullet was encased in a some sort of plasma or something that protect the anti-matter (you can see in the game that the projectile is black in the midlle and white-glowing in the exterior),so when the projectile hits its target,the casing is broken and the anti-matter bullet is exploding,the drawback is the equantity of anti-matter encased in the clip.



It's theorized, with help from analisys of "matter--anti-matter" contact in particles accelerators, that the amount of anti-matter the size of a tea spoon when placed in contact with matter, would generate enough energy to vaporize a city block. And if our scientists had enough quantities of anti-matter, they would be able to proove it.
 
No i've said that the the bullet was encased in a some sort of plasma or something that protect the anti-matter (you can see in the game that the projectile is black in the midlle and white-glowing in the exterior),so when the projectile hits its target,the casing is broken and the anti-matter bullet is exploding,the drawback is the equantity of anti-matter encased in the clip.
AFAIK an anti-matter bullet wouldn't cause little white flakes to life of the ground, it would cause a large explosion. Dark matter/energy on the other hand Valve can do whatever the hell they want with it as nobody has a clue what it would look/act like.
 
It's theorized, with help from analisys of "matter--anti-matter" contact in particles accelerators, that the amount of anti-matter the size of a tea spoon when placed in contact with matter, would generate enough energy to vaporize a city block.

The reaction of 1 kg of antimatter with 1 kg of matter would produce 1.8×1017 J (180 petajoules) of energy,the same energy is made by detonating 43 million tonnes of TNT (at 4.2×106 J/kg).
I've said it was a good theory...
 
The reaction of 1 kg of antimatter with 1 kg of matter would produce 1.8×1017 J (180 petajoules) of energy,the same energy is made by detonating 43 million tonnes of TNT (at 4.2×106 J/kg).
I've said it was a good theory...
Make it a whole city then. It's like a 4.3 Megaton nuclear warhead. :thumbs:
 
Having thought it over, the Dark Energy can be a reverse of energy. It is extremely effective, as seen that a proportionally small ball can power the entire Citadel and possibly the whole city. As such, I think it can be assumed, that Dark Energy is the opposite of fusion energy, a negative sun if you wish. This is supported by the appearance of the Citadel Core and it's similarity with sun.
 
Mikael Grizzly-is theorized that the dark energy is the opposite of gravity...

Make it a whole city then. It's like a 4.3 Megaton nuclear warhead. :thumbs:

1 kilogram is not a spoon(it can be...now we don't know how much weights the anti-matter) :thumbs:
 
In physical cosmology, dark energy is a hypothetical form of energy which permeates all of space and has strong negative pressure.[1]

Valve does not have to take this into consideration. In fact, it's unconfirmed, just a theory, so Laidlaw might've just come up with his own definition of dark energy.
 
Valve does not have to take this into consideration. In fact, it's unconfirmed, just a theory, so Laidlaw might've just come up with his own definition of dark energy.

Hilareously enough, Antimatter is probably the only placeholder element that has been popularly accepted. I mean... the whole thing about antimatter is that it is totally undetectable. Or something like that. [1]


[1]This message was brought to you by random fragments of information running around in Jintor's skull. Jintor takes no responsibility for any truth found in this statement.
 
However, antimatter theory has been debunked a few posts earlier, in the statement that a tea spoon of anti-matter would obliterate a city block. And the amount in the Citadel Core.... well... that'd blast a chunk out of Earth. A very, very large chunk.
 
Eh... hey, dudes, the hunter-chopper cannon has variable firing settings. Recall that the gun attached to the airboat is a hunter chopper cannon? And it fires straight bolts? Anyway, in Lost Coast, the hunter-chopper fired straight bolts and also shot down any rockets you tossed at it, so accuracy isn't really a problem. Oh, and the weird dark energy stuff appears to be completely fictional, so don't bother trying to work out how it works from actual science.
 
Eh... hey, dudes, the hunter-chopper cannon has variable firing settings. Recall that the gun attached to the airboat is a hunter chopper cannon? And it fires straight bolts? Anyway, in Lost Coast, the hunter-chopper fired straight bolts and also shot down any rockets you tossed at it, so accuracy isn't really a problem. Oh, and the weird dark energy stuff appears to be completely fictional, so don't bother trying to work out how it works from actual science.

Actually Dark Energy is used to supposedly explain why the hell our universe is expanding. All properties within the game are totally fictional though, I think. And Dark Energy, like Dark Matter, is another placeholder by cosmologists and physicists.
 
Actually Dark Energy is used to supposedly explain why the hell our universe is expanding. All properties within the game are totally fictional though, I think. And Dark Energy, like Dark Matter, is another placeholder by cosmologists and physicists.

I know that, man.= :angel: No need to tell me.

Anyone who knows stuff about firearms here? Mind telling us whether the AR2 is ergonomic or not? 'cause it looks really fiddly to use.
 
Eh... hey, dudes, the hunter-chopper cannon has variable firing settings. Recall that the gun attached to the airboat is a hunter chopper cannon? And it fires straight bolts? Anyway, in Lost Coast, the hunter-chopper fired straight bolts and also shot down any rockets you tossed at it, so accuracy isn't really a problem. Oh, and the weird dark energy stuff appears to be completely fictional, so don't bother trying to work out how it works from actual science.

The hunter-chopper in the Lost Coast wasn't actually a real chopper. Look carefully. You'll find that it's the AI of the gunship, which is why it falls at 3/5/7 missiles shots (Easy/Medium/Hard respectively).

The gunship's shots are more concentrated (less of striders, ground turrets in Overwatch Nexus [I think] and AR2 but) more than the mounted turrets and the hunter-chopper. The hunter-chopper shoots more shots that are less concentrated and do less damage.
 
Ah, a placeholder ai. Wonderful. Still, your very own air boat shot straight bolts, so hunter-choppers do have variable settings for their cannon. Anyway, little incongruities like the hunter-chopper firing gunship bolts don't matter, just accept it (like the headcrab launcher) as true canon. It doesn't contradict anything in the rest of the universe, so it must be true.
 
Eh? I thought the gun on the airboat had terrible accuracy.

I'll check later.
 
It had wonderful accuracy against large targets. :D
 
Still, your very own air boat shot straight bolts, so hunter-choppers do have variable settings for their cannon.

Eh? I thought the gun on the airboat had terrible accuracy.

I'll check later.
The airboat's cannon is no more or less accurate than the cannon on the Hunter-Chopper.

Personally, I think the Hunter-Chopper cannon is a different design to the Strider and Gunship versions of the cannon. It uses the same ammunition, but it behaves differently in that its so inaccurate when the others have almost perfect accuracy. Grizzly put the accuracy difference down to a human gunner remotely aiming the thing, but that's ridiculous. How a weapon is aimed and fired has no bearing on the amount of dispersion from the barrel. If you take an accurate pulse cannon and give remote control of it to someone, it'll still be accurate, they just might have difficulty aiming it properly. Big difference there.

This is a nice post Grizzly, but this one statement stood out as incorrect:
It is very accurate at short and medium ranges and is best used in short, controlled bursts, since when firing continuously, it tends to wander due to the kickback.
Erm, no?

I realize that individual perception of a weapon's accuracy is quite subjective, but the AR2 is not "very" accurate by any sane standard. Even if you fire single shots at a target a short distance away (less than 30 meters) the shots are grouped very loosely. At longer ranges any attempt to engage a target is pointless and only succeeds in wasting ammo.

And by "longer ranges" I don't mean one kilometer away. We're talking well within the effective range of almost every single assault rifle design produced since the WW2-era STG44. By real life standards, the AR2 is less accurate than most machine pistols. Admittedly, the AR2 isn't the only one that's far-fetched. The SMG is insanely inaccurate and the shotgun has wider spread than it should, but even by Half-Life 2's low accuracy standards the AR2 can hardly be called "very accurate".

http://img.photobucket.com/albums/v80/MattyDienhoff/Miscellanea/groupings.jpg
 
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