As it stands, OTA are basically a higher health and higher damage version of Civil Protection that only deploys when the city is at its worst. Sure, they're oppressive, but the way they're oppressive is pretty flat. So, I suggest ways to make them efficient killers without just making them tanks.
The following features are inspired by features in HL2: Inhuman
Nerfing their Health/Shield - Making them bullet sponges was admittedly a step in the wrong direction, but with good intentions. Turning them into highly-mobile tanks makes it so that there's not a terrible amount of coordination needed in order for a transhuman squad to completely rampage through a rebel outpost.
Weapon Butting - Adding weapon butting as an option would make them quite threatening in close quarters combat. By right clicking twice, you shove forwards, akin to how they do it in HL2, with the ability to prevent the person they attacked from shooting or swinging their weapon for 2 seconds, a potentially fatal endeavor depending on their positioning, and the transhuman themselves being locked out of shooting until *1* second, creating a very hit-or-miss situation between the two in the confrontation
Grenade throwing without switching weapons - Either by using a command, or by pressing a certain key (V, for instance), you throw your available grenade. You can switch between grenade types with a chat command /switchnade. This makes you unable to shoot for 1 second, and you automatically say the "Frag out!" voiceline.
Indicators without text - In order to make it possible for a transhuman to understand that they're in danger without reading, they should be able to hear and see visually when things have gone awry. When they're shot with an active SPS, their viewmodel glows partially before fading out to indicate they're taking damage. When their SPS completely breaks, a sort of shattering noise is heard, and when they're low on HP, they hear an audible alert, typically at about 35%. This prevents them from being distracted to look at HUD elements, while keeping aware of their current situation
Mace Shotguns can be double-shelled - Spas 12s having that neat double-shell feature was interesting, but illogical. With Mace shotguns, they can be double-shelled, with a neat animation of them quickly pumping their shotgun to send out a shell. This ability promotes being accurate, even as a shotgunner unit. Rebels can also replicate this by adding extra materials to their hand-crafted Spas-12s to create a refined Spas-12, allowing double-shelling due to well-maintained conditions.
The following features are inspired by features in HL2: Inhuman
Nerfing their Health/Shield - Making them bullet sponges was admittedly a step in the wrong direction, but with good intentions. Turning them into highly-mobile tanks makes it so that there's not a terrible amount of coordination needed in order for a transhuman squad to completely rampage through a rebel outpost.
Weapon Butting - Adding weapon butting as an option would make them quite threatening in close quarters combat. By right clicking twice, you shove forwards, akin to how they do it in HL2, with the ability to prevent the person they attacked from shooting or swinging their weapon for 2 seconds, a potentially fatal endeavor depending on their positioning, and the transhuman themselves being locked out of shooting until *1* second, creating a very hit-or-miss situation between the two in the confrontation
Grenade throwing without switching weapons - Either by using a command, or by pressing a certain key (V, for instance), you throw your available grenade. You can switch between grenade types with a chat command /switchnade. This makes you unable to shoot for 1 second, and you automatically say the "Frag out!" voiceline.
Indicators without text - In order to make it possible for a transhuman to understand that they're in danger without reading, they should be able to hear and see visually when things have gone awry. When they're shot with an active SPS, their viewmodel glows partially before fading out to indicate they're taking damage. When their SPS completely breaks, a sort of shattering noise is heard, and when they're low on HP, they hear an audible alert, typically at about 35%. This prevents them from being distracted to look at HUD elements, while keeping aware of their current situation
Mace Shotguns can be double-shelled - Spas 12s having that neat double-shell feature was interesting, but illogical. With Mace shotguns, they can be double-shelled, with a neat animation of them quickly pumping their shotgun to send out a shell. This ability promotes being accurate, even as a shotgunner unit. Rebels can also replicate this by adding extra materials to their hand-crafted Spas-12s to create a refined Spas-12, allowing double-shelling due to well-maintained conditions.