Onslaught Tactics
I play a lot of Unreal Tournament Onslaught. Though I am critical of most of the default maps, I like the design of the game. To help people understand what I understand about the game, I wrote down my tactics. If you are new to the game, start with the basics.
Overview
- Onslaught is a purely offensive game without any kind of organized defense.
- Defense is handled automatically by shields around all but adjacent enemy nodes.
- Your purpose is to spread your team's influence to attack enemy nodes, and ultimately the core.
- Effective vehicle use is key.
- This is a high-paced game; lack of forward progression will hurt team.
- At least half of your fire throughout the game should be directed towards enemy nodes and enemy core.
Map Analysis of Default Node Layouts
Too many of the default maps have choke points. Either a team will steamroller through to the core, or the game will drag out through overtime, usually the latter. Choke points deminish the design of Onslaught to a deathmatch-style game.
Map type: Dual paths, no choke points
- Dawn has dual paths, making node strategy interesting. It is possible that both cores can be attacked simultaneously.
Map type: Near-base choke point
- ArcticStronghold has three connecting nodes to your choke point. This is a horrible map. Once your choke point is taken, you might as well give up. The enemy has a tank at the center node that helps them maintain dominance on your choke point.
- Torlan has two connecting nodes to your choke point. It is possible to make a comeback, but unlikely. The enemy has a tank on the hill to maintain dominance. Your base has too few vehicles to deal with the threat.
- Severance has two connecting nodes to your choke point. Though you have vehicle assets in your base, the map is too large to effectively make a comeback.
- Crossfire has two connecting nodes to your choke point. It is possible to make a comeback because the terrain is too difficult for the enemy to manueuver the few heavy assets.
- Dria has two connecting nodes to your choke point. It is possible to make a comeback because the enemy assets are far enough away. Your base has ample vehicles to get your team deployed.
- RedPlanet has three connecting nodes to your choke point. Unlike ArcticStronghold, enemy assets are far away and your base has ample vehicles (including a Leviathan) to stage a comeback.
Map type: Center choke point
A center choke point is only seen in custom maps.
Map type: Single path, nothing but choke points
- Aridoom is rarely played. I haven't played enough of it to analyze
- Frostbite has a center choke point that is difficult to take back because of a vehicle shortage and a small corridor from base.
- Primeval has a center choke point that is difficult to take back. There is a tank at center choke point makes it easily defendable, once you get past the beginning stalemate.
Tactics and Tips
General
- Know the maps and know where the superweapons are, but don't waste time camping.
Nodes
- It's all about the nodes. At least half of your fire throughout the game should be directed at an enemy node.
- Maintain constant pressure on enemy nodes. Lack of forward progression will hurt the team.
- Defense of nodes, not directly connected to an enemy node, is handled automatically by shields. This puts the focus of the game on offense. The best way to defend your nodes is to destroy connecting enemy nodes. (Offense is the best defense.)
- Defend a node only if there is an immediate threat or if teammates' offense is lacking.
- Once you take the last node to the enemy's core, half the team should defend that node. The other half will attack the core.
- If you are up-close, the best weapon to take out nodes is the flak cannon. The grenade launcher is also nice.
- At a distance, the link gun is the best weapon, especially if a teammate links up with you.
- Constantly harrass enemy nodes. Plink a node from a distance to keep enemies from spawning and to keep that node's vehicles out of reach.
- Teleport between nodes to pick up weapons, armor, and vehicles. Remember, the core is also a node.
- Always help teammates bring up or heal your nodes by linking up with them.
- While bringing up a node, a group should already be on the way to the next node to bring it up or attack.
- If enemy is defending node, continue focusing on the node. Maintaining damage on the node keeps reinforcements away. At least one out of every two shots should hit the node; the enemy will just think you're a bad shot until he notices their node is down.
Weapons
- Flak is highly effective to take out nodes and vehicles up close.
- Weapons with splash damage are good to take out spider mines.
- Link up whenever possible to keep player and node downtime at a minimum.
- Try to keep the Avril launcher in your arsenal. Shoot Avrils without targetting vehicle; only target at the last moment. If no vehicles are in sight, shoot and find a vehicle to lock onto.
Vehicles
- Avoid walking anywhere. If you're in the middle of nowhere, type suicide in console.
- It's ok to have a preferred vehicle, just don't camp its respawn point.
- Grab the first vehicle available and get out to the front lines ASAP.
- Share rides whenever possible. Teammates can stand on top of vehicles.
- Always die in your vehicle. Enemy can steal vehicle while you are out or dead. Vehicles do not respawn unless they are destroyed. If your team's vehicle is damaged and abandoned, take it anyway.
- Never destroy enemy vehicles when abandoned. Try to hijack whenever you can. As long as that vehicle stays alive, it won't respawn for the enemy. If convenient, damage but don't destroy unused enemy vehicles; either the enemy wastes time healing vehicle or it can be taken out in one shot once it's a threat.
- NEVER get out of the Leviathan, esp. near own base
The Core
- Take every chance to plink enemy core. If overtime occurs, that extra bit of damage may be the difference.
- During overtime, cores take damage proportional to the amount of nodes your team controls, so every node counts.
- If your core is being attacked, one person should defend core; everyone else should attack the connecting enemy node(s).
Starting a Match
- Upon spawning, rush to vehicle. Only hit a weapons locker if it is on the way to the vehicle. Avoid slow vehicles.
- Pick up at least one teammate. Teammates can ride on top of most vehicles. The goal is to get nodes up as soon as possible, so waiting around for a teammate is justifiable for the link-up at the node. Just don't wait too long.
- At most, two teammates should go to each available node. A third teammate would be better suited at next node in chain.
- Attack enemy nodes as soon as you can, as often as you can.
Content updated: 19 Feb 2006