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Onslaught is a vehicle-based gametype first appearing in Unreal Tournament 2004 and developed by Psyonix.

Overview Edit

"Onslaught is a large scale, team and vehicle based game mode in which players battle for control of huge exterior settings. Since these settings are so large one naturally needs a way to traverse these distances, hence there are a variety of vehicles that can be used in Onslaught. These vehicles are built to not only move but also destroy your foes.

Each team has their own vehicles and you cannot steal your foes vehicles unless they unlock them by first getting into them. If your enemy jumps into a tank and then leaps out to pick up ammo you can then hijack it and turn the tables on him!

The main objective in any Onslaught game is to destroy your enemies' "Power Core." This critical point is usually located in the heart of your opponent's base. Sounds simple, right? Here's the catch - a Power Core cannot be damaged unless your team has a link to it. How do you acquire a link? By controlling the smaller "Power Nodes" on the map and making a connection from your own Power Core to your opponents. Power Nodes begin as neutral points in the level and once they're touched they begin to build for your team. At this point the opposing team can attack and try to destroy the Node as it is being constructed. If they manage to destroy it it will go neutral again and can be re-claimed by either team. If they fail to destroy it the Node will be built for your own team and a link will be made to your own Power Core.

The next step in an Onslaught map involves proceeding to the next Node. Since the enemies Power Core can only be damaged if there is a link to your own Core you'll have to take over a number of Nodes in order to make this connection. It is extremely important to note that you can ONLY take over a Node if you control an adjacent Node. You must progress across the map, taking over point by point, in order to stage an assault on your enemies' Core. Since death comes quick in the Tournament it is also good to know that once your team controls a Node you can then choose to respawn at it. This allows a team to have an advancing presence on any given map."

The objective of the gametype is to capture a series of power nodes connecting your base to your opponents' base, and to destroy their power core.

The key elements in an Onslaught game are the Power Cores, Power Nodes, and Power Links. Also frequently present in Onslaught games but not unique to the gametype are vehicles, turrets, and three additional weapons: the AVRiL, Grenade Launcher, and Mine Layer.

In Onslaught, each team has one Power Core, usually located somewhere within the team's base. The core can lose health over the course of the game either by being attacked by the enemy team, or through draining, which takes place during overtime. Power cores can only be attacked when a power node linked to the power core is controlled by the enemy team. Power cores cannot be healed by any means, so it is vital that they are protected from enemy attack at all times. The amount of health of a Power Core can be set up by the mapper; in all official ONS maps, the Power Core has 5000 Health, except for ONS-Dria, which has 9000.

Next up are the Power Nodes and Power Links. Each map has one or more power nodes connected to the power cores by means of a power link. At the start of the game, all nodes are neutral--that is, not controlled by either team. To take control of a neutral power node, or attack an enemy node, the power node must be linked to either your power core, or a power node controlled by your team. Unlike power cores, power nodes may be healed, and building of a power node can be expedited, by firing at the node with the Link Gun alternate fire. Most nodes have 2000 Health, although like Power Cores above, this is not a definitive, ironclad rule.

Warfare is an evolved form of the gametype.

Scoring Edit

The scoring rules for Onslaught are the following:

  • 2 points for a core destruction in regular time
  • 1 point for a core destruction in overtime

Configurable options Edit

Unreal Tournament 2004 Edit

Item Type Default Description
Number of BotsInteger0Specify the number of bots that should join your match.
Bot ModeListUse Map DefaultsSpecify how the number of bots in the match is determined.
Bots Balance TeamsBooleanYesBots will join or change teams to make sure they are even.
Bot SkillListAverageSet the skill of your bot opponents.
Weapons StayBooleanYesWhen enabled, weapons will always be available for pickup.
Goal ScoreInteger3The game ends when someone reaches this score.
Time LimitInteger20The game ends after this many minutes of play.
Enable Player HighlightingBooleanNoAt a distance, players have a team colored glow.
Random Link Setup After ResetBooleanNoAfter a reset, a new link setup will be chosen at random.
Teams Swap Sides After ResetBooleanYesAfter a reset, teams will switch sides so they are defending the PowerCore they were previously attacking.
Core Drain in OvertimeInteger20In overtime, PowerCores lose a maximum of this much health every second.
Delay at End of GameFloat4.000000How long to wait after the match ends before switching to the next map.
Friendly Fire ScaleFloat0.00Specifies how much damage players from the same team can do to each other.
Spawn Protection TimeFloat3.00Specifies how long players are invulnerable after they spawn (unless they fire).
Allow Weapon ThrowingBooleanYesWhen enabled, players can throw their current weapon out.
Weapons Shake ViewBooleanYesWhen enabled, some weapons cause view shaking while firing.
Allow TauntsBooleanYesEnables players to use the recorded taunts.

Maplists Edit

Onslaught maps for Unreal Tournament 2004

Tips and tricks Edit

  • The most common strategy in Onslaught is to rush the central node as quickly as possible and get the match down to the last node. Once it becomes a battle over the last node and your team has control of the majority of the vehicles in a map, the match is essentially over.
  • When SuperWeapons are enabled and a map has the redeemer, this weapon is often sought after as you can destroy a node in one shot with it. However, be careful shooting this from long distances away as they can be shot down in mid air and do no damage at all. The Target Painter is also heavily used in certain maps as it can severely damage a full health node.
  • In competitive play, Onslaught plays much differently. With coordination, it is actually not hard to get back the last node and start to build up a defense on many maps. One thing that facilitates this is having more than one person using vehicles, which is something that pub play often misses out on.

Trivia Edit

External links and references Edit

  1. Unreal Tournament 2004 Trip Report @ PU

See also Edit

Gametypes for Unreal Tournament 2004
AssaultBombing RunCapture the FlagDeathmatchDouble DominationInstagib CTFInvasionLast Man StandingMutantSingle playerTeam DeathmatchVehicle Capture the Flag