<A>BioGizzard
29 Mar 2005, 08:59
CATAPHRACT'S ONSLAUGHT GUIDE (Co-authored by Lord Xan)
INTRODUCTION
The idea for this guide was conceived during the course of the UZA Onslaught ladder qualifying games, by players asking for tips and strategies.
What I set out to do was to provide players with access to the "common sense" elements of an Onslaught match that you would normally only learn through experience. We all know what they say about experience: it is something you gain the moment after you really needed it!
No South African Onslaught guide would be authoritative without input from Lord Xan and I was delighted when he agreed to co-author this guide with me. Throughout the guide, Lord Xan's comments and annotations are marked up with "L_X".
This is also an attempt to give something back to the UT community, from which we have so richly drawn (and strip-mined at times).
We intend for this guide to be "open source" and we will allow it to grow organically. We therefore encourage players to comment and submit tips of their own. I will update the guide from time to time and give recognition for the material included.
I thank all the players who play Onslaught with dedication and who have formed and shaped our experience. Props to ]H[TheProven for all the coaching.
P.S. Lord Xan forgot to include his favourite tip: "Playing Onslaught gets you hot chicks - promise!"
GENERAL
Speed is always the deciding factor in an onslaught match! When you spawn at a node, you need to do three things immediately, and you need to do them at the same time: 1.) form an idea of what it is that you are going to try and achieve; 2.) stock up at a weapons locker, 3.) pick from the available vehicles, the one that will allow you to achieve your strategic objective in the shortest space of time. Example: you need to destroy the choke-point node on Frostbite quickly before your core suffers damage and you know they have a defender in the turret overlooking the node => Even though it is the slowest vehicle, the tank is most likely to help you achieve your objective in the shortest time-span.
L_X: Agreed. Speed is much more critical in Onslaught than many players realise. Indeed, it is even advisable to start hauling ass before your current node is finished building. If you time it right the node will complete just as you reach the next open node. Piggy-backing nodes like this can give an unprepared opposition a very nasty surprise when you come knockin' at their core 1.5 minutes after the match has started. Don't go blindly rushing off though - contested nodes are only valuable once they've been constructed, so rather stick around and finish the job.
When you have the opportunity, assign specific initial tasks and vehicles to each team member. Quite often the outcome of a round is decided in the first minute.
A mano-a-mano firefight often ensues after your opponent jumps out of a vehicle. If he stays close to vehicle, blow it up and take him out with the vehicle explosion. Its much easier to hit the stationary vehicle than the dodging opponent. The Hellbender has killed me countless times by landing on me after being blown up in a firefight.
L_X: LOL, it seems dying Raptors are my nemesis. I swear Epic programmed the wrecks to follow you around. As an addendum to the above: Just because you and your opponent are slogging it melee-style doesn't mean it has to stay that way until a victor emerges. If things are going south for you, jump back inside a usable vehicle! As long as you don't go climbing into wrecks the vehicle can give you just the edge you need to survive. Hellbenders and Mantas come as personal recommended favourites. ]H[Zyron will attest to this.
L_X: Ah, another interesting tactic: Instead of actively trying to blow the vehicles up, push it around with the shock primary, rockets or the flak cannon. These weapons usually give an abandoned vehicle enough momentum to run over whoever's behind it. Difficult to pull off, but oh-so-tasty!
Check the scoreboard regularly. It shows you how badly you suck AND it shows you where your team-mates are and what they are doing, specifically, what kind of vehicle they are driving. This is helpful when you respawn at the node where, e.g. the tank spawns. If someone is indicated to be "in a goliath", you know not to spend precious seconds waiting for the tank to come, because it won't!
Play on an increased Field of View (FOV). I use 100, as opposed to 90. It gives you a larger visible area and you can see oncoming vehicles and enemies sooner.
Look around and behind you often. In onslaught you will often get run over, pancaked, crushed and/or cut down from behind by vehicles.
L_X: I can't stress how important this is. In addition, try spotting where players are going to or likely to come from. If you have a surround sound setup, pay careful attention to your soundscape. You can often hear from which directions Mantas are coming. To greet them, fire an AVRIL in anticipation of their arrival. As soon as they pop out, get a lock and (if the AVRIL is flying straight ahead and still intact) make a Clint Eastwood-esque stand-off. If you're macho you can try this even when a Manta is close. Success under these conditions will give you one of those cool Hollywood "flying-through-the-explostion" moments.
Don't stand still when powering up a node or healing a vehicle - keep strafing and jumping. It makes you harder to snipe with the LG or fried with the hellbender rear turret! It also makes you harder to run over or crush with another vehicle.
L_X: Another important point. Remember that pigeons like taking dumps on statues. Don't be a statue! In some rare cases you can even escape Manta run-overs by crouching while building your node.
You can hide behind the energy beam of an invulnerable powernode, thus shielding yourself from attacks by mantas and raptors, as well as gunners on foot. You can still see through the beam and can jump out to launch an avril at them.
L_X: Just remember to watch out for splash damage from Raptor and Manta cannons. A skilled pilot can take you out very quickly that way.
On smaller maps, for example frostbite, primeval and crossfire you should power up nodes all the way with the link rifle. Don't initially waste your time on huge maps like severance. By the time you reach the next node, the prior one has had enough time to power up by itself, because the nodes are so far apart. Give it a quick blast to just under halfway and speed off!
|sAvAgE| Always remember to repair/rebuild your damaged nodes. Just because it has been "saved" by a last second "isolation" doesn't mean its safe. if the enemy manages to get his/her linked node up again, then yours is all the much quicker to take down and seal your teams fate.
|sAvAgE| Camping the "big guns" doesn't give your team any advantage. i've played a few games with guys who just WAIT (camp) the tank spawns, hell the leviathan on severance is a big favourite (since the map is getting more play time these past few days) and you get 2-3 ppl from your team camping the spawn point. That's 2-3 ppl LESS ON YOUR team. Even 1 player makes a BIG difference in an ONS game. Rather wait until you have solidified your teams hold on the map & THEN go for the big guns, unless its a fairly large game in which case do what you want...
|sAvAgE| Defending the core is pretty much useless (this is just my view). instead, focus on getting that last/first (depending on how u view the map) that is linking to your core. the core CANNOT be healed once it has taken damage, so all (or most) of the "defending teams" attention should be directed towards getting the cores energy shield up again (aka - GET THAT LAST NODE DOWN!!) .in some games you will find close to half the team trying to defend the core while mantas/raptors fly around taking pot shots @ the core buying time for the leviathan/goliath to roll on in & do some heavy damage or even make way for the deemer. If you want to defend the core, respawn @ the core when u die attacking the last node or something & then make your way to the node again.
VEHICLES
The Raptor can withstand one Avril rocket. The second one demolishes it. You can comfortably take the 1st one, but jump out when the second one locks on. Use the shield gun to break your fall by using altfire and pointing it at your feet. If you have a long fall, launch an avril on the way down, track it, shield your fall and then continue tracking. What a bonus to kill someone on the way down eh? It also helps falling on a slope rather than on flat ground.
L_X: Tasty. Hadn't thought about firing AVRILs while falling before!
Don't fly the raptor too low when your enemies are operating tanks in the area. The tank swats the raptor like a mozzie!
L_X: Wise words. A Goliath driver will try for an Eagle Eye.
The Manta is almost invariably destroyed by the first Avril Rocket. If you are heading right for your attacker, bail out sooner rather than later, the rocket will lose track when you bail out and you can hit him in the face with the empty manta or its wreck! Sweet!
L_X: Very funny when this happens.
The Manta is immediately destroyed by the plasma chain from a scorpion. When you see the green chain link on your wing, you've got to act fast. If you have a bit of height, dip the manta with the altfire button - this may shake the chain off the wing (yes, it sometimes works). If it fails, get out ASAP! Don't try dipping a second time.
L_X: More Manta tips: If you want to catch a lift, jump on the cockpit instead of the wings. It makes it harder to fall off when the pilot bumps into terrain.
Never get out of a healthy tank or Leviathan, not even if you're sure it's safe or if you really have to take a leak! I will come and steal it and kill you in spectacular fashion with it! If you get attacked from above by the raptor, press 2 and shoot it down with the twin .50 calibers. Then press 1 again and you're back in the pound seat! Watch the tank's health when you're being attacked by the raptor - if it drops below 150 - bail out and move away as fast as you can, but be ready to jump back in when you see the pilot of the raptor jump out to hijack it! That means that you must look up when you bail out, as you move away! If the tank, had, say, 50 health left when you bailed, let him steal it, them blow him up with one shot!
L_X: LOL! Important point for Raptor and Goliath drivers alike: The machine guns on the Goliath cannot shoot straight up, so if a Raptor goes and parks right above you your only choice is to get out and fight him that way. Watch out that the pilot doesn't bail and hijack your Goliath though!
L_X: Ever noticed how some people seem to be able to aim a bit quicker than what should be "possible"? Well, here's how: When aiming with the main cannon, turn the body of the tank at the same time, in the same direction (doesn't need to be at the same rate!). Since the turret (and therefore it's aim) is inherently tied to the body, you'll be able to reach the spot you're aiming for quicker if you turn both of them together. Effectively this increases the firing arc of your Goliath (compared to someone who's keeping the body stationary), which is always a good thing in case you need to pick off pesky Mantas.
A further note on aiming with the Goliath: Watch the terrain you're on. If you're driving uphill, you can shoot high and take out raptors. If you travel downhill you can obliterate targets below you on ground level. If you would like to do a bit of damage to your opponents from a stationary tank position, I like to find a little hill and park on the top of it. Moving slightly backwards allows you to shift the highest possible aim upwards, and moving forward allows you to adjust the lowest possible aim downwards.
L_X: You can use the Goliath to shoot down incoming AVRILs from less experienced players. Aim for the ground below the AVRIL and just time your shot right . The Goliath's machine guns are also very useful for taking down incoming Redeemers (remember, don't lead - the machine guns are hit scan, regardless of the tracer effect) and nicking people who are trying to use Target Painters (works a treat in Frostbite).
The Hellbender side turret offers good protection against incoming Avril fire. It is very tricky to sneak an avril rocket past the skymine combos. I prefer to attack a stationary hellbender with the rocket launcher, using a 3-rocket spiral. You'll be amazed at how quickly the normal rocket launcher gets a lock-on on stationary manned vehicles!
Tackling a goliath tank in a scorpion is very brave, but you can win, or at least take the tank with you! You have to get real close without being spotted. At a distance on open ground, you have no chance. If you can, keep an area of slightly higher ground between you and the tank and sneak up from behind. Load up the plasma turret to full strength and ram into the area of the tank furthest from where its aiming. Release the plasma and back away a centimeter, otherwise it damages you as well. Then apply more push and plasma, push and plasma. If the tank hits you at this distance, the splash damage should take it out as well!
L_X: A nasty tactic that works very well. Can’t seem to get it right myself though…
WEAPONRY
Link-up with your link gun alt fire to teammates when constructing powernodes and healing vehicles. It can also be used very effectively to link to a teammate using the primary fire to destroy an enemy node or a tank very quickly! When a team mate is busy constructing a node, fire up your link gun and walk into his beam. It is also a good idea to stand across from your mate so that he keeps a lookout in one direction and you in the other, with the node between you. Watch him. If he starts crapping himself and running, "sumpins a-comin!" Similarly, if someone attacks him from behind, you can provide some cover!
L_X: A peculiar note about link gun ammo - the maximum amount that you can carry depends on the level. Therefore, when you arrive at an open node, don't immediately run over to the nearest weapons locker (unless, of course, you have NO ammo). If you pick up additional link gun ammo while you're close to the map maximum you will waste most of it. Rather start building the node and fill up when your ammo gets low.
Don't use the double damage power-up when constructing powernodes or healing vehicles with the link gun, its a waste because it does not boost it.
Strategically placed energy turrets are very effective in defending important nodes or the main core. Also use turrets to keep the skies clear so that the tank can get on with business!!! Don't however, sit in a turret and wait for something to come your way. That's a waste of a player. Turrets become extremely deadly when you grab the double damage and then climb in!
Some experts may have a different opinion but this one works for me: select the AVRIL before you jump into a tank. Thus, when you bail out, you'll automatically be holding the Avril and can immediately fire at a raptor above you or at that pesky manta. If you don't have an Avril select your next favourite weapon.
L_X: I do the exact same thing here. Great minds, eh?
When you're destroying a powernode, don't use your link gun - you're going to need the link ammo to power your own new node.
In my view, no hand weapon eats into a powernode as fast as a point-blank blast from a flak cannon - using primary fire. Get up close and personal and blast away!
L_X: Try the shock combo on for size . Aim the combo at the middle of the node - takes it down in no time. Hellbender side-turrets (and Paladins) are also awesome node destroyers. Just watch out for roaming Goliaths.
The grenade launcher is a vastly underrated weapon in onslaught. Use grenades at an enemy node to "booby trap" vehicles, for later detonation when there's a sucker in them! Use it to rig an invulnerable node when you know its soon going to turn vulnerable - that way, the very second your team is linked to it, you can give it a full detonation of 8 grenades - saving you lots of time! You can also attach them to the main core when its vulnerable - when you get killed - the core gets it!
L_X: Very sweet. I knew about booby trapping vehicles, but I never thought to use them on invulnerable nodes. Sneaky Cataphract... (Biogizzard is also a right bastard with these things)
There must be tens more innovative uses of the grenade launcher, for example:
Stick them to the front of your own almost-destroyed manta or scorpion, and you have a lethal kamikaze weapon against tanks and the powercore, suicide-bomber style!
Stick them all over a tank where you are in the gun turret or on foot in support. If an enemy jumps onto the tank to shoot it, detonate the grenades and take him out! (There is a position on the tank where you can stand and shoot it, without being in reach of primary or secondary fire.)
On a number of maps, the team who uses the superweapons most effectively, wins! Learn where they are and how to deploy them for maximum devastation! The most deadly superweapon in onslaught is the redeemer, because of the control it gives you.
L_X: |sAvAgE| can probably write a book on effective superweapon usage. Cat not to mention TheProven....
The shock rifle altfire is awesome at stopping smaller vehicles in their tracks. It knocks approaching mantas and scorpions all the way back! Keep in mind that, due to the slow speed at which the shock ball travels, it is almost impossible to hit vehicles unless they're coming right at you. The flak cannon primary fire would be my second choice.
L_X: You can use a shock combo to take out the driver of a Scorpion too. Same goes for the flak secondary, though it's a bit more tricky to pull off.
You can "headshot" a player with the lighting gun, while he's driving a scorpion! This is also possible against a hellbender driver. The upshot of performing this feat is that you score a free vehicle with no damage to it!
L_X: Same thing goes for Manta pilots, apparently.
Use the mine layer whenever you have a moment. Mines can give you a strategic advantage and be quite an irritation to your opponents! Sprinkle liberally!
L_X: Yea, I tend not to use them as much, but a little minefield can eat through Scorpions and Hellbenders like nobody’s business. Also useful against Goliaths, but if you’re spotted you’re dead.
Around powernodes, whether you are attacking or defending and are being harassed by numerous enemies, move around and fire the mines directly at them. The mines will follow them if you miss and the ones left on the ground will destroy approaching vehicles!
Don't underestimate the power and value of the assault rifle's little grenade popper! It may be just what you need to get rid of that spawn-raping Goliath, that gets you before you can arm yourself at a weapon locker! It also has quite a decent range when charged up.
L_X: Hehe, I’ve even succeeded in killing Manta pilots with them.
|sAvAgE| AVRiL: try not to lock onto a target before firing your AVRiL. the moment you lock-on the targeted player receives a "lock-on" msg (the Cicada has a khuul "incoming heat-seeker missile" message *beam*) and is now able to take some evasive action and get out of your line of site (depending obviously on the pilots skill with the respective vehilce) or just start coming after you if you're stupid enough to stand out in the open.
|sAvAgE| AVRil: fire your AVRiL in the direction of the target (above it, next to it, below it) and as the rocket aproaches the target, or just about passes it you lock on with the launcher. the AVRiL rockets CAN DO 90 degree turns, they dont have to "go wide" in order to get to a tragetted vehicle.
DIRTY TRICKS
By agreement between myself and Lord Xan, this section of the guide has been deleted. I had two issues listed here. I am aware of many more. I had never used any of them and do not intend to. I initially included them so players can be aware that others may do this. It may however, lead to abuse and thus I edited them out. Both Lord Xan and I feel that using these strategies are contrary to the spirit in which we believe Onslaught should be played.
]H[Cataphract
Clan Helix
INTRODUCTION
The idea for this guide was conceived during the course of the UZA Onslaught ladder qualifying games, by players asking for tips and strategies.
What I set out to do was to provide players with access to the "common sense" elements of an Onslaught match that you would normally only learn through experience. We all know what they say about experience: it is something you gain the moment after you really needed it!
No South African Onslaught guide would be authoritative without input from Lord Xan and I was delighted when he agreed to co-author this guide with me. Throughout the guide, Lord Xan's comments and annotations are marked up with "L_X".
This is also an attempt to give something back to the UT community, from which we have so richly drawn (and strip-mined at times).
We intend for this guide to be "open source" and we will allow it to grow organically. We therefore encourage players to comment and submit tips of their own. I will update the guide from time to time and give recognition for the material included.
I thank all the players who play Onslaught with dedication and who have formed and shaped our experience. Props to ]H[TheProven for all the coaching.
P.S. Lord Xan forgot to include his favourite tip: "Playing Onslaught gets you hot chicks - promise!"
GENERAL
Speed is always the deciding factor in an onslaught match! When you spawn at a node, you need to do three things immediately, and you need to do them at the same time: 1.) form an idea of what it is that you are going to try and achieve; 2.) stock up at a weapons locker, 3.) pick from the available vehicles, the one that will allow you to achieve your strategic objective in the shortest space of time. Example: you need to destroy the choke-point node on Frostbite quickly before your core suffers damage and you know they have a defender in the turret overlooking the node => Even though it is the slowest vehicle, the tank is most likely to help you achieve your objective in the shortest time-span.
L_X: Agreed. Speed is much more critical in Onslaught than many players realise. Indeed, it is even advisable to start hauling ass before your current node is finished building. If you time it right the node will complete just as you reach the next open node. Piggy-backing nodes like this can give an unprepared opposition a very nasty surprise when you come knockin' at their core 1.5 minutes after the match has started. Don't go blindly rushing off though - contested nodes are only valuable once they've been constructed, so rather stick around and finish the job.
When you have the opportunity, assign specific initial tasks and vehicles to each team member. Quite often the outcome of a round is decided in the first minute.
A mano-a-mano firefight often ensues after your opponent jumps out of a vehicle. If he stays close to vehicle, blow it up and take him out with the vehicle explosion. Its much easier to hit the stationary vehicle than the dodging opponent. The Hellbender has killed me countless times by landing on me after being blown up in a firefight.
L_X: LOL, it seems dying Raptors are my nemesis. I swear Epic programmed the wrecks to follow you around. As an addendum to the above: Just because you and your opponent are slogging it melee-style doesn't mean it has to stay that way until a victor emerges. If things are going south for you, jump back inside a usable vehicle! As long as you don't go climbing into wrecks the vehicle can give you just the edge you need to survive. Hellbenders and Mantas come as personal recommended favourites. ]H[Zyron will attest to this.
L_X: Ah, another interesting tactic: Instead of actively trying to blow the vehicles up, push it around with the shock primary, rockets or the flak cannon. These weapons usually give an abandoned vehicle enough momentum to run over whoever's behind it. Difficult to pull off, but oh-so-tasty!
Check the scoreboard regularly. It shows you how badly you suck AND it shows you where your team-mates are and what they are doing, specifically, what kind of vehicle they are driving. This is helpful when you respawn at the node where, e.g. the tank spawns. If someone is indicated to be "in a goliath", you know not to spend precious seconds waiting for the tank to come, because it won't!
Play on an increased Field of View (FOV). I use 100, as opposed to 90. It gives you a larger visible area and you can see oncoming vehicles and enemies sooner.
Look around and behind you often. In onslaught you will often get run over, pancaked, crushed and/or cut down from behind by vehicles.
L_X: I can't stress how important this is. In addition, try spotting where players are going to or likely to come from. If you have a surround sound setup, pay careful attention to your soundscape. You can often hear from which directions Mantas are coming. To greet them, fire an AVRIL in anticipation of their arrival. As soon as they pop out, get a lock and (if the AVRIL is flying straight ahead and still intact) make a Clint Eastwood-esque stand-off. If you're macho you can try this even when a Manta is close. Success under these conditions will give you one of those cool Hollywood "flying-through-the-explostion" moments.
Don't stand still when powering up a node or healing a vehicle - keep strafing and jumping. It makes you harder to snipe with the LG or fried with the hellbender rear turret! It also makes you harder to run over or crush with another vehicle.
L_X: Another important point. Remember that pigeons like taking dumps on statues. Don't be a statue! In some rare cases you can even escape Manta run-overs by crouching while building your node.
You can hide behind the energy beam of an invulnerable powernode, thus shielding yourself from attacks by mantas and raptors, as well as gunners on foot. You can still see through the beam and can jump out to launch an avril at them.
L_X: Just remember to watch out for splash damage from Raptor and Manta cannons. A skilled pilot can take you out very quickly that way.
On smaller maps, for example frostbite, primeval and crossfire you should power up nodes all the way with the link rifle. Don't initially waste your time on huge maps like severance. By the time you reach the next node, the prior one has had enough time to power up by itself, because the nodes are so far apart. Give it a quick blast to just under halfway and speed off!
|sAvAgE| Always remember to repair/rebuild your damaged nodes. Just because it has been "saved" by a last second "isolation" doesn't mean its safe. if the enemy manages to get his/her linked node up again, then yours is all the much quicker to take down and seal your teams fate.
|sAvAgE| Camping the "big guns" doesn't give your team any advantage. i've played a few games with guys who just WAIT (camp) the tank spawns, hell the leviathan on severance is a big favourite (since the map is getting more play time these past few days) and you get 2-3 ppl from your team camping the spawn point. That's 2-3 ppl LESS ON YOUR team. Even 1 player makes a BIG difference in an ONS game. Rather wait until you have solidified your teams hold on the map & THEN go for the big guns, unless its a fairly large game in which case do what you want...
|sAvAgE| Defending the core is pretty much useless (this is just my view). instead, focus on getting that last/first (depending on how u view the map) that is linking to your core. the core CANNOT be healed once it has taken damage, so all (or most) of the "defending teams" attention should be directed towards getting the cores energy shield up again (aka - GET THAT LAST NODE DOWN!!) .in some games you will find close to half the team trying to defend the core while mantas/raptors fly around taking pot shots @ the core buying time for the leviathan/goliath to roll on in & do some heavy damage or even make way for the deemer. If you want to defend the core, respawn @ the core when u die attacking the last node or something & then make your way to the node again.
VEHICLES
The Raptor can withstand one Avril rocket. The second one demolishes it. You can comfortably take the 1st one, but jump out when the second one locks on. Use the shield gun to break your fall by using altfire and pointing it at your feet. If you have a long fall, launch an avril on the way down, track it, shield your fall and then continue tracking. What a bonus to kill someone on the way down eh? It also helps falling on a slope rather than on flat ground.
L_X: Tasty. Hadn't thought about firing AVRILs while falling before!
Don't fly the raptor too low when your enemies are operating tanks in the area. The tank swats the raptor like a mozzie!
L_X: Wise words. A Goliath driver will try for an Eagle Eye.
The Manta is almost invariably destroyed by the first Avril Rocket. If you are heading right for your attacker, bail out sooner rather than later, the rocket will lose track when you bail out and you can hit him in the face with the empty manta or its wreck! Sweet!
L_X: Very funny when this happens.
The Manta is immediately destroyed by the plasma chain from a scorpion. When you see the green chain link on your wing, you've got to act fast. If you have a bit of height, dip the manta with the altfire button - this may shake the chain off the wing (yes, it sometimes works). If it fails, get out ASAP! Don't try dipping a second time.
L_X: More Manta tips: If you want to catch a lift, jump on the cockpit instead of the wings. It makes it harder to fall off when the pilot bumps into terrain.
Never get out of a healthy tank or Leviathan, not even if you're sure it's safe or if you really have to take a leak! I will come and steal it and kill you in spectacular fashion with it! If you get attacked from above by the raptor, press 2 and shoot it down with the twin .50 calibers. Then press 1 again and you're back in the pound seat! Watch the tank's health when you're being attacked by the raptor - if it drops below 150 - bail out and move away as fast as you can, but be ready to jump back in when you see the pilot of the raptor jump out to hijack it! That means that you must look up when you bail out, as you move away! If the tank, had, say, 50 health left when you bailed, let him steal it, them blow him up with one shot!
L_X: LOL! Important point for Raptor and Goliath drivers alike: The machine guns on the Goliath cannot shoot straight up, so if a Raptor goes and parks right above you your only choice is to get out and fight him that way. Watch out that the pilot doesn't bail and hijack your Goliath though!
L_X: Ever noticed how some people seem to be able to aim a bit quicker than what should be "possible"? Well, here's how: When aiming with the main cannon, turn the body of the tank at the same time, in the same direction (doesn't need to be at the same rate!). Since the turret (and therefore it's aim) is inherently tied to the body, you'll be able to reach the spot you're aiming for quicker if you turn both of them together. Effectively this increases the firing arc of your Goliath (compared to someone who's keeping the body stationary), which is always a good thing in case you need to pick off pesky Mantas.
A further note on aiming with the Goliath: Watch the terrain you're on. If you're driving uphill, you can shoot high and take out raptors. If you travel downhill you can obliterate targets below you on ground level. If you would like to do a bit of damage to your opponents from a stationary tank position, I like to find a little hill and park on the top of it. Moving slightly backwards allows you to shift the highest possible aim upwards, and moving forward allows you to adjust the lowest possible aim downwards.
L_X: You can use the Goliath to shoot down incoming AVRILs from less experienced players. Aim for the ground below the AVRIL and just time your shot right . The Goliath's machine guns are also very useful for taking down incoming Redeemers (remember, don't lead - the machine guns are hit scan, regardless of the tracer effect) and nicking people who are trying to use Target Painters (works a treat in Frostbite).
The Hellbender side turret offers good protection against incoming Avril fire. It is very tricky to sneak an avril rocket past the skymine combos. I prefer to attack a stationary hellbender with the rocket launcher, using a 3-rocket spiral. You'll be amazed at how quickly the normal rocket launcher gets a lock-on on stationary manned vehicles!
Tackling a goliath tank in a scorpion is very brave, but you can win, or at least take the tank with you! You have to get real close without being spotted. At a distance on open ground, you have no chance. If you can, keep an area of slightly higher ground between you and the tank and sneak up from behind. Load up the plasma turret to full strength and ram into the area of the tank furthest from where its aiming. Release the plasma and back away a centimeter, otherwise it damages you as well. Then apply more push and plasma, push and plasma. If the tank hits you at this distance, the splash damage should take it out as well!
L_X: A nasty tactic that works very well. Can’t seem to get it right myself though…
WEAPONRY
Link-up with your link gun alt fire to teammates when constructing powernodes and healing vehicles. It can also be used very effectively to link to a teammate using the primary fire to destroy an enemy node or a tank very quickly! When a team mate is busy constructing a node, fire up your link gun and walk into his beam. It is also a good idea to stand across from your mate so that he keeps a lookout in one direction and you in the other, with the node between you. Watch him. If he starts crapping himself and running, "sumpins a-comin!" Similarly, if someone attacks him from behind, you can provide some cover!
L_X: A peculiar note about link gun ammo - the maximum amount that you can carry depends on the level. Therefore, when you arrive at an open node, don't immediately run over to the nearest weapons locker (unless, of course, you have NO ammo). If you pick up additional link gun ammo while you're close to the map maximum you will waste most of it. Rather start building the node and fill up when your ammo gets low.
Don't use the double damage power-up when constructing powernodes or healing vehicles with the link gun, its a waste because it does not boost it.
Strategically placed energy turrets are very effective in defending important nodes or the main core. Also use turrets to keep the skies clear so that the tank can get on with business!!! Don't however, sit in a turret and wait for something to come your way. That's a waste of a player. Turrets become extremely deadly when you grab the double damage and then climb in!
Some experts may have a different opinion but this one works for me: select the AVRIL before you jump into a tank. Thus, when you bail out, you'll automatically be holding the Avril and can immediately fire at a raptor above you or at that pesky manta. If you don't have an Avril select your next favourite weapon.
L_X: I do the exact same thing here. Great minds, eh?
When you're destroying a powernode, don't use your link gun - you're going to need the link ammo to power your own new node.
In my view, no hand weapon eats into a powernode as fast as a point-blank blast from a flak cannon - using primary fire. Get up close and personal and blast away!
L_X: Try the shock combo on for size . Aim the combo at the middle of the node - takes it down in no time. Hellbender side-turrets (and Paladins) are also awesome node destroyers. Just watch out for roaming Goliaths.
The grenade launcher is a vastly underrated weapon in onslaught. Use grenades at an enemy node to "booby trap" vehicles, for later detonation when there's a sucker in them! Use it to rig an invulnerable node when you know its soon going to turn vulnerable - that way, the very second your team is linked to it, you can give it a full detonation of 8 grenades - saving you lots of time! You can also attach them to the main core when its vulnerable - when you get killed - the core gets it!
L_X: Very sweet. I knew about booby trapping vehicles, but I never thought to use them on invulnerable nodes. Sneaky Cataphract... (Biogizzard is also a right bastard with these things)
There must be tens more innovative uses of the grenade launcher, for example:
Stick them to the front of your own almost-destroyed manta or scorpion, and you have a lethal kamikaze weapon against tanks and the powercore, suicide-bomber style!
Stick them all over a tank where you are in the gun turret or on foot in support. If an enemy jumps onto the tank to shoot it, detonate the grenades and take him out! (There is a position on the tank where you can stand and shoot it, without being in reach of primary or secondary fire.)
On a number of maps, the team who uses the superweapons most effectively, wins! Learn where they are and how to deploy them for maximum devastation! The most deadly superweapon in onslaught is the redeemer, because of the control it gives you.
L_X: |sAvAgE| can probably write a book on effective superweapon usage. Cat not to mention TheProven....
The shock rifle altfire is awesome at stopping smaller vehicles in their tracks. It knocks approaching mantas and scorpions all the way back! Keep in mind that, due to the slow speed at which the shock ball travels, it is almost impossible to hit vehicles unless they're coming right at you. The flak cannon primary fire would be my second choice.
L_X: You can use a shock combo to take out the driver of a Scorpion too. Same goes for the flak secondary, though it's a bit more tricky to pull off.
You can "headshot" a player with the lighting gun, while he's driving a scorpion! This is also possible against a hellbender driver. The upshot of performing this feat is that you score a free vehicle with no damage to it!
L_X: Same thing goes for Manta pilots, apparently.
Use the mine layer whenever you have a moment. Mines can give you a strategic advantage and be quite an irritation to your opponents! Sprinkle liberally!
L_X: Yea, I tend not to use them as much, but a little minefield can eat through Scorpions and Hellbenders like nobody’s business. Also useful against Goliaths, but if you’re spotted you’re dead.
Around powernodes, whether you are attacking or defending and are being harassed by numerous enemies, move around and fire the mines directly at them. The mines will follow them if you miss and the ones left on the ground will destroy approaching vehicles!
Don't underestimate the power and value of the assault rifle's little grenade popper! It may be just what you need to get rid of that spawn-raping Goliath, that gets you before you can arm yourself at a weapon locker! It also has quite a decent range when charged up.
L_X: Hehe, I’ve even succeeded in killing Manta pilots with them.
|sAvAgE| AVRiL: try not to lock onto a target before firing your AVRiL. the moment you lock-on the targeted player receives a "lock-on" msg (the Cicada has a khuul "incoming heat-seeker missile" message *beam*) and is now able to take some evasive action and get out of your line of site (depending obviously on the pilots skill with the respective vehilce) or just start coming after you if you're stupid enough to stand out in the open.
|sAvAgE| AVRil: fire your AVRiL in the direction of the target (above it, next to it, below it) and as the rocket aproaches the target, or just about passes it you lock on with the launcher. the AVRiL rockets CAN DO 90 degree turns, they dont have to "go wide" in order to get to a tragetted vehicle.
DIRTY TRICKS
By agreement between myself and Lord Xan, this section of the guide has been deleted. I had two issues listed here. I am aware of many more. I had never used any of them and do not intend to. I initially included them so players can be aware that others may do this. It may however, lead to abuse and thus I edited them out. Both Lord Xan and I feel that using these strategies are contrary to the spirit in which we believe Onslaught should be played.
]H[Cataphract
Clan Helix