Assault

assault from arras.io???

**Assault** is one of the official modes that was first shown on 1/5/2024, and was released on 1/15/2024 and removed on 1/21/2024. The map resembles the “Bunker” map from Arras.io. The map represents the Arras.io Assault map, which took inspiration for the developers. Depending on which team the player spawns as part of, they have to destroy all of the opposing team's Spawns/Dominators, or defend them against the attackers for a set time.

Gameplay Footage from BED\_NOOB, before the official release.

## Game Design

The map itself is a maze-like area below, like the Crossroads. It is a random formation of walls, while resembling the Bunker map. The very top, where lies the Red Base, has no walls at all. The Red Base still has Base Defenders. The Blue Team has areas that damages any red team, and pushing them out of the area, preventing them from easily killing all of the dominators at once. There are four Dominators that lies around in Assault. They resemble Spawns but are a bit weaker, despite that, they're still powerful. When a Dominator is destroyed, they don't dissapear like most other entities when destroyed, instead, they turn yellow, representing them been **contested.** Kill the contested Dominator, and the Dominator either become blue or red, depending on which teams killed the Dominator. The Dominators have a bit of variation, but as of now, they don't have a mending top, and the Dominators only use GunnerSpawn-Spawn. They also don't fire, and are bugged. Other things such as:

* Regular non-radiant shapes are almost non-existent. Radiant shapes are everywhere, and has the same spawn chance as the Abyss.
* The map itself can spawn up to Octagon-level shapes, but it's unknown if that's true.
* When the game ends, the arena closes, but instead of Arena Closer-like entities closing the server, it's the abysslings that do.
* When there is not enough players to start the game, the game will send this message to everyone: "Waiting for players... (\_ more needed) the blank space will be filled with a number.

## Game Strategy

Unlike Spawn Capture, the Dominators in Assault is a lot weaker, meaning that you can capture them a little more easily. If you're on the Red Team, you must capture all of the Blue Team's Dominators. If your team did it, your team wins. If you're on the Blue Team, you must defend your dominators from the Red Team for enough time. If you manage to left out most of your Dominators alive for enough time, your team wins. Unlike in Spawn Capture, again the Dominators can't be controlled by the players.

### As Either Teams

* Death is not the end, cowardice and selfishness is. Be active and cooperative.
* Unlike Spawn Capture, Assault is usually more closed; there is usually only one way to an objective. This means that the two teams have to struggle for territories, passages, and strategic locations.
* Read the mini map. Know where to go and what to prioritize.
* The effectiveness of a given tank can vary greatly depending on the nature and scale of a skirmish, for example
* Small-scale skirmish (2-3 players on each side): PvP tanks like the Riot, Arsenal or Amalgam are much prized. In an open area, skillful maneuvers through openings may easily repel or kill enemy tanks. Minion tanks like Manufacturer are also effective for crippling enemies.
* Medium battle (5-8 players): In Assault, killing enemies are but a means to an end, the capture of strategic locations and ultimately Spawns/Dominators. As the number of combatants increases, it becomes increasingly difficult to break through the denser stream of fire to reach enemy tanks. Battles are more likely to conclude in the retreat rather than the annihilation of one side. Trap tanks like the Riot, Arsenal, Shrapnel or Raider serves as the backbone for such battles.
* Major battle (>10 players): 1v1 techniques work scarcely aside reckless targets. Defensive tanks such as the Disperse and the Hybrid can aid allies advance and alleviate congestion. High penetration tanks like Manufacturer are the best choice to outpenetrate the enemy.
* Rammers and Alpha-Saws are only valid in small-scale skirmishes. Their ram might deal huge damage, but they're super fragile. The time they take to recover from ramming (by regenerating or respawning) is often not that different from the time their victims take to respawn and rejoin the battle, that is if the ramming or nuke-trapping was successful in the first place. It is undeniable that they can be effective in killing isolated or weakened enemies, but they are not the only tanks capable of that.
* When a squad of players are retreating, they should not abandon their allies and flee in disarray (freely giving away their hard-earned grounds) but try to survive and join with friendly reinforcement.

#### As the Red Team

* The basic Red strategy is to overpower Blue with sheer number and advance to the objectives. If the siege fails, regroup and make another attempt as soon as possible. Infiltration may work at the beginning of a game ere there are enough ready Blue players to oversee every Dominator/Spawn.
* Since Blue Dominators do not count towards Red victory, Red may choose not to defend their Dominators, or distribute just so much defense to divert Blue forces for a fair amount of time.
* The last Dominator is the hardest, so Red may wish to destroy the more difficult (for example the more distant) Dominators first.
* When attacking with a majority advantage, slowly creep forward under the cover of your firepower. So don't rush it unless time is scarce. If you die, your teammates will lose your firepower for some time.

#### As the Blue Team

* Stay close and defend the hardpoints. Use defensive weapons to parry off attacks, or offensive weapons to kill the best offensive players.
* Dominators attack with small, very fast bullets. These can penetrate thin Red defenses, so try to repair all captured Dominators. Taken to the extreme, one may suicide to teleport to a Dominator.
* Blue should seek control over maze entrance(s). It is often a defensible bottleneck.
* Moreover, as Blue typically has difficulty retaking lost grounds due to their inferior number, players should play aggressively in their defense. For example, when Red formation breaks or thins for whatever reasons, Blue generally should chase and route them to prevent enemy from regrouping as well as to regain grounds. Sitting content will only result in Red returning with their number replenished.
* When at a minority of tanks, corners are a great place to stop the Red advance because it's impossible to exchange direct firepower. Bottlenecks are also a great place because you have more room for maneuvering.
* It is meaningless to retake the second objective if Blue cannot regain the third. When Red's siege on the last Dominator breaks, choose wisely which Dominator to prioritize.
* If you wanted to redirect Red's firepower, thinning their attacks, use either Marksman or Annihilator. Shoot as many bullets as you possibly can at the sides of the Reds, forcing them to redirect fire to you. If you're a Marksman, you can even do that while not been directly attacked (unless if a red attacks you back).
* If Red is sieging the last Dominator, kamikaze tactics may be effective. Before deciding to use kamikaze, look to see if there are holes where you can slip through. There usually are holes because Red can't afford to divert firepower to stop kamikaze attacks. If there are no holes, forget about kamikaze. If there are holes, use a heavy melee tank like Saw with full ram, and try to damage the Red tanks. Then repeat.

## Capture Strategy

As of now, you can just capture the Dominators without breaking a sweat. They don't fire at you or even move at all, so you can treat the Dominators as sandbags. If you were on a group, and that the Dominators have no one to defend them, you can easily capture them like normal. If the Dominator has players to defend it, it becomes tricky to capture it, but if you're strong enough, you can distract the enemy firepower, and kill the Dominator.

## Gallery

An image of the Assault, in Red Team.An image of the Assault Map, in Blue Team. The Dominator is an Auto-6.Image of the Blue Zone. As you can see the 2 players cannot get inside the base due to it, and even damaged.Captured Dominator, and the arena closing. This picture was from hh (simplism). He managed to screenshot it before dying.An image of an Contested Dominator.GunnerSpawn-Spawn Dominator.An image of the Custom8 body upgrade in Assault.Custom8, but turned off.Multiple T5 Paling-Sanctuary Blues by a dev, fighting several redsSighting of several dev-spawned entities fighting several blue team Celestials.GunnerSpawn-SpawnSpawn-Spawn (Yellow)Spawn-Spawn (red)
## Trivia

* Assault is a mode which is first shown on January 5th, 2024, and was released on January 15th, 2024.
* Spawns do not move or fire at enemy tanks, as of now. Assault is the only mode to have Spawns and was released, even before Spawn Capture.
* Assault is the only Main Dimension that spawns radiants everywhere.
* Assault is the second mode, besides the Crossroads, to have maze walls.
* As of now, there is only 1 Dominator variant, and it's the GunnerSpawn-Spawn variant.

## Notes

*This page is a WiP. When i got a clearer info about it i will add more info to it :3*

- hh (simplism)