Assault on ATT-16 is an Adversary Mode featured in Grand Theft Auto Online as part of the Bottom Dollar Bounties update, released on August 22, 2024, during Assault on ATT-16 Week. The gamemode is a sequel to Assault on Cayo Perico.
Description[]
Reaching each new stage escalates the conflict. Attackers can increase their cash reward by stealing hard drives from servers set up at each stage, while Defenders get a boost if these remain untouched. Finding and delivering a supply truck can upgrade the Attacking team’s Rogue plane that’s available on respawn with extra armor, speed, and weapon modifications — and both teams can utilize the cataclysmic Orbital Cannon Terminal to rain fire down from above.”
The adversary mode revolves around a team of Attackers progressing through a number of stages while the team of Defenders try to fend them off until the timer runs out. The Attackers are tasked with infiltrating Fort Zancudo and destroying two sets of two terminals, after which they must launch a full-scale naval and aerial attack on the nearby USS Luxington ATT-16 aircraft carrier. Once they destroy the relays, they must destroy two more terminals on the flight deck, after which they make their way to the main hangar and steal an F-160 Raiju jet.
The mission corona is located outside the east entrance to Fort Zancudo. During the lobby screen, the host has the option of selecting the time of day, weather and possible camera lock, as well as the ability to turn team balancing on or off. Upon starting the mode, the players select their preferred loadout, with the possible choices being Infantry, Demolition and Reconnaissance. The Infantry loadout includes the Service Carbine, Pistol Mk II and Grenades, the Demolition loadout includes the Pump Shotgun Mk II, Machine Pistol and Sticky Bombs, while the players that opt for the Reconnaissance loadout get the Heavy Sniper, Mini SMG and Tear Gas. Regardless of chosen class, all players also get a Knife. The loadout can be changed during the match at loadout crates, which can be found at different locations around the map; these can also be used to replenish ammo for the current loadout. There is also a secret fourth loadout that includes the Unholy Hellbringer, Up-n-Atomizer, Railgun and Compact EMP Launcher, which can be acquired at two locations during the assault.
During each stage of the assault, the Attackers and Defenders have a selection of respawn options, which mostly include the player spawning in a specific vehicle. There are also additional vehicles available on the map for the players to take, and additional weapon pickups scattered across the base and warship as well. An Orbital Cannon command centre is also present during the match, available to both teams in a different area each stage. The satellite view and overall function is very similar to the cannon available in Free Mode. There is a short cooldown between uses.
Acting as a secondary objective during the mission, data drives can be stolen by the Attackers to increase their payout at the end of the match. These are located in two main areas of the base, mostly in the sections around the terminals, as well as on the carrier in the main hangar and on the superstructure. They are marked on the map as dollar symbols. The total number of drives differs depending on the number of players, and there is a bar at the bottom right of the screen that increases as the Attackers steal the drives. For the Defenders, this bar appears full at first and then depletes as more data is stolen.
There are also additional objectives available to both teams, which can be seen if the player presses the appropriate button on their keyboard/controller. Completing an objective will award the player $15,000 directly into their account. These objectives are divided into individual and team objectives, and they change as the players progress through the stages. These include killing a certain number of enemy players, getting enough headshots, killing players with the orbital cannon, taking out a set number of enemy vehicles, hacking terminals, and so on.
Gallery[]
Stage 1: Fort Zancudo[]
Objective[]
Upon starting the adversary mode, the team of Attackers spawn in one of two RO-86 Alkonosts circling Fort Zancudo, while the team of Defenders spawn in P-45 Nokotas on the USS Luxington ATT-16 west of the base. During this stage of the assault, the Attackers are tasked with infiltrating the base and making their way to two terminals designated as Terminal A and B. The terminals are located near the large open hangar on the east side of the base, one to the right of Hangar 3497 and the other next to the runways.
Once at a terminal, a player must start the hack by interacting with the control panel. While the player is working on the panel, a loading bar will appear, and the terminal will be hacked once it fills up – the player can speed up the process by pressing the shown keyboard/controller buttons in the correct order; however, pressing the wrong button will decrease the bar slightly. Once the terminal is hacked, a 75-second countdown for the destruction of the terminal will begin, during which the Attackers must prevent the Defenders from deactivating the self-destruct.
The Attackers are given a total of ten minutes on the timer to destroy the two terminals, during which time the Defenders must fend off the Attackers until the timer reaches zero. They are helped by military personnel positioned near the two terminals, as well as soldiers on Sanchez bikes arriving as reinforcements. If the Attackers manage to hack a terminal, the Defenders can stop the countdown by hacking the terminal themselves; this hack works similarly to the Attackers', except that a single button can be repeatedly pressed in order to increase the hacking speed, as opposed to different buttons in the correct order. The countdown will only be paused and not reset, so if the Attackers manage to restart the countdown, only the remainder of the 75 second must be depleted for the terminal to blow up. When the terminal is about to be destroyed, a pop-up message will warn the players that destruction is imminent, and a shockwave will occur around the terminal, knocking down players within a small radius.
Once the initial terminals are destroyed, a five-minute bonus is given to the Attackers and another set of two terminals must be destroyed near the control tower on the northwest side of the base. The procedure here is the same as before for both the Attackers and Defenders. If the players successfully destroy these two as well, another five-minute bonus is awarded and the next stage of the assault begins.
Weapons and Vehicles[]
The loadout crates for the Attackers are initially positioned just after the checkpoint at the east entrance to the base, and then inside the large hangar after the first two terminals have been destroyed. For the Defenders, these crates are located at the north entrance at first, and then at a small dirt path on the other side of the Great Ocean Highway once the first two terminals are lost. The secret loadout can be found on the top floor of the control tower, shown as a question mark on the radar when the player is nearby. There are no additional weapon pickups around the base during the initial stage of the assault, but when the first set of terminals is destroyed, two RPGs with a single rocket will spawn, one next to each terminal.
A few RO-86 Alkonosts spawn around the runways which can be stolen by any team; they are equipped with bombs. Rogues are also available further down the runway, closer to the control tower area. These planes are fully loaded, equipped with explosive MGs, missiles and bombs, as well as having chaff countermeasures.
The orbital cannon container is initially positioned next to the runway, at one of the areas a P-996 LAZER usually spawns during regular gameplay. During the attack on the control tower terminals, the orbital cannon is available at the northwest section of the base, next to the wall representing the border of the base. The previous location can no longer be used.
Respawn Options[]
The Attackers are given three respawn options during the assault on the base. One possibility is to keep spawning in one of the two Alkonosts that circle the base just like at the start of the mission, allowing them to parachute down into the base. Another option is to respawn at the base on a Sanchez, which will initially be at the east entrance to the base, then inside the large hangar during the attack on the second set of terminals. At any point, players can hold a button to respawn the motorbike next to their position. There is also a Cargobob respawn option available. The helicopter spawns outside the base to the east, close to the dirt cul-de-sac, and it serves as a portable spawn location – it can be flown anywhere in the playing area, and players choosing this respawn option will spawn inside the helicopter. If the Cargobob is destroyed, it will return to its initial spawn location outside the base. After the first set of terminals is destroyed, the default spawn for the helicopter will be relocated to the south of the large open hangar, close to the destroyed Terminal B.
During this stage of the assault, two Barracks OLs spawn in the base, one on the grass next to the car park at the very east of the base, behind the large hangar, and another further west, at the refinery next to the runway. The Attackers have the option of delivering either truck inside the large hangar to upgrade the team's Rogue respawn vehicle, which will be available during the next stage of the assault, with extra armour, improved performance and added missile weapons.
The Defender team have two respawn options available. One possibility is to spawn on the flight deck of the carrier in a P-45 Nokota plane, which is also where they spawn at the start of the mission. This plane only has basic machine guns equipped. The second option is to spawn at the base on a Sanchez; this will be just outside the north entrance during the first part of the assault, and on a dirt path on the other side of the Great Ocean Highway after the first two terminals are destroyed, next to the loadout crates. Just like the Attackers, the players can hold a button to respawn the bike next to their position.
Data Drives[]
The data drives during the assault on Fort Zancudo represent two thirds of the total drives available during the mission. These are usually found near the terminals being contested for. Before the first set of terminals is destroyed, the drives can be found inside the garage at building 3401, inside a small booth close to Terminal A, two inside the large open hangar, next to a corrugated cabin close to Terminal B, and to the south of the large hangar, next to a garbage container.
Once the Attackers move onto the second set of terminals, the drives can be found next to some Rogue spawns, inside another of the booths, inside the large open hangar to the left of Hangar A2, and a few can be found after taking the stairs or elevator to the top of the control tower.
Gallery[]
Stage 2: Relays[]
Objective[]
The Attackers must now launch an attack on the USS Luxington and take out five relays around the carrier. The players can use the Rogues that spawn around the runway of Fort Zancudo or the Dinghy boats that are provided next to the beach looking towards the carrier. The relays can be damaged using any type of weaponry; however, explosives are recommended, as bullets do very little damage. The relays can endure approximately four direct explosions before being destroyed, and they can also be locked on with missiles from the Rogue planes.
Players who make their way to the carrier in boats can use any of the five anchor chains around the warship to climb aboard – after they choose this option, a short cutscene will play of them climbing up the chain. After making it up to the flight deck in this manner, they will have around a second of invincibility. Aside from the anchors, ladders are lowered down into the water from the aircraft elevator platforms around the ship; another set of ladders can then be climbed by the players up to the flight deck. On the side facing the coast, there is also a ladder up to a small platform with a small hangar door, where the player can choose to teleport inside the ship; a short cutscene of them opening the door will play.
The Defenders are tasked with protecting the five relays. Those defending players who are elsewhere on the map can choose to respawn on the aircraft carrier by holding a button. If the Attackers manage to take out all of the relays, they are awarded with an additional minute of time and the next phase of the assault begins.
Weapons and Vehicles[]
The loadout crates for the Attackers are now located on the beach, next to where the player can choose to spawn, while the Defenders have them positioned on the flight deck. Sticky Bombs and a Homing Launcher now start spawning on the aircraft carrier and continue to do so throughout all the remaining stages. Anti-Aircraft Trailers also spawn on the flight deck and on the superstructure during this stage, to be used by the Defenders to fend off the incoming Rogues. These anti-aircraft guns will all explode once the relays have been destroyed. The orbital cannon is now available at a control panel inside the bridge of the ship.
Respawn Options[]
The Attackers have a total of four respawn options during this stage. They still have the choice of spawning in one of the Alkonosts, which now shift their position above the carrier. The second option is the Cargobob, which is now located on the grass next to the runway; getting the helicopter to the carrier is difficult because of the anti-aircraft guns the Defenders are using. The third option is to spawn in a Rogue on the Fort Zancudo runway, which is useful for taking out the relays due to its lock-on capabilities, provided the Attackers have upgraded the planes with missiles by delivering the supply truck in the previous stage. The last option is to spawn on the beach next to the loadout crates – the player spawns on foot and can then use one of the boats that spawn along the coast to attack the carrier.
The defenders are only given two options. They may still spawn in a Nokota or spawn on foot aboard the flight deck, after which they can optionally enter one of the Anti-Aircraft guns or protect the relays otherwise.
Gallery[]
Stage 3: Flight Deck Terminals[]
Objective[]
This stage of the assault works identically to the stage at Fort Zancudo. The Attackers must destroy two terminals on the flight deck by hacking them and initiating their self-destruct sequence. The process of hacking or deactivating is the same, and the detonation countdown again takes 75 seconds. Once both of the terminals are destroyed, an additional five minutes is given to the Attackers and the last stage of the assault begins.
Weapons and Vehicles[]
The Attacker loadout crates are now available on the south part of the flight deck, while the Defender crates are moved into the main hangar, close to the Raiju. Sticky Bombs and the Homing Launcher are still available around the flight deck and superstructure for both teams to use, and the orbital cannon access point on the bridge carries over to this stage as well. The secret loadout is again available to be taken, in the same room as the orbital cannon.
Respawn Options[]
The Attackers have four possible spawn locations. They can continue spawning inside one of the Alkonosts circling above the carrier, or they may choose to respawn in the Cargobob, the default position of which is now on the southern edge of the carrier, next to the Attackers' loadout crates; this is also where they can choose to spawn on foot. The last possible respawn point is in a boat close to the beach, after which they can reach the ship and climb onto it using the anchor chains or ladders.
The Defenders are given only two possibilities: one is to spawn inside the main hangar and another is to spawn in a Dinghy north of the carrier.
Data Drives[]
There are only a few data drives available during the assault on the terminals, all of which are located inside the rooms aboard the superstructure of the carrier.
Gallery[]
Stage 4: Main Hangar[]
Objective[]
During the final stage of the mission, the Attackers are tasked with assaulting the main hangar and stealing the F-160 Raiju jet. From the flight deck, the hangar can be reached by climbing down the ladders onto the aircraft elevators and then proceeding inside the ship. If approaching by boat, ladders can again be used to access the hangar, or the Attackers may enter the area with the jet through the stern of the carrier. Marines will spawn throughout the ship and attempt to stop the Attackers from advancing towards the jet.
When the Attackers reach the target plane, they must push open the hangar doors in front of the jet, which will be closed upon destroying the last terminal on the flight deck. This is done by entering the small green corona and pressing the appropriate button, after which the door can be slowly pushed open by repeatedly pressing a button. The two halves of the doors must be opened independently, and players are fully exposed to enemy gunfire, as they cannot use weapons during the animation. If there are currently no Attackers opening the doors, the Defenders can choose to close the doors by pushing them back, provided they have not been fully opened yet.
Once the hangar doors are opened, the Attackers are given the final task of stealing the Raiju. One of the players must enter it and take flight; the game prompts the pilot to enter hover mode, but this is not obligatory. Once the jet is stolen, the Attacker is given the objective of delivering the Raiju to Los Santos; however, the pilot must only reach land for the mission to successfully be completed for the Attackers. If the Raiju jet is destroyed after take-off, either by plunging into water or being taken down by enemies, it will respawn in its initial position inside the main hangar.
Weapons and Vehicles[]
The loadout crates for both teams remain at the same locations, and the additional weapon pickups continue to spawn on the flight deck. The orbital cannon is no longer available during this stage for either team. After being stolen, the Raiju itself can also be used against the Defenders before completing the mission, if the pilot chooses to do so.
Respawn Options[]
The spawn options for both teams are generally carried over from the previous stage. The Attackers are given the same four options – the Alkonost, Cargobob, flight deck on foot, or a Dinghy boat. The Defenders lose their ability to spawn on the carrier, so their only option for respawning is in Dinghy boats looking towards the stern of the ship.
Data Drives[]
The last few data drives during the entire assault are located in the smaller rooms on the sides of the main hangar. If the Attackers have previously collected all data drives at Fort Zancudo and on the superstructure, stealing these will completely fill the bar for data drives on the HUD.
Gallery[]
Instructional Messages[]
Attackers[]
Main objectives[]
The timer has been increased.
Your team now has a new base to respawn from.
The timer has been increased.
Your team now has new respawn menu options.
The timer has been increased.
Your team now has new respawn menu options.
The timer has been increased.
Press [Button] to let go.
Other[]
The total amount of drives across the entire base is displayed on the data drives bar in the bottom right.
Extra armor
Improved performance
Additional weapons
Defenders[]
Main objectives[]
If you successfully defend the terminals you will win when the timer runs out.
The timer has been increased.
The timer has been increased.
The timer has been increased.
Your team now has new respawn menu options.
Push them closed if they have been partially opened.
Press [Button] to let go.
Other[]
The total amount of drives across the entire base is displayed on the data drives bar in the bottom right.
[]
If you complete a bonus objective you will earn a cash reward.
Service Carbine
Pistol Mk II
Grenade
Pump Shotgun Mk II
Machine Pistol
Sticky Bomb
Heavy Sniper
Mini SMG
Tear Gas
Unholy Hellbringer
Up-n-Atomizer
Railgun
Compact EMP Launcher
Gallery[]
Oversights[]
- If the second set of Fort Zancudo terminals are destroyed while the player on the attacking team is waiting to respawn, and they choose the "Spawn on Beach" option, they may spawn on the beach in a Rogue instead of on foot.
- Occasionally, the timer might incorrectly increase by five minutes, and thus show five minutes too much throughout the remainder of the match. This is only a visual bug, however, as the match will still end if the correct internal timer reaches zero.
- If there happens to be a lot of lag during the mission, the match may sometimes fail to end when the timer reaches zero, continuing to go on for an indefinite amount of time, with the players unable to complete any further objectives.
- When the timer reaches 30 seconds, the usual "running out of time" theme will replace the standard Assault on ATT-16 soundtrack; if an objective that adds time to the clock is completed during this final countdown, the standard theme might fail to resume, resulting in the remainder of the match being played without music.
Change History[]
Released as part of the continuation of the Bottom Dollar Bounties update.
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