Movement in Onward is done via moving your trackpad/stick of your non-firing hand in the direction you want to move. The angle/direction of your non-firing hand also influences the direction and speed.
If you selected Front Facing in the settings the trackpad/stick of your firing hand will be used for snap turning.
To sprint, double click on the trackpad/stick of your non-firing hand and move in your desired direction.
To return to walking speed take your thumb off the trackpad/stick and then when you start moving again your speed will be back at walking speed
The angle of your movement hand determines your speed, including while you are holding a weapon or other item. If you’re holding a rifle with both hands you will need to point the rifle down to sprint, and when you draw the gun up to aim, you will slow down. This has some side effects, in that sometimes it seems you’re not running at max speed because your controller is not angled properly.
The faster you move the louder your footsteps will be. You can reduce your speed by walking, by moving the trackpad/stick partially, or by crouching/crawling.
Performance issues affecting your FPS will also affect you run speed.
Weapon and Item Manipulation
Rifles and Pistols
Rifles and Pistols are grabbed using the grip button. All weapons have their accuracy increased and recoil decreased by using them with two hands. Firing a rifle with one hand is possible but the recoil is extreme.
Firing is done with your firing hands primary index finger trigger. This option is configured in settings.
Barrel attachments like laser sight and flashlight can be toggled with the trigger button while touching the attachment.
The mechanics for reloading a rifle or pistol can vary, but all follow a similar mechanism depending upon if it's a rifle or a pistol.
To reload your weapon, first you need to remove the magazine.
To eject a magazine from a rifle or pistol, use your firing hand to press down on the trackpad or pull down and press in on the stick. Many Volk rifles—and some of the Marsoc weapons—require you to hold down the button on your firing hand and remove the magazine with your off-hand with your trigger.
Grab a magazine from your off-hand side hip and insert it into your pistol/rifle. You then might need—depending if the weapon already has a round in the chamber—to cock the weapon using your off-hand on the weapon model, or for some weapons you can simply press up on your firing hand trackpad or press forward and press in on the stick to close the bolt if it locked open. Some weapons do not need this step, see weapon details for specifics.
Belt-fed LMGs require a more complicated reloading process that involves lifting the feed-tray cover from the rear by the rear sight posts, stringing the bullets in from the ammo drum, closing the feed-tray cover and pulling the cocking handle back.
Magazine that were not empty that were dropped on the ground can be picked back up and reused. You cannot share magazine with teammates.
To throw a grenade, grab it from your chest using your main hand and the trigger button. Pull the pin out of the grenade. To do this, use your other free hand, reach for the pin, and pull the trigger.
Pulling the pin does not start the cooking process, but it assures that once you release the trigger the grenade will be let go from your hand. To start cooking the grenade, click down on the trackpad/stick.
To release the grenade either release the trigger or click and release it, (this is determined by whether or not you had the trigger depressed when you started cooking the grenade); you have 5 seconds before it explodes.
You can cook any grenade, but cooking a smoke grenade will cause the smoke to start billowing in your hand and then create a trail when thrown. This makes for faster deployed smokes and opens up possibilities for proper smoke grenade rolling. If you prime the smoke and throw it, it will not deploy until it hits the ground.
See Grenades for more details on grenades.
Similarly to grenades, in order to grab a medkit/syringe off your chest, simply click the trigger button. To administer a syringe, pull the trigger and push down on the trackpad or stick.
If you have a teammate that is down but still alive, you can revive them with a syringe. This does not restore hit points, as it merely revives them from off the ground.
You can administer a syringe to yourself, but it does not restore hit points, only removing the gray vision from pain and preventing you from bleeding out.
Your mic is always open in this game. The mic that is selected is determined by the mic you have set in the SteamVR settings.
An open mic means that—while you’re in a lobby—everybody can hear you. Once the game starts your voice chat becomes proximity chat. This means that if people are near you and you talk they can hear you; the closer they get to you, the better you can be heard. Enemies and teammates can hear you and you cannot turn this off unless you mute your Vive mic altogether.
To communicate while far away from your team, use a free hand and reach to your non dominant hand's shoulder and hold the trigger (if you’re right handed reach for your left shoulder). You will hear a click, and this means everybody can hear you on your team but w/ a little static, like you're talking over a radio.
To grab the knife, use your dominant hand and click the grip button over your non dominant shoulder. This equips the knife, but for it to stab somebody you still must pull the trigger while stabbing.
The tablet allows you to locate the objective as well as your teammates.
To grab your tablet, reach over your shoulder with your dominant hand and click the menu button (“b” button for touch). For those salty vets out there who remember, you can still pull the pad out of your tailbone if you reach deep enough.
The white dot is the objective and the green dots are your teammates. A yellow dot means a teammate is injured but not down, and a red dot means a teammate is either incapacitated or was downed and revived. No dot means that the teammate is dead. If you are near a teammate it will show their location on the map, but if you are at a distance it will show their direction until you’re close enough for them to show up on the mini map.
Health and Damage
Health and Damage
Players start out with 3 hp.
Every gun does the same amount of damage, excluding the bolt action which does double damage, 3 to the head, 2 to the chest (unless the target is wearing body armor and the shooter is not using ap rounds, in which case it does 0 damage to the chest), and 1 damage to limbs.
Knives and bolt action sniper rifles do double the damage, bolt actions also ignore body armor. Grenades do 2 damage no matter what, if you are within its range.
If a player has 3/3 hp remaining, the player is alive and healthy, these people will appear as a green dot on the map.
With 2/3 hp remaining, the player's screen with turn a little grey and after 2.5 minutes, if not treated with a syringe, they will bleed out and be sent back to the lobby. Will appear as a yellow dot on the map.
With 1/3 hp remaining, the player will be down but able to be revived with a syringe, much like with 2/3 hp remaining, they too will bleed out after 2.5 minutes. Will appear as a red dot on the map.
With 0/3 hp remaining, the player is dead and will be sent back to the lobby. Will not appear on the map.