PS3 Dust 514 (MMO von den Eve online machern)

  • Thread-Ersteller Thread-Ersteller Darji
  • Erstellungsdatum Erstellungsdatum
6418374389_8df460bce1_z.jpg

Vehicle classes in DUST 514 resemble modern day battlefield armored vehicles but are more menacing…and multitudes more lethal. You can also customize the vehicles with weapons and modules to ensure highly dynamic and constantly evolving gameplay where no single vehicle can impose absolute supremacy. The ultimate goal is to create an experience where players make meaningful choices based on their surroundings and situations when deploying vehicles.

Vehicle Customization

Vehicles are highly customizable; these units can be fitted with a broad arsenal of armaments, bolstered by modules that can be installed to apply bonuses and abilities to further enhance a vehicle’s combat effectiveness.

6418374563_f0c5a77a83_z.jpg


Players will be able to choose arms from all the familiar EVE Online weapon classes, from energy-based laser weapons, blaster and rail cannon hybrid technology to traditional projectile and missile weaponry. Each of these weapon types are divided over racial factions, having an affinity towards vehicle hulls from similar origins. Vehicles like the Caldari heavy attack Vehicle (HAV) for example, are well suited to using technologies embraced by the Caldari, such as their powerful armor-rupturing railgun cannons. This is not to say that this is the de facto weapon choice for the Caldari HAV. Players will have to weigh out their combat strategy, determining what style of weapon will appeal to their play style and the demands to be met for battle at hand. If there is a perceived aerial threat, players may choose to swap out their main turret mount for a large bank of guided heavy missiles to pluck their enemy’s dropships from the sky.

Add to this the power of vehicle modules onboard and a carefully tailored vehicle can truly be a force to be reckoned with. Modules fall under different umbrellas: electronic warfare, weapons modules, and engineering just to name a few. Engineering modules enable players to enhance essential functionality of their vehicle by increasing armor strength, increasing shield resilience, or improving overall speed and handling. Weapons modules and electronic warfare modules take on another dimension of utility. Weapons modules can outwardly boost the power of a vehicle’s turrets by increasing the rate of fire or damage factor per shot, while electronic warfare class modules enable players to immobilize unsuspecting targets with stasis webifiers, cripple enemy turrets with tracking disruptors, or enhance guided missile lethality on target-painted hostiles.

The modularity of these types of equipment allows players to create custom functionality across all vehicle classes simply by installing modules into a vehicle’s allotted number of slots on a vehicle fitting screen. The combined CPU and powergrid cost of all modules weighed against each vehicle’s unique CPU and powergrid resource pool determines the diversity and potency of its fit. This versatile system gives a player the ability to fit for specific tactics or purposes, putting as much creativity into the hands of the player as possible.

Importance of the Rapid Deployment Vehicle (RDV)

Vehicles can be delivered to any location on the battlefield accessible to the Rapid Deployment Vehicle (RDV). This allows players to analyze their current situation, evaluate their resources as well as their chance of success, and deploy vehicles and aerial units accordingly at any given time. Whether to deploy a heavy attack vehicle (HAV) to break through a tough defense point or a dropship to deliver infantry behind enemy lines to and wreak havoc is all up to the players, their strategy and current goals.

Role of Vehicles on the Battlefield

Vehicles play a large role on the battlefield and are a significant threat to the opposition. The heavily armored units use long-range heavy concussive attacks while lighter units emphasize speed and flexibility. Aerial vehicles, on the other hand, excel at laying down fire from above; their vantage point over the battlefield also puts them in a good position to provide vital support functions for armored units. Each vehicle will have its own set of unique bonuses or abilities allowing them to turn the tide in battle. Many of these abilities are of a support nature, allowing different types of vehicles to team up to create even more unique roles between classes.

Vehicles and Infantry have a symbiotic relationship on the battlefield, and will rely on each other in many situations. Fully utilizing the offensive capabilities of most vehicles requires the turrets to be manned. Players can spawn directly into vehicles equipped with clone reactivation units, allowing them to get into the midst of battle within seconds after dying. Infantry can be dropped off by aerial units to vantage points not reachable by foot, or they can hitch a ride with light vehicles to cross the vast terrains in a speedy manner. Vehicles also provide support in taking objectives, laying down suppressive fire to hold back the enemy while infantry move in to take control of objectives.

In a similar way, infantry supports vehicles by scouting and setting up traps. Infantry can utilize stasis webification bubbles, target painters and other tools that disable or temporarily make enemy vehicles and installations open to attack.

Vehicle Sneak Peak


6418374163_54e73ea1f7_z.jpg


Name: Saga
Hull: N/A
Race: Caldari
Class: Light Vehicle
Role: Light Attack Vehicle (LAV)
Slots: 3H / 2L
Crew: 3
PG: 180kW
CPU: 190tf

LAVs are highly versatile light armor attack vehicles with a crew capacity of up to three squad members. They are capable of stacking a wide array of lightweight modules in a single configuration, which allows them to assume a very dynamic support role on the battlefield. As an offensive unit they find strength in numbers, often found amongst a group of other LAVs at the front line of battle. Their high degree of mobility and relatively low cost make them a very common, favored anti-infantry unit amongst many mercenary contingents. However, the driver of an LAV needs to persistently be aware of how exposed his crew is to enemy fire and react appropriately so as to avoid having himself and his fellow crew mates picked off before they can land the first punch.

6418374257_fc7ae588ae_z.jpg


Name: Limbus
Hull: N/A
Race: Gallente
Class: Light Vehicle
Role: Logistics
Slots: 3H / 3L
Crew: 3
PG: 310kW
CPU: 124tf

The Gallente light logistics vehicle (LLV) is designed specifically as an infantry armor augmenter, providing infantry on the front lines with emergency repairs in the heat of battle. Due to its lightweight advanced armor coating, the LLV is quite tough compared to its light vehicle siblings. It feels nimble and is able to traverse multiple terrain types with ease. Although the LLV is mostly focused on support, it is mounted with a weapon hardpoint allowing it to fend off enemy infantry.

6418373925_eb486d6fb1_z.jpg


Name: Gunnlogi
Hull: N/A
Race: Caldari
Class: Heavy Vehicle
Role: Heavy Assault Vehicle (HAV)
Slots: 5H / 2L
Crew: 3
PG: 1780kW
CPU: 330tf

The heavy attack vehicle (HAV) class has a great combination of weapon hard-points, thick armor, and all-terrain mobility. Their role on the battlefield is to provide heavily armed support at a mid- to long- range distance, assisting lightly armored units as well as infantry. Depending on the type of main turret equipped, an HAV can relinquish its ground-pounding power for an anti-air focus.

Their thick armor enables HAVs to sustain a heavy degree of damage, giving them great staying power to endure extended combat engagement. Their competency on rough terrain allows the driver to place the HAV in tactically advantageous positions to close the trap on the enemy, or to alternatively scale challenging geographical obstacles that would otherwise inhibit less off-road capable units.

6418374051_1d1b58b740_z.jpg

Name: Prometheus
Hull: Grimsnes
Race: Gallente
Class: Dropship
Role: Support
Slots: 2H / 4L
Crew: 7
PG: 380kW
CPU: 140tf
The dropship’s function is to support ground units by laying down fire from its two small turret hardpoints, and dropping off infantry reinforcements. It is one of the most maneuverable vehicles capable of hover flight. This allows it to quickly insert fresh infantry into a combat area with great efficiency, as well as afford it the maneuverability to effectively fall back and lay direct fire from an aerial support position. The Gunnlogi has a built in mobile clone reactivation unit, allowing infantry to awaken strapped in and ready to be dropped into combat by the pilot, anywhere on the battlefield.
http://blog.us.playstation.com/2011/11/28/vehicle-dynamics-in-dust-514/
 
Zuletzt bearbeitet:
6473183165_c086664352_z.jpg


The handheld weapons are a key part of any MMOFPS and DUST 514 is no exception. There were a few things that were very important to us.

Firstly, we wanted to avoid the feeling of “Vietnam in space” that you sometimes see in sci-fi games. The goal was to create weapons that had recognizable roles but used more advanced technologies than the equivalent weapons of today. The power of these guns would tear apart a modern day battlefield. In DUST 514 the only way your mercenary can survive the power of these weapons is due to the advanced shielding and armor of the dropsuits they wear. Without them, simply firing these weapons would severely injure or even kill you!

Secondly, it was important to us that the weapons felt like a natural part of the EVE universe. In the same way that the ships in EVE have distinct racial designs and specialties, the weapons of DUST 514 had to encapsulate the values and technology of the race that created them. The ruthless efficiency of the Caldari, the progressive aesthetics of the Gallente, the resilience and resourcefulness of the Minmatar as well as the proud arrogance of the Amarr Empire. All of this had to be communicated through the design of the weaponry; the different styles should be evident when you look at the three examples below.

What we didn’t want to do though, was to limit players to the use of one racial type. After all, you are a mercenary, so you use what works best for the job at hand. This way players are able to use a variety of different weapons to find what suits them best, regardless of its origin. Players are able to use different classes of weapon in different load outs so that they can make meaningful tactical choices and can respond to changing situations on the field of battle. There are three basic weapon classes, light, heavy and sidearm, and here we’re going to take a look at some of the weapons in these classes.

Light Weapons

Light weapons are probably the most common on the battlefield and for many players the light class will be their primary offensive weapon. The Gallente G75-VLB Plasma Assault Rifle is the perfect example of this. A solid all-purpose weapon, effective at short to medium ranges it is very flexible and comes in a number of variants: standard, breach, tactical and specialist. This allows the player to select the style that best suits them: trading fully automatic fire for targeted bursts, and lower rates of fire for increased accuracy over range amongst a variety of other benefits and trade-offs.

Gallente G75-VLB Assault Rifle

6473182977_c9f242a9b0_z.jpg


Conceived by Duvolle Laboratories, a corporation best known for its ceaseless R&D, the G75-VLB solves many of the problems inherent in mass-manufactured plasma weapons. The result is a weapon that offers improved accuracy and greater containment field stability (which equates to faster, longer bursts of fire) than anything in its class.

It is a magazine-fed, short-to-mid range weapon offering fully automatic fire. Charged plasma munitions are pumped into a cyclotron that converts the plasma into a highly lethal bolt before it is expelled from the chamber. Upon impact with the target, the magnetic field surrounding the bolt collapses, venting superheated plasma onto the contact point.

Specifications
Designation: G75-VLB
Variant: Standard
Length: 98cm
Weight (loaded): 6.2kg
Weight (unloaded): 5.8kg
Max. effective range: 55m
Ammunition: Charged plasma slug

Heavy Weapons

Heavy Weapons are a different animal altogether. They can only be wielded by those skilled enough to use heavy dropsuits which immediately makes them a more specialized choice. They also tend to utilize a high amount of dropsuit power grid and CPU systems making them unsuitable if you favor a more “generalist” approach to your weapon and equipment load out. They are however devastating in the right hands. Nowhere is this more evident than in the DCMA S-1 Forge Gun. This Caldari built ordnance is an incredibly powerful anti-material weapon with only one purpose, engaging and destroying hostile Heavy Attack Vehicles, a job at which it excels.

Caldari DCMA S-1 Forge Gun

6473183077_23ae71e145_z.jpg


Adapted from Deep Core Mining Inc.’s proprietary technology, the DCMA S-1 subverts conventional expectations of what a man-portable anti-material weapons platform is capable of. Despite its excessive weight and extended recharge times, the “Forge Gun” as it has become known, is regarded as the most devastating infantry weapon on the battlefield, and an invaluable tool for those capable of wielding it.

Powered by a Gemini microcapacitor, the Forge Gun utilizes a stored electric charge to fire kinetic slugs at speeds in excess of 7,000 m/s, enough to penetrate even augmented armor systems. During the pre-fire charge, the forward armature locks into position, stabilizing the magnetic field and helping to shield the user from backscatter and the excessive heat produced. Power generation remains the single largest drawback of the current design, the onboard capacitor requiring a significant amount of time to reach full power after each discharge.

Specifications
Designation: DCMA S-1
Variant: Standard
Length: 135cm
Weight (loaded): 58.4kg
Weight (unloaded): 55.1kg
Max. effective range: 1,200m
Ammunition: Solid-state

Sidearms

Lastly, we have the sidearm class. Don’t be fooled by their size, these are very dangerous weapons in the right hands. Often used as a backup weapon by frontline assault troops they really come in to their own when providing a close range infantry combat solution for players in highly specialized roles (such as those using a Forge Gun). A favorite amongst these is the CAR-9 Scrambler pistol. This Amarr weapon, whilst hindered by a low ammunition count, is extremely high on power. Accurate shots with the CAR-9 will tear through shields and armor. It is particularly effective when striking the head due to its high damage output and the thinner armor plating in that area. This last point makes it a particularly popular choice for highly skilled players.

Amarr CAR-9 Scrambler Pistol

6473182877_35cdc90e36_z.jpg


The Scrambler is a semi-automatic pistol originally designed and manufactured by Carthum Conglomerate. A small-scale directed energy weapon, the CAR-9 produces a laser-induced plasma channel capable of dealing short-range pin-point damage to a target.

Power consumption is excessive, but The CAR-9 addresses this via a rear-loaded fuel cell, allowing cells to be exchanged quickly and easily once exhausted. Moreover, advances in the polymers used in the weapon’s construction have greatly reduced heat build-up and improved heat dissipation, resulting in improved reliability over earlier modules.

Specifications
Designation: CAR-9
Variant: Standard
Length: 25cm
Weight (loaded): 1.8kg
Weight (unloaded): 1.7kg
Max. effective range: 40m
Ammunition: Energy fuel cell
http://blog.us.playstation.com/2011/12/08/infantry-weapons-in-dust-514/
 
How do you build a better warrior? Militaries have tried for centuries to answer that question, but you’ll be able to figure it out for yourself when DUST 514 launches next year. Infantry dropsuits are designed to protect and sustain the wearer in even the harshest environments. Different dropsuits offer specific bonuses to speed, mobility, defense and configurability. Like starships and planetary vehicles, dropsuits come in a variety of shapes and sizes, each with a unique slot configuration and powergrid (PG) and CPU that inform the decisions you make when customizing your chosen dropsuit.

6523266699_d90b5a672a_z.jpg


The number and type of slots determine the modules (interchangeable hardware components that enhance or otherwise alter the functionality of the dropsuit), weapons, and equipment you can fit. The slot types available on dropsuits are as follows:

Light
Heavy
Sidearm
High
Low
Equipment
Grenade

The three weapon slots – Light, Heavy, and Sidearm – cascade. That is, a Heavy slot can be fitted with a Sidearm, Light or Heavy weapon and, similarly, a Light slot can be fitted with a Light or Sidearm weapon. The high and low slots are module slots, each used for particular types of modules. Equipment slots allow the dropsuit to carry deployable or handheld equipment such as scanners, nanohives, drop uplinks, repair tools and more that will be covered in a future blog. Lastly, grenade slots determine the capacity (i.e. how many you can carry) of the grenade types – Locus, AV, EMP – fitted.

The intrinsic benefits of your chosen suit define, in part, the type of role you wish to fulfill on the battlefield but ultimately it’s how you choose to fit the suit that determines what it is capable of. Do you play to its strengths or do you surprise the enemy with an unconventional, risky fit? The choice is yours.

Dropsuits are classified as Standard, Advanced, and Prototype, each requiring specific skills to be trained before they can be used. Today, we’re going to take a look at two standard dropsuits: the Assault and Heavy.

Caldari Assault

The Caldari dropsuit design and aesthetic philosophy is heavily influenced by the culture’s origins on brutally frigid home worlds, dismissing stylistic notions in exchange for the ruthless, bare-minimum functionality requirements needed to keep a soldier alive. As such, the Caldari suit is notoriously uncomfortable and outright ungainly in some instances, yet remains in high demand due to its remarkable resilience in smart battlefields.

6523265453_af2f076881_z.jpg


Standard Assault

The Assault dropsuit is a versatile frontline combat suit that combines excellent protection, good mobility, and sufficient equipment hard points for mission-specific customizations.

A flat-coil e5000 fifth generation fusion core runs up the inside of the back plate, powering the entire suit. Its output and heat buildup are controlled by a L2 “Gatekeeper” regulator conduit, which connects directly to the sensor system at the base of the neck. Every joint is reinforced with kinetic sensors and two-way, high torque servos to enhance the soldier’s strength, balance, and resistance to impact forces. The suit’s helmet has more integrated sensor, communication, targeting, and data processing systems than most civilian vehicles. Furthermore, every armor plate on the suit is energized to absorb the force of incoming plasma-based projectiles, neutralizing their ionization and reducing thermal damage.

Assault dropsuits are intended for standard combat operations or those in which the objectives are likely to change at a moment’s notice. Its ability to carry anything from small arms and explosives to heavy anti-vehicle munitions and deployable support gear makes it the most adaptable suit on the battlefield.

Amarr Heavy

The look of this Amarrian suit has changed little since it was first created, due largely to the commonly held belief that its original form is immaculate; the perfect amalgam of science and religion. Aesthetics are as important as function, because to the Amarr, aesthetics are function. Enshrined within the armor, the wearer becomes a vessel, the embodiment of God’s will and an instrument of holy wrath, unmistakable, and feared, by all who look upon him. To the Amarr, the dropsuit itself is the weapon.

6523266003_65aa7b130e_z.jpg


Standard Heavy

The Heavy dropsuit is a second-generation solution designed to withstand concentrated small arms fire and protect the wearer from the concussive, thermal, and impact forces of low-grade explosives. Additionally, its power-assisted exoskeleton facilitates usage of the heaviest caliber personal weapons.

Every vital area of the wearer is protected by 25mm composite ceramic shell or high tensile steel plates, layered with impact absorbing, compressed carbon latticework. A secondary thermal dispersion membrane channels excess heat away from the point of contact, distributing it over a larger surface area and thereby lessening the potential damage. Superconductive veins of hybrid silver coat the outer layers and connect every piece of the armor to a grounding heat sink, dampening the harmful effects of direct fire electromagnetic weaponry.

Heavy dropsuits lack the mobility of lighter suits, but this trade-off results in a defensive system that defies standard infantry conventions. No other classification of personal armor can claim to be able to stand toe-to-toe with enemy vehicles and survive.

6523264941_2681aacd76_z.jpg


Even with just these two dropsuits, we can already see battlefield tactics starting to take shape. The Heavy can withstand a lot of punishment, but it has no equipment slots. Pairing it with another dropsuit capable of dropping ammunition replenishing nanohives or repairing from a distance will substantially increase the effectiveness of the Heavy. Alone, a Heavy could easily be outnumbered and outmaneuvered, but surrounded by allied Assault dropsuits it becomes a tank in every sense of the word, soaking up damage while the rest of the squad picks off the enemy.

Although formidable, the Heavy and Assault suits represent only one aspect of the battlefield eco-system. Sheer firepower will only get you so far. A smart squad will utilize the force multiplying support of the Logistics suit; the recon and electronic warfare specialties of the Scout; and all the modules and equipment they have at their disposal to become an unstoppable force. After all, one should never underestimate the value of a well-placed EMP grenade.
http://blog.us.playstation.com/2011/12/19/dropsuits-in-dust-514/
 
afaik soll es f2p sein allerdings muss man sich den client erstmal kaufen ~10-20€ (stimmt nicht ganz... man muss 10-20€ in ingamewährung umtauschen... man bekommt also für das geld eigentlich nicht den client sondern man kauft sich ingame geld darum)

In the beginning you have to pre-buy credits, so you pay something like $10-$20 to enter the game and you get the equivalent number of credits in the game once you do that.

http://www.computerandvideogames.co...over-charge/?cid=OTC-RSS&attr=CVG-General-RSS
 
Zuletzt bearbeitet:
Closed Beta von Dust 514 kämpft sich näher

Ab sofort können sich Spieler von Eve Online auf den Bodenkampf vorbereiten: Das Entwicklerstudio CCP gibt bekannt, dass die Anmeldung für den geschlossenen Betatest der Ego-Shooter-Erweiterung Dust 514 möglich ist.

"Mordu's Private Trials": So nennt das isländische Entwicklerstudio CCP den geschlossenen Betatest für Dust 514. Spieler von Eve Online können sich ab sofort dafür auf der offiziellen Homepage anmelden. Wann die Ego-Shooter-Erweiterung dann tatsächlich spielbar ist und wann sie offiziell erhältlich sein wird, verrät CCP noch nicht.

Dust 514 ist eine Erweiterung des Eve-Onlinerollenspiel-Universums um Bodenkämpfe auf Planeten. Allerdings: Während Eve Online ausschließlich auf PC spielbar ist, können Dust-514-Soldaten ausschließlich über die Playstation 3 an den galaktischen Kriegen teilnehmen.

In der Praxis soll das ungefähr so funktionieren, dass Spieler in Dust 514 ein Ziel - etwa eine Stellung des Gegners - markieren und dann Unterstützung durch ein Bombardement eines Eve-Online-Raumschiffbesitzers erhalten. So lassen sich dann nach und nach neue Areale besetzen, was allen Beteiligten zusätzliche Ressourcen gewährt.
http://www.golem.de/1112/88684.html
 
The Future of War: Building DUST 514’s Arsenal

6888986677_c73b7f85d9_z.jpg


In the last PlayStation.Blog post I introduced you to the three weapon classes in DUST 514: Heavy, Light and Sidearm. In this post, I wanted to pick a few weapons that changed the way that the development team played when we added them to the game.

Gamers don’t always realize how long it can take for a weapon to make the leap from the drawing board to being fully functional and kicking ass in the game. It needs to be concepted, built, textured, animated, weapon logic needs to be engineered, sounds created, various values set up, tested, debugged, and tweaked. As you can imagine, all this takes quite a while, which means you spend a lot of time playing your game with a limited set of gear. Over time, we add new weapons to the game and they can radically alter the balance of play because they open up new possibilities in combat. Below are some examples.

Heavy Weapons for Heavy Armor…

Let’s start with the Minmatar MH82-BCR Personal Autocannon. This is a heavy weapon and, as such, restricted to the heavy dropsuit. As well as being simply devastating in its own right, this weapon really opened up the heavy dropsuit class once we added it to the game. For some time, the heavy dropsuit wasn’t very popular with our internal dev team. It may have had a ton of hitpoints and access to the deadly Forge gun, but it was slow and easy to outmaneuver. This saw it primarily being used in specialist anti-vehicle roles (where it excelled) but not much else.

This came abruptly to an end when the autocannon made it in to the game. Suddenly you didn’t have to fight the other dropsuit classes on their own terms with weapons ill-suited to the heavy’s slower movement. Now you could outlast any other class in a head-on firefight (though smart players can still outmaneuver the slower heavies), you had more armor and a lot more firepower; enough to destroy light vehicles as well as infantry. The introduction of this weapon unlocked the full potential of the dropsuit and gave us one of the game’s most satisfying weapons to fire. The camera shake, visual effects and rate of fire make this weapon incredibly visceral. You feel unstoppable, like you could take on just about anything, and sometimes — for just a few bright moments — you can.

Minmitar MH82-BCR Personal Autocannon

6888986965_06b923ffba_z.jpg


A multi-barrel, rotary drive machine gun, the autocannon is a singularly devastating anti-infantry weapon. Eschewing the advantages of a lighter frame in favor of stopping power, the exponentially increased heat and vibration produced by this Boundless Creation-developed weapon makes it almost unbearable to fire. Yet despite this fact, its above average hit ratio and extreme rate of fire has earned it the nickname “Death’s Engine.”

Unlike earlier models, the weapon requires no spool up time; rounds are expelled the instant the trigger is pressed. This comes at the cost of initially reduced accuracy as the counter-rotating drives slowly align. Once fully aligned, however, the autocannon produces a pinpoint stream of gunfire with unmatched killing potential.

Specifications
Designation: MH82-BCR
Variant: Standard
Length: 70.2cm
Barrel length: 48.9cm
Weight (loaded): 60kg
Weight (unloaded): 47.4kg
Max. effective range: 1,000m
Muzzle velocity: 3,450 ft/sec (1,050 m/s)
Ammunition: Titanium Sabot

Filling the Short-Range Gap…

Next up is the Gallente CRG-3 Plasma Shotgun. When we added it to the game, the shotgun filled a gaping hole in our weapons line up. At the time most of the weapons we had in were semi- to full-automatic with mid to long ranges, but the shotgun gave us a very powerful, very short-range weapon. It was actually one of our most eagerly awaited weapons on the team, to quote one of the designers, “shotguns are born fun.”

What happened when we put it in the game, though? As a light weapon, it can be fitted to any dropsuit which makes it very versatile. However, it was those players using Scout dropsuits that really gravitated towards it. Having such a powerful weapon helped them offset their relatively weak armor and shields. They began to use their high speed and maneuverability to get as close as possible as fast as possible with the shotgun and blow their enemy away! Of course, any potential victim in a more heavily armored dropsuit class could potentially fit themselves to soak a portion of the damage done and retaliate with a fistful of death of their own so Scouts still had to stay on their toes!

Gallente CRG-3 Plasma Shotgun

6888987187_5a060c4d80_z.jpg


Designed for close-range combat, the shotgun is a spread weapon with tremendous stopping power. Unlike traditional cyclotron designs, a walled centrifugal well is used to simultaneously shunt dozens of plasma charges, generating a wide-pattern ‘kill spread’ that is lethal over short distances. The excessive recoil produced by each discharge is absorbed by the pneumatic armature, allowing the weapon to be fired repeatedly without significant injury to the user. The operator controlled crank-action flushes coolant through the interior well before cycling additional rounds into the chamber.

Specifications
Designation: CRG-3
Variant: Standard
Length: 94.5cm
Weight (loaded): 4.35kg
Weight (unloaded): 3.6kg
Max. effective range: 30m
Muzzle velocity: 1,325 ft/sec (403 m/s)
Ammunition: Lead charge

Up Close and Personal…

Last on the list for this blog post is the humble knife. Imagine you’re in a desperate gun fight, you’re closing in on your opponent, he’s almost dead, you run out of ammo, but you’re close enough to use melee to finish him off… but melee hasn’t been implemented yet and he shoots you in the face! This was a situation many of us experienced before the Nova Knife went in to the game and it was incredibly frustrating. As you can imagine it was a very welcome addition and now it’s hard to imagine how we could have played without it.

Every dropsuit comes equipped with a blade so it doesn’t need to be fitted. For most players the Nova Knife is a weapon of last resort, but for a crazed few it is used as a primary. They train skills in knife handling and fit their dropsuits with Myofibril Stimulant modules to make the knife as deadly as possible. There is of course no more embarrassing way to be killed than with the knife. And no more frightening sight than a module-enhanced fast-moving Scout dropsuit that is bearing down on you as you try to pick them off before they get too close.

Caldari ZN-28 Nova Knife

6888986747_6ae4bc6bc7_z.jpg


A close-quarters melee weapon, the Nova Knife is as deadly a weapon as anything on the battlefield. Its name derives from the heated plasma edge of the blade – formed by a thermic igniter and linear gravity condenser – that, in skilled hands, can be used to carve through even the thickest dropsuit armor.

Specifications
Designation: ZN-28
Variant: Standard
Blade Length: 20cm
Weight: 0.5kg
Max. effective range: 0.5m
Ammunition: Fuel cell

One of the most exciting things about game development is watching and experiencing the game as various pieces of gameplay fall into place. Every new weapon we add to the game opens up the gameplay in ways we predicted and ways we didn’t. One of the things that excites me the most about DUST 514 is that the continuous development post-launch means that developers and players alike will get to see the gameplay evolve over time as new content is introduced into the game.
http://blog.us.playstation.com/2012/02/17/the-future-of-war-building-dust-514s-arsenal/
 
Dust 514 will be free to play, coming to Vita

PlayStation 3 exclusive EVE Online tie-in shooter DUST 514 will be free to play.

CCP has scrapped plans for a cover charge, although players will still be able to purchase in-game credits via micro-transaction.

“It’s very important as we take steps into this topic to unambiguously state that it is not a pay to win game. There is no micro-transaction that you can do that gives you an unfair advantage over someone who hasn’t paid anything,” executive producer Brandon Laurino told Eurogamer.

“It’s the classic micro-transaction dynamic of, ‘I can pay and get this item,’ or, ‘I can invest my time and get this item.’ But neither of those options will give me an unfair advantage over the other.”

Although players can earn ISK for use in EVE Online, they won’t be able to spend it in DUST 514. DUST 514′s currency, Aurum, must be earned in-game or will be available in packs of $10 to $100.

Players can purchase vanity items, boosters, weapon variants, and respecs among other items; CCP hasn’t detailed them all but has “hundreds and hundreds” planned, and isn’t sure yet how and when they will become available. No maps will released for purchase.

“We are covering literally a universe of planets, so there’s thousands of different maps and they’re all available to everyone who’s playing. There won’t be some section of the universe that’s blocked off. It’s really about what you build on those planets – some of those will be earned, some of those will be paid,” Laurino said.

The publisher also revealed a Vita version of the game is planned, but said it will begin as more of a “companion app” to the PS3 game before evolving with its own gameplay systems.

“At the most basic level, you can do transactions on the market; equip and customise your character, your vehicles; set up strategies with your friends and Corporation members – all of these sort of companion functions on the go,” Laurino explained.

“We’re also exploring all of the super fun exciting stuff – interesting gameplay opportunities and things like that. As we continue to explore what the possibilities are, between Vita and PS3, of which there are many, we’ll keep updating the app with stuff like that over time.”

DUST 514 is expected to launch in northern summer, but while the Vita app is expected this year, CCP hasn’t put a firm date on it.

http://www.vg247.com/2012/03/05/dust-514-will-be-free-to-play-will-come-to-vita/
 
DUST 514: New Vehicle Roles and Characteristics

6820652868_7b3a5f3aa9_z.jpg


Since DUST 514 traces its lineage to EVE Online, we wanted to give it the same rich combat environment that EVE Online has when it comes to vehicle classes and roles. For example, in EVE Online there are ships that share the same hull (and thus the same look) but have very different performance envelopes. This will be true in DUST 514 as well with vehicles that will share the same chassis or hull class but depending on their roles and level of technology, offer very different battlefield characteristics.

Another key aspect that is similar between ships and vehicles is the capacitor. A good way to grasp this concept is to think of capacitors as the energy source that powers everything in a vehicle. From weapon turrets to repair modules, almost everything that you fit on to your vehicle in DUST 514 will need to draw capacitor points in order to function. Because of the fusion technology that the capacitor is based on, you will never “run out” of capacitors in the long run, since it will always replenish itself over time. However, as you activate weapons, scanners, ECM and other modules over the course of a battle it is very likely that your vehicle will deplete its stock of capacitors in short order.

Much like ships in EVE Online, this means that when you customize your vehicles in DUST 514 you will need to pay heed to how much capacitor your vehicle has and how fast the modules on your vehicle will drain it. Therefore, along with combat and repair modules, a discerning player will also need to consider fitting modules that will act as a reserve “fuel tank” that can replenish depleted capacitors on vehicles, and this will certainly add an extra dimension to vehicular gameplay that is unique to the EVE universe.

Also similar to EVE Online is the skilling system for vehicles available to players. Each class of vehicles will require a player to have trained the necessary skill before he or she can pilot it. This will allow players to explore and specialize in vehicles that are more suitable to their own style of game play, and the variety of vehicle specialization is every bit as deep and wide ranging as EVE Online. So, let’s take a look at a couple of advanced vehicle roles that you, as a player, can look forward to specialize in.

Marauder HAV

The heavy attack vehicle (HAV) was conceived as a breakthrough weapon and as such is meant to be used as the armored fist by many mercenary forces. However, when the situation on a battlefield changes something even more powerful may be required. This is where the Marauder class HAV comes in. With more powerful armaments and heavier armor, the Marauder can be used to deal with the enemy’s “lesser” HAVs.

6966759153_ebf366f00b_z.jpg


Name: Surya

Hull: Madrugar
Race: Gallente
Class: Marauder
Module Slots: 6H/4L
Crew: 3
PG: 2540
CPU: 235

Combat / Special Abilities:
Can fit siege module

Bonuses:
10% bonus to resistance per level
20% bonus to racial turret damage per level

As you can see from the stats above, the Gallente Marauder offers more module slots giving the player more customization options than the regular HAV. It also has special abilities not available on regular HAVs in that it can fit a siege module, which is a very powerful upgrade that will allow the Marauder to go into “siege” mode thereby granting it even more powerful combat capability. The Marauder also offers role bonuses that give it tougher resistance to enemy fire as well as higher damage dealing bonuses to ensure the death of your enemies.

Of course, all that extra performance doesn’t come cheap and the Marauder is by no means invincible… provided that your enemies know its weakness. As you will see in the next vehicle class, we have created a new vehicle role to counter the beast that is the Marauder.

The in-game maps in DUST 514 are designed to utilize varying terrain features to give players more tactical choices on the battlefield. That means there are plenty of places to conceal and set up ambushes. The fog of war system will also shroud enemies until scouted by friendly forces. So, how can players counter such an array of concealment in order to quickly reveal and assess the battlefield? The solution is the Force Recon dropship.

6966759201_096039fbf1_z.jpg

Force Recon (Dropship)

With its unique combination of speed, stealth, ECM and sight bonuses, the Force Recon dropship will be the mainstay of any mercenary army that wishes to maintain a strong ECM/ECCM presence on the battlefields of New Eden. Worried about what’s hiding in that embankment just around the corner? How many cloaked enemies are waiting in ambush near that upcoming objective? Or, maybe that EW LAV on your team needs a little ECM support? Well, send in the Force Recon dropship to get the job done!

Name: Eryx

Hull: Myron
Race: Caldari
Class: Force Recon
Module Slots: 8
Crew: 6
PG: 300
CPU: 500

Combat / Special Abilities:
Can use special cloak modules

Bonuses:
20% bonus to sensor dampener range
20% bonus to sight range per level

More customizations with Modules

Now that you’ve gotten a taste of advanced roles for vehicles, let’s examine some of the vehicle modules that we have in store for DUST 514 and how they will work in game.

The cap booster works by replenishing a fixed amount of capacitor points instantly when activated. Each vehicle can only carry a limited amount of capacitor charges, and an empty capacitor booster cannot replenish capacitor points on its own.

Sometimes the best way to knock out a tough opponent is to drain its capacitor bank and like EVE Online, the maxim: “no cap equals death” is just as true in DUST 514. Energy neutralizers work by remotely depleting a targeted vehicle’s capacitor bank. It does require a lot of capacitor points to activate it, however, so a capacitor booster module will most likely be required in order to feed the cap guzzling energy neutralizer.

There’s an old adage that states “an enemy can’t attack what the enemy can’t see.” and this is certainly the case when we add electronic warfare to the battlefield. Advanced combat vehicles like the HAV require a host of electronic gadgets in order to identify, acquire, and dispatch threats effectively. Electronic counter-measures on the other hand, can leave your enemies blind and helpless on the field and often during critical moments.

So, how can a sly player utilize the modules mentioned above to fit his or her vehicle and maximize its effectiveness? Imagine a battle in progress on a distant planet somewhere within the EVE universe. The attacking mercenary forces send in their Marauder in a gambit to break through the defender’s fortifications. As the Marauder smashes its way through barriers and choke points in its mad blitz to the objective, a Force Recon dropship suddenly de-cloaks in midair and begins to drain the Marauder’s capacitor. As the capacitor banks on both vehicles plummet each pilot is hammering the cap booster activation button in a desperate attempt to keep their vehicles supplied with enough power.

The Marauder pilot sees his capacitor bank emptied and has just run out of cap booster charges. He calls for help on the squad channel asking, no, pleading for someone to come and rescue him from his predicament. As the dropship batters away the last bit of armor off the Marauder, a friendly LAV jumps off a cliff and simultaneously lands next to the Marauder and activates its ECM module to break the dropship’s lock on the Marauder. The Marauder pilot gratefully thanks the LAV pilot and quickly limps off to the rear for urgent repairs.

The info above shows just a fraction of the inter-connected dynamics in DUST 514’s vehicle gameplay and the diversity of vehicle fits that will be available to players in the near future. We hope you are as excited about it as we are.

P.S. The retreating Marauder was later destroyed at a choke point by an ambush party before it could be repaired.

http://blog.us.playstation.com/2012/03/09/dust-514-new-vehicle-roles-and-characteristics/
 
Zurück
Top Bottom