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Lordsky 31.10.21 11:49 am

DUST 514

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Developer: CCP Games
Publisher: CCP Games
Platforms: PlayStation 3, PlayStation Vita
Distribution Model: free-to-play
Release Date: June 30, 2012
Genre: First Person Shooter
Game Engine: Unreal Engine 3
Game Mode: Multiplayer
Website: http: / /www.dust514.com/en/home/

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Sh1nn 31.10.21

[size = 5] [b] Vehicle Dynamics in DUST 514 [/ b] [/ size]



[left] [url = "http://www.flickr.com/photos/playstationblog/6418374389/"] [img] http : //farm8.staticflickr.com/7003/6418374389_8df460bce1_z.jpg [/ img] [/ url]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3 ] Vehicle classes in [url = "http://blog.us.playstation.com/tag/dust-514/"] DUST 514 [/ url] 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.


[b] Vehicle Customization [/ b]
[/ left] [left] 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.
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] [url = "http://www.flickr.com/photos/playstationblog/6418374563/" ] [img] http://farm7.staticflickr.com/6114/6418374563_f0c5a77a83_z.jpg [/ img] [/ url] [/ size] [/ font] [/ color]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] 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.
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] 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,
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] 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. [/ Size] [/ font] [/ color]


[b] Importance of the Rapid Deployment Vehicle (RDV) [/ b]
[/ left] [left] 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.


[b] Role of Vehicles on the Battlefield [/ b]
[/ left] [left] 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.
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] 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. [/ Size] [/ font] [/ color]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] 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. [/ Size] [/ font] [/ color]


[b] Vehicle Sneak Peak [/ b]
[/ left ] [left] [url = "http://www.flickr.com/photos/playstationblog/6418374163/"] [img] http://farm8.staticflickr.com/7003/6418374163_54e73ea1f7_z.jpg [/ img] [/ url]


[b] Name: [/ b] Saga
[b] Hull: [/ b] N / A
[b] Race: [/ b] Caldari
[b] Class: [/ b] Light Vehicle
[b] Role: [/ b] Light Attack Vehicle (LAV)
[b] Slots: [/ b] 3H / 2L
[b] Crew: [/ b] 3
[b] PG: [/ b] 180kW
[b] CPU: [/ b] 190tf [/ left] [left] 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.
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] [url = "http://www.flickr.com/photos/playstationblog/6418374257/" ] [img] http://farm7.staticflickr.com/6105/6418374257_fc7ae588ae_z.jpg [/ img] [/ url] [/ size] [/ font] [/ color]


[b] Name: [/ b] Limbus
[ b] Hull: [/ b] N / A
[b] Race: [/ b] Gallente
[b] Class: [/ b] Light Vehicle
[b] Role: [/ b] Logistics
[b] Slots: [/ b ] 3H / 3L
[b] Crew: [/ b] 3
[b] PG: [/ b] 310kW
[b] CPU: [/ b] 124tf [/ indent] [/ left] [left] 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.
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] [url = "http://www.flickr.com/photos/playstationblog/6418373925/" ] [img] http://farm8.staticflickr.com/7015/6418373925_eb486d6fb1_z.jpg [/ img] [/ url] [/ size] [/ font] [/ color]


[b] Name: [/ b] Gunnlogi
[b] Hull: [/ b] N / A
[b] Race: [/ b] Caldari
[b] Class: [/ b] Heavy Vehicle
[b] Role: [/ b] Heavy Assault Vehicle (HAV)
[b ] Slots: [/ b] 5H / 2L
[b] Crew: [/ b] 3
[b] PG: [/ b] 1780kW
[b] CPU: [/ b] 330tf [/ left] [left] 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.
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] 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. [/ Size] [/ font] [/ color]
[[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] [url = "http://www.flickr.com/photos/ playstationblog / 6418374051 / "] [img] http://farm8.staticflickr.com/7028/6418374051_1d1b58b740_z.jpg [/ img] [/ url] [/ size] [/ font] [/ color]


[b] Name: [ / b] Prometheus
[b] Hull: [/ b] Grimsnes
[b] Race: [/ b] Gallente
[b] Class: [/ b] Dropship
[b] Role: [/ b] Support
[b] Slots: [/ b] 2H / 4L
[b] Crew: [/ b] 7
[b] PG: [/ b ] 380kW
[b] CPU: [/ b] 140tf [/ left] [left] 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.



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C
Chieffy 31.10.21

Varhog, scorpion - wow!

d
drumad 31.10.21

when they show the version for Vita

G
Grizzly 31.10.21

Found by chance an interview that Eve fans translated (back in 2009). Maybe someone will be interested too.
[spoil] K: But wouldn't that allow us to watch the battles taking place in DUST from EVE and vice versa?

CCP: No. In the PC game (EVE), you will be able to make offers to DUST infantry players. The mercenary group is the DUST center itself. The Marines accept the mission, complete it, and the results are sent back to the PC game. There will be no cameras watching one game from another.

K: So the mission invented by the PC player is a quest for the DUST player?

CCP: We don't call it a quest, but you get the idea.

K: Will an employer from Eva be able to transfer only money to DUST or something more?

CCP: More money - more support / maintenance for your soldiers. And yes - more than money can be transferred.

K: Well, what does the EVE player get in return? As I understand it, if the mission is successful, then the player gains control over the sector of the planet; and if it captures the entire sector, then it gets the entire planet, right?

CCP: We'll be talking about what can be done with planets next year, when an update is released that introduces control over the planets to EVE. But if the EVE player controls most of the planets in the system, then he owns the system. This will expand the EVE sovereignty system.

K: Readers ask us: why the game is made only for consoles and not for PC?

CCP: Shooters for PC and consoles are too different. We want to make a good console shooter.

K: Your game is not just a shooter, but an MMO. How many people will be able to participate in the battles?

CCP: At the moment, I can't say how many people will be able to take part in one particular battle - it will depend on our equipment, maps, etc.

Q: Why, after so many years of developing EVE, did you decide to make a console shooter?

CCP: Shooter is as far removed from EVE as possible. This, in fact, is the reason - we wanted to do something completely new. We wanted to bring new people to the EVE world - completely different people. And we want to bring non-PC gamers into the world of EVE.

K: The press release talks about some elements of the RTS. What will it be?

CCP: If you are fighting another team, you can use different tactics. You can "trigger" things or things from the outside - we call this "Off-Map-Support".

K: For example?

CCP: For example, you can order stationary weapons.

K: In Battlefield there is such a feature as the Commander-Feature - that is, the squad leader can look at the battlefield in order to give commands to his soldiers. Will you have it?

CCP: Yes, we will do something similar.

K: How will this be implemented? On consoles, things like that take root with difficulty.

CCP: We want to make a shooter with strategic elements, and we are going to give players all the tools they need to make decisions. I can't say more yet.

Q: How strong will the connection be between the two games? Will it be possible to merge the accounts of both games to play both? Is it possible to merge games into one in the future?

CCP: It's too early to talk about that, although we certainly discussed all of these possibilities. For now, our goal is to create a first-class shooter and we are going to do it.

Q: Is DUST payment an absentee fee?

CCP: I can't say yet.

Q: MMOs need to be updated periodically to keep players entertained and retained (and attract new ones). But in shooters, one of the main things is well-thought-out cards, which, if anything, are very expensive and debt in production. How are you going to deal with it?

CCP: We will give players the tools they can use to build their own worlds, so we don't have to do all the new content ourselves. Our philosophy is guys who play the game more important than the game itself.

...

Q: How deep will DUST players be immersed in the world of EVE? Will they have a "home planet"?

CCP: Not yet. In the future - who knows.

K: The DUST character will gain experience, levels ...?

CCP: The character will improve - but in a completely different manner from other games (and from EVE).

Q: Will there be a single player campaign in DUST?

CCP: Maybe there will be something like a training course.

K: Will DUST only be PvP or will there also be some kind of co-op against NPCs?

CCP: I can't answer this question right now - until everything is settled with the development.

K: Suppose I want to play at night and I - as opponents - got only people with bad connections - I would be happy to play with bots.

CCP: Yes, we have thought about it and will most likely offer some solution to the players. But our main goal is still the battles of people against people.

K: This seems to be the first time two games have connected this way. And at such moments Microsoft knocks on the door to the developers and says, they say, we want an exclusive! Have they knocked on you yet?

CCP: * laughs * I can't tell you yet.

K: But exclusivity for the X-box is being considered?

CCP: We will accept any idea that will help us realize our plans. And if exclusive to one console is this idea, then we will accept it.

K: How much is left until the release?

CCP: The game has been in development for the 3rd year already, you've already seen the trailer ... I can't say more yet.

Q: If I'm an EVE player, how will the game change for me with the arrival of DUST?

CCP: If it does, it will change a little. The world will change - a cloud of new videos on Youtube about battles on the planets, a cloud of new people in our social network. But the Eve principles will not be affected.

K: There are tons of items and technologies in Eve. Will we see the same variety in DUST?

CCP: Yes, DUST has a lot to tinker with too. There will be a lot of technologies and items.

Q: The game will have air units and vehicles as shown in the trailer, right?

CCP: Yes, that's right.

K: Can you tell us about the game modes?

CCP: No.

K: But will there be Deathmatch?

CCP: I can't tell

right now * laughs * K: Well, thanks for the interview and good luck with development.
[/ spoil]
And more recent stuff (August 2011):
[spoil]
So let's start the engines, my name is Thomas Farrer, I am the producer of the Dust 514 game being developed in Shanghai. And this is our creative director Atli Mar. Well, now let me tell you about the concept of the game and what we want to implement in it.

You can't start my story about this game without first mentioning EVE, because ... well, you know - one universe, one war. These two games are part of each other. Today, Dust 514 is set in New Eden, the dynamically evolving universe of EVE. So, the latest updates to EVE online first introduced planets, then added the ability to build on those planets, and in the development of these ideas, Dust 514 will bring conflicts to these planets.

And this element is a very important part of such conflicts - a space elevator, an orbital station. It is she who gives you complete control over the planet. These are, in essence, surface-based command and control systems associated with the orbital command system. And the most interesting thing is that these two parts are built by the players in EVE and Dust themselves. All of this can have an impact on the ownership of holdings in the EVE universe. I do not know how well you are familiar with the mechanics of EVE, but, in general, in addition to controlling the planet with your corporation / alliance of corporations, it will be possible to influence the belonging of one or another alliance of entire star systems.

This sets new goals for the players. To build some kind of large structure, you will need a planet, and this, you yourself understand, is not such a trifle. And holding it could mean ground battles as well. And here we will try to make it all in accordance with the design standards of our company. In recent years, we have seen a lot of FPS, we can say that the game design has become very smooth, thoughtful, but at the same time we feel that it limits the player in many ways, for example, through classes: you are given a choice - you can be a sniper, an engineer, a spetsnaz officer and so on ...

But we want players to have a lot of options - to give them the ability to create their own role. Therefore, we turned to the idea of ​​"Equipment" from the EVE universe - players will be able to select the mechanisms and armor most suitable for their play style. But in addition to the style, this will also affect the tactical features of the game. The system is very deep, in some ways it is closer to the RPG system than to the FPS. Our players will have the opportunity to go to the market, buy a car there, buy a turret of their choice for it, choose the type of armor most suitable for the tasks, which will affect the capabilities of the vehicle; choose weapons for the infantry, defense using equipment slots, pick up the skills that they will need to learn in order to use all this.

In general, as I said, the equipment system will be very deep. This will have a significant impact on your gaming experience and of course the gameplay itself. We have already experienced this for ourselves - the game is available in several of our branches and competitions (which have now become very popular) began to be held between them, which helped us get a clearer picture of the mechanics of the game, especially with respect to "Equipment" and its theory - we began to discuss which of the options would be optimal, and so on. A kind of social dynamic has emerged around this. Of course, attempts began to conceal the most interesting decisions for victories or to misinform rivals ...

[b] Utley Mar adds: [/ b] During testing / competition, an amusing incident happened, we all really liked the game, and we began to take victories and defeats of various corporations very closely, well, after one of the battles, one of the guys asked: “Do you understand what the bug with the shields is? I don't know where exactly, but there seems to be a bug in shield tanking or recovery. " And later it turned out that Tom, right before the start of the match (I remind you, Tom is the producer of the game), went to this team, and as if casually asked: “Did you notice this bug in the shields?” - the developer told him: “No, have not seen "... and told his corporation that there is a bug somewhere in the shields. And while they were trying to find this bug in the game, Tom's corporation won. And after that she sang the not quite official "MUAHAHA". I told all this in order to explain that those elements of social interaction,

[b] Thomas Farrer continues: [/ b] But in general, it was all very interesting, we formed different teams, with different approaches to rigging and one team managed to defeat the other with a more competent use of opportunities, but immediately after that, in a rematch , the team found a new approach and won. It was very interesting - we saw how the gameplay changes, how many options for conducting battles there can be, which helped to understand how the game can be played professionally, and not just for testing. We saw with our own eyes how RPG mechanics added depth to the game.

Returning to the topic - after you choose the necessary equipment, and if you can realize all its advantages, you can seize control of the planet (shows a picture of the planet). Over this one, for example. Which raises the question: "Why do you need to take over the planet at all?" Well, besides the fact that this is just cool, and you can name this planet whatever you want (which is just super cool), there is a deeper aspect: once the planet is yours, you can start building structures on its surface. create the infrastructure of the planet. After completing the construction of the infrastructure, you and your corporation will have new opportunities and advantages. Some of them will be of an economic nature, for example, cloning installations that will help finance or create reserves for the corporation's military operations.

The other part will be of a defensive nature. For example, orbital artillery installations that will help protect ground structures from attacks from space. But you need to remember that what you build will also affect how you are attacked - for example, if I hire a transport ship, load it with all the necessary supplies, and go to storm the planet, it will be important for me to very accurately determine those places on the planet, which will need to be attacked first.

If I don't worry about tactics and just try to take over the command center outright, the defense built will simply destroy my transport. And even if by some miracle I manage to capture the command center, it will not mean that I have won - because there will be many more buildings controlled by the defenders around. This creates an interesting dynamic in the conduct of hostilities on the surface of the planets. We tried to create an FPS that would be more than just shooting enemies in the face. When playing online shooters, you can take part in battles on some arbitrary maps, it is possible to open some new type of weapon, rise to a new place in the table, but there will not be much sense in all this.

Moreover, due to the frequent repetition of the same, the game will soon resemble the movie "Groundhog Day". Therefore, we are working to make you feel the importance of what is happening - a lot is happening at the level of corporations, social groups. Together with your friends, you invest your time and efforts in the development of ground infrastructure, and then some type arrives and tries to destroy your labor or appropriate it for himself. Some players are very vindictive - they may not capture buildings, but simply resort to scorched earth tactics, which, by the way, was practically a requirement of the EVE gaming community. Imagine this situation - when meeting with representatives, we tell them: “You will have the opportunity to go down to the planet, gain a foothold there, and then capture the buildings of other players!”

[b] Utle Mar adds: [/ b] This reminded me of the fan fest that took place in March, where we met with the players and some of them, being representatives of the strong factions of the game, expressed a desire that ships could bombard planets, which became would be a unique feature in the EVE universe. But what we liked even more was that they offered to give the Dust players the opportunity to strike back at the attackers. That is, they were willing to sacrifice their ships for more connected games. That is why we decided to introduce orbital artillery units into the game.

[b] Thomas Farrer continues: [/ b] We decided that it was necessary to bring the communities of these two projects closer together - corporations in EVE will be the same as in Dust. A player from Dust can easily join a corporation from EVE, and vice versa. If you play EVE and decide to build some kind of infrastructure on the planet, but you do not have anyone to protect it, then it will not be yours for long. Therefore, there will be a lot of incentives for communities to collaborate. Much of this will directly relate to social interaction, and not only with those people with whom you directly communicate, in the spirit of: "Here, I built this, and you - protect, I will pay you for this." In addition, the player will have an impact on those who have nothing to do with him ... where thousands of players play every day - not every one of them is involved in various battles, but their consequences, one way or another, will affect him. The interesting thing is that your battles, actions can affect the "innocent".

[b] Utley Mar comments: [/ b] I don't think there can be "innocent" people in EVE.

[b] Thomas Farrer continues: [/ b] Well, you know what I mean. This is what I meant when I said that we tried to create a system where conflicts have meaning and consequences. Now I invite you to take a look at the game.

[b] Utli Mar adds: [/ b] What you will see now will be real gameplay, now in Iceland 14 people will start a match, that is, in fact, you will see how it all happens online. I will take part in their game using the EVE client and carry out orbital bombardments from the ship (rage and anger!)

[b] Thomas Farrer continues: [/ b] So, this is our build, created a few months ago, when we got close to connecting PS3 and PC data. I chose the Skirmish game mode, now the combat missions of the mode have been cut down a bit so that we can get through the match quickly. Usually, there are more combat tasks in a match and it lasts 30-40 minutes, but we thought that it would be too boring for you to sit here for so long, so some of these tasks were removed. This build can be called the "pre-alpha" of the game.

So, now we are inside the headquarters of the mercenaries, which is located at one of the stations in EVE - we have combined the games even through this moment. A little about your cabin - it is still quite simple, but over time you can change it. From this terminal you will be able to access various elements of the game: the market, the equipment screen, the skill training screen, and the social parts of the game. I must note right away that the interface that you see now will most likely be changed by the time of release. So, make sure the character is wearing the Cortex ... The Cortex is a device that allows the character to communicate with ships in orbit, etc .. Utley, don't forget Cortex! We won't be able to show them an orbital strike if you leave it here again!

We are now in the command center, which is a 3D waiting room where you await the start of the battle. The need to create a three-dimensional waiting room is due to the fact that we needed to provide the players with all the information they need to fight. We cannot just impose something on him, he himself must see everything about the events of interest to him, about how many times and who fought for the planet, information about your corporation, and so on. And of course, just so that you can see the planet itself. At the start of the game, about 4-5 thousand planets will be available, among which there will be terrestrial planets, and every time you find yourself here, you will see a specific planet outside the station windows, this will remind you that this world is quite real (although and in the virtual universe).

[b] Thomas Farrer continues: [/ b] Well, now let's bring the camera closer to our planet, so here we are approaching and a real battlefield appears in front of us. As you can see, our main task now is to destroy the MCC (Mobile Command Center), as soon as you find yourself on the map itself, you can see its silhouette in the distance, in addition to the enemy MCC, you can also see yours. The second task is to break the connection between the MCC and the sentry post, which restores the MCC shields. And this is chat (Utle Mar takes out a small Bluetooth keyboard for PS3 and starts typing enthusiastically: "well, slackers, say hello to our press")

[b] Utley Mar adds: [/ b] I would like to make an interesting note about the chat: about a year and a half ago we managed to merge PC and PS3 games for the first time. FPS from PS3 supporting full-fledged interaction with MMOs on PC. This was a very important moment for us.

[b] Thomas Farrer continues: [/ b] Yes, and so we played like that all day, and everyone chatted, chatted, chatted, and it began to sound like Paris Hilton talking, the longer we played the more strange everything that happened.

[b] Utley Mar: [/ b] So ... GoHa, Game Reactor, Eurogamer ... (dials titles of editions in the chat) that's how we disappeared in the chat. Of course, it is still one of the most important socialization tools. Players also have access to local chat combined with EVE chat, that is, when you move from one station to another, the chat will also change.

[b] Thomas Farrer: [/ b] We really want to dazzle the PS3 players. They will wait for the start of the game at the station and will see a chat in which pilots from a completely different game communicate. Of course, at first they will not understand anything at all, but they will know and feel in their gut: "Something else is going on here."
Today we had a rather unexpected and not entirely pleasant surprise - as I said, we are conducting internal tests, and in the morning we received a letter from the office that a game video was leaked. Follow the link and there are dance songs on YouTube. Good jokers.

So ... we are waiting for the players to join. Let's rotate the screen a little so that you can better see what is happening in front of the planet in the EVE world. As you can see, I am right in the real world of EVE "hanging" over the planet where the battle will take place. When I receive a request for fire support on my ship, a message similar to "Please shoot this way" will appear on the screen. This is one of the very first versions of the interaction system, there are not yet all the conceived elements, there are no beauties, only the simplest functions. But I still have to remind you that I am firing from MMOs on PC, which hits targets in FPS on PS3. When we first showed such interaction at a video conference in Reykjavik, everyone in the audience just started screaming when bombs began to fall on the planet (600 people, imagine how much noise there was).

A zone loading begins on the PS3's big screen, with a team of 14 players on the ground in front of several cargo planes.

These are Rapid Deployment Vehicles, these are trucks that deliver players' combat vehicles to the battlefield. But for this "stripped down" skirmish, we placed all the cars on the map in advance so that players could get to them faster. By the way, if both teams had space support in the game, then in EVE now there would also be a battle right above us. EVE pilots would fight for the right to control the planet's orbit and strike. Now we see our MCC (a huge warship, reminiscent of the EVE version of Battlestar Galactica, hovers slowly over the map), now it is slowly moving towards the enemy MCC. Usually, the battle in this game mode will take place in two phases, the first, more mechanized, will be to break through the enemy's defenses and get to him in the inner perimeter.

Planes land, players will warm up in three huge combat vehicles. Each of them has space for several players (driver, gunner, machine gunner, etc.), while switching between seats works like in the Battlefield series - at any time. The cars move along a narrow canyon, then go out into an open area, where the first buildings of the enemy are visible. Enemy players appear on their vehicles, a battle ensues, reminiscent of tank battles. Nevertheless, some players jump out of their vehicles, trying to knock out enemy vehicles with a rocket launcher, others use a completely classic machine gun to kill these infantrymen. Utley finds a safe place for himself, opens a map on which the entire battlefield is visible, appears on it a point for an artillery strike, and clicks "send a request". Thomas,


So, now I received a request for an orbital bombardment, with the coordinates at which I would need to shoot. So, he doesn't want to. Wait a second. Continue without me for now, I'll figure it out and then I'll zhahn.

The players drive up to the enemy base, get out of the vehicles, a shootout begins at the base. All this is incredibly similar to PlanetSide - machine guns, rifles, rocket launchers, collisions in narrow passages and attempts to fire at the base from the side with equipment. In the end, our team gets to the computer at the base and shoots down the enemy MCC. The game is won.
As we can see, on the Zero Security map (in "zeros") defeat will cost quite expensive. Everything that died in battle was lost irrevocably - units, their uniforms, vehicles, resources, and so on. In general, everything is very complicated here: supply chains, interaction between departments.

In general, it is interesting: after all, tools for developing online games are like creating life. Especially when we can change everything in real time. Planets are created, dungeons are dug on them, all this is inhabited by people, clothes and tests are invented for them. And we can change all this on the go. One of our designers tried to fix a bug with the EVE space station. Twisted something there, changed the code in real time and suddenly, bam, pressed the wrong button and deleted the station! Entirely, she was no longer in the world! And there were about ten thousand people! And we are so confused: "how can we get it all back now"? Fortunately, they not only returned, but also built in several protection systems, it was still not enough for Jita to rub it by mistake. Although, maybe it would be worth it? (laughs)

[b] I would like to know how much knowledge of the world of EVE Online is required for your game? [/ b]

This does not require any knowledge of the EVE world at all. We wanted to make it so that any beginner unfamiliar with the universe could first join the game, and only then, if desired, begin to get acquainted with the world. Yes, the world of EVE is big, rich and interesting, but our game is not about it. EVE is a difficult game and it takes a long time to get to know it. When you enter Dust 514, we only show you a small part of this world. And this will suit, in particular, those who do not want to study volumes of manuals, but simply want to participate in the fray. No problem - here are the fights. At the same time, each battle is located in a certain place in the EVE universe, and, in general, you still find yourself in the world, only without the annoying "history of the world".

EVE has such a thing as security levels. There are NPC guards in high security zones, and these are territories where you can safely develop your character, distribute experience points, earn and spend ISK, and learn - especially learn. And there are the so-called zero sectors. Everything is completely different there, the rules are set exclusively by the players. And your level and your equipment play a very important role there. But the game we want to make it has to give place to any player with any experience and any game preferences. If you're a cool lone wolf, an avid FPS shooter, for example, and all you need to do is just go and kill, that should help you get the best gear, too.

Let's say you have a valuable commodity that is highly quoted in the zero sector. If I go there with this product, I will be killed very quickly. But I can resort to the help of the community: someone will open the contracts window and say: “Look, there is a contract in the zero sector!”. We want players to use this kind of cooperation to defend their position. You know, it took us two weeks to build this stand. And imagine, now someone comes and brutally destroys it! That will also be in the game. There should be many ways of knowing the universe in the world.

In the world of EVE, the main goal of the player is to take control of the systems ...

We just want to differentiate between different styles of play. In EVE, someone fights, someone commands, someone is engaged in production and mining. Therefore, EVE players set themselves a task, and to solve it they resort to cooperation and vice versa. Infrastructure on the planet can be built by pilots and mercenaries from Dust. If currently all existing infrastructures are 100% built by pilots, then they can resort to Dust to hire mercenaries to protect them. If you are, for example, a corporation that already has a lot of mercenaries, you can use EVE to start building orbital structures that will protect you. Or, if you are targeting someone else, wealthy, mercenaries can help you, for example, not lose the loot that has fallen from him. However, if the loot falls off you, they will quickly pick it up too.

[b] I remember you once said that making a real, classic first-person shooter in the world of EVE is very, very difficult. How are things going here? [/ B]

What we are doing is very different from the usual FPS, first of all, the fact that you can control your style of play, you can control the degree of involvement in events. So, the creation of infrastructure on the planet is clearly not the level that can be seen in ordinary single-shooters. Here, cooperation between different "layers" of players is of particular importance, and social interactions give much more original game situations.

If we talk about the complexity of the gameplay, then we have a lot more RPG elements than you would expect from a regular FPS, but they are made in such a way as not to overload the gameplay. And what makes the game really difficult is precisely the cooperation, teamwork taking place online, in real time. But at the same time, it cannot be said that all this was furiously difficult! We let people play who had never played this game before or even seen it. And after a couple of hours they were already acting as if they had been in the game for many years.
Yes, EVE is played by a lot of hardcore gamers. But when we're going to bring console and geek players together, we go for EVE, and they all come to EVE, and it turns out that the basics of the gameplay are very simple here. You enter the game - and that's it, you can enter the cooperative mode and go to participate in PvP. It's not difficult at all!

So, a second, look at the screen. We seem to have started a bombardment. It was some kind of strange bug in EVE, it was this morning, then it disappeared, so we could show bombardment without any problems in all presentations today, but just then it broke. But it seems to have been fixed, now Utley will send me a request from the ground and I will show you how the deadly rain will pour from heaven, ha-ha. Well, Utley, come on, what's the matter? ... you forgot the cortets! DID YOU FORGET CORTEX ?! To whom I said, "just don't forget the cortex" .... (everyone laughs).


Okay, let's get on with it, since we're so unlucky. The game contains equipment. We currently have five separate gear slots. You can quickly and easily switch between them in the game to strengthen your defense or offensive skills. But if you take the time to figure out the game mechanics of EVE, you can understand how everything works there and create your own builds that will be more suited to your play style and current tasks. And in this direction you can improve for a very long time - or be disappointed, but all this is fixable and you cannot completely ruin your pleasure from the game. Imagine if you suddenly rush into the fray, and, according to the habit taken out from single-shooters, you forget to dress! "Oh, excuse me, I'll leave you for a minute, I forgot my pants at home!"

[b] Listen, but you will have both "hardcore" and "casual" games. How are you going to give players the opportunity to really change something in this world and still satisfy the desire of the average FPS player to play match after match? [/ B]

Honestly, this is the risk that you will have to take when you accept the contract in the zero sector. No matchmaking mechanisms work in this area, and you never know in advance what you will have to face there. If your teammates let you die, then you simply return to the lobby awaiting the next contract.

[b] Your character - will it be permanent? [/ b]

Yes.

[b] By analogy with EVE - the same development system as in the "main" game? [/ b]

Yes, we have a skill system in the game. There are passive and active skills, and the player gets skill points in different ways all the time. These points are allocated to skills. During the battle, you use active skills. Please note that until you invest points in certain skills, you will not have access to some types of equipment. Points, of course, are not enough for everything, so you have to think very carefully about what exactly you want to get. There can be a lot of specializations and development options, and it will take a long time to reach a good level of skills. This is the core mechanic of the game, and we expect new players to understand its importance and value.

Speaking of newbies. Someone will start playing now, and if you compare him with those who started playing, say, eight years ago ...

Well, chances are you will never achieve as many different options as older players have. But rather quickly become a valuable player in your chosen specialization and feel great in cooperation with old players. Become an interceptor pilot, for example, or even a carrier. This is exactly the balance between old and new players that we want to achieve with Dust.

In addition, professionalism can be achieved without even entering the game. As in EVE, there is an offline skill leveling system here.

[b] What conditions are there for fights in the zero sector? I mean, there is no matchmaking there either. And if I have a group and we want to conquer planets, can we do it at any time, as soon as we want, or is there a certain number of slots for fighting? [/ B]

The attack time is determined by the defenders. The defender of the planet opens the window of attacks - he will have to do this - and everyone who has itching hands can see all the planets ready to defend. The window will show which forces are put up for defense, and you can assess your chances of winning. And, of course, you can always count on help: these are not instances, here you can join the current battle at any time. When we select an object, the match is considered created and the defenders receive a warning. They are given time to prepare to repel the invasion. When the fight begins, there will be no delays or indulgences: you are being attacked now, and you need to defend yourself now.

We tried very hard to avoid situations when you wake up in the morning and suddenly - "oh, and I was attacked!" I'm afraid some players would stop sleeping altogether under these conditions. We tried to avoid such surprises.

[b] How many players can participate in fights? [/ b]

So far we have fights for 42 people, but I guarantee there will be more in the final version. We know that now we are "pulling" the maximum of 265 participants. But this is not final yet, because, for example, we want to make fights for more players than 265.

[b] Are you going to do some things familiar to gamers, for example, moving with the keys? [/ B]

No, our controls will be exactly the same as in console single-shooters. In general, we thought that these are familiar things. But, by the way, it is necessary to submit an idea to the management: to cooperate with the players! Let's announce: “Experienced FPS players are required for business cooperation”!

[b] Can EVE pilots participate in ground combat? [/ b]

Your pilots can fly to a point above the battlefield, but EVE players use completely different technologies and different maps. And they have different characters, so they won't be able to completely mix with the Dust players. Mercenaries from Dust are made for ground combat. They use the highest technology to be successful immortal soldiers. All this is historically conditioned, and you can read the chronicles of events on our website that led to such a stratification of the war into ground and air battles. Such a multi-part DustTrack.

[b] Tell me what the quest rewards for the missions will be. I mean, will players be able to sell them on the market freely, or are there any restrictions on this? [/ B]

As you know, we have a main and a secondary market. The primary market is the actual game store in which we sell weapons, things, uniforms, items. And there is a market that is controlled exclusively by players, where they exchange various values: trophies, craft products. We're not quite sure yet what the post-release trading system will look like, namely which EVE items will make it to the Dust market. In general, the development philosophy in both EVE and Dust is the same. And it is very important for us what the players think and say, so everything that we come up with is tested by our own studio. We drew a piece of clothing, tried it on ... trash! We will redo this !.

As soon as a Spanish journalist apologizes and leaves, everything suddenly turns out. Utley finally puts on his cortex, a new batch is launched, he sends a signal into orbit, Thomas presses a button from his ship and the sky in Dust 514 lights up with a bright blue glow, huge projectiles fall from the sky like meteorites. They fall right into the thick of the battle and it is unclear if at least anyone survived there.

[b] Utley: [/ b] It was the evil eye! We were jinxed by our Spanish friend!

[b] Thomas laughs and sums it up: [/ b] Very ambitious? Yes! Is it very risky? Yes! And that's what we like. And not only us: according to the results of narrow tests for a small number of invitees, players generally speak favorably about what we are doing. We put a lot at stake, but we are confident that we will succeed.
[/ spoil] Modified on December 2, 2011 by Grizzly

A
Azzy 31.10.21

[b] [member = Grizzly] [/ b], it looks interesting, but you have to try =)

neighing at how they were looking for a bug in the shields: up:

G
Grizzly 31.10.21

[quote name = 'Azzy' timestamp = '1322856666' post = '2410805'] Grizzly, it looks interesting, but you have to try =) [/ quote] I
read it myself, it is very chocolate and solid communism is promised. I thought the project would be simpler.

P
Pseudodog 31.10.21

the game is still for PS3 / Vita / Box or what? there were no more screenshots / gameplay for Vita? painfully fat game

A
Azzy 31.10.21

[quote name = 'Pseudodog' timestamp = '1323434133' post = '2418172'] is the game still for PS3 / Vita / Box or what? [/ quote] for PS3 only in my opinion ...

S
Sh1nn 31.10.21

[Quote] the game is still for PS3 / Vita / Boxing or what? there were no more screenshots / gameplay for Vita? painfully fat game [/ quote]

PS3 / Vita

--------------------------------------- -------------------------------------------------- -------------------------------------------------

[ size = 5] [b] [size = 6] Infantry Weapons in DUST 514 [/ size] [/ b] [/ size]
[left] [url = "http://www.flickr.com/photos/playstationblog/ 6477401633 / "] [img] http://farm8.staticflickr.com/7144/6477401633_6746c65f2a_z.jpg [/ img] [/ url]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] The handheld weapons are a key part of any MMOFPS and [url = "http://blog.us.playstation.com/tag/dust-514/"] DUST 514 [/ url] is no exception. There were a few things that were very important to us. [/ Size] [/ font] [/ color]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] 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 [url = "http://us.playstation.com/games-and-media/games/dust-514-ps3.html"] DUST 514 [/ url] 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! [/ Size] [/ font] [/ color]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] 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. [/ size] [/ font] [/ color]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] 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. [/ Size] [/ font] [/ color]


[b] Light Weapons [ / b]
[/ left] [left] 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.


[b] Gallente G75-VLB Assault Rifle [/ b]
[/left ] [/left ] [left ] [url = "http://www.flickr.com/photos/playstationblog/6473182977/""<Img>http://farm8 .staticflickr.com / 7159 / 6473182977_c9f242a9b0_z.jpg [/ img] [/ url]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] 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. [/ Size] [/ font] [/ color]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] 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. [/ Size] [/ font] [/ color]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] [b] Specifications [/ b] [/ size] [/ font] [/ color]
[color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] Designation: G75-VLB [/ size] [/ font] [/ color]
[color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] Variant: Standard [/ size ] [/ font] [/ color]
[color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] Length: 98cm [/ size] [/ font] [/ color]
[color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] Weight (loaded): 6.2kg [/ size] [/ font] [/ color]
[color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] Weight (unloaded): 5.8kg [/ size] [/ font] [/ color]
[color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] Max. effective range: 55m [/ size] [/ font] [/ color]
[color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] Ammunition: Charged plasma slug [/ size] [/ font ] [/ color]


[b] Heavy Weapons [/ b]
[/ left] [left] 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.
[/ left]

[b] Caldari DCMA S-1 Forge Gun [/ b]
[/left] [left] [url="http://www.flickr.com/photos/playstationblog/6473183077/"""Img>http://farm8.staticflickr.com/7175/6473183077_23ae71e145_z.jpg [/img ] [/ url]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] 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. [/ Size] [/ font ] [/ color]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] 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. [/ Size] [/ font] [/ color]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] [b] Specifications [/ b] [/ size] [/ font] [/ color]
[color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] Designation: DCMA S-1 [/ size] [/ font] [/ color]
[color = # 000000] [font = Arial , Helvetica, sans-serif] [size = 3] Variant: Standard [/ size] [/ font] [/ color]
[color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] Length : 135cm [/ size] [/ font] [/ color]
[color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] Weight (loaded): 58.4kg [/ size] [/ font ] [/ color]
[color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] Weight (unloaded): 55.1kg [/ size] [/ font] [/ color]
[color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] Max. effective range: 1,200m [/ size] [/ font] [/ color]
[color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] Ammunition: Solid-state [/ size] [/ font] [/ color]


[b] Sidearms [/ b]
[/ left] [left] 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.


[b] Amarr CAR-9 Scrambler Pistol [/ b]
[/left] [left] [url="http://www.flickr.com/photos/playstationblog/6473182877/""""Img>http://farm8.staticflickr.com/7148/6473182877_35cdc90e36_z.jpg [/img ] [/ url]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] 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. [/ Size] [/ font] [/ color]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] 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. [/ Size] [/ font] [/ color]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] [b] Specifications [/ b] [/ size] [/ font] [/ color]
[color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] Designation: CAR-9 [/ size] [/ font] [/ color]
[color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] Variant: Standard [/ size] [/ font] [/ color]
[color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] Length: 25cm [/ size] [/ font] [/ color]
[color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] Weight (loaded): 1.8kg [/ size] [/ font] [/ color]
[color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] Weight (unloaded): 1.7kg [/ size] [/ font] [/ color]
[color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] Max. effective range: 40m [/ size] [/ font] [/ color]
[color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] Ammunition: Energy fuel cell [/ size] [/ font ] [/ color]

[/ left]

P
Pseudodog 31.10.21

[img] http://dust514.org/images/stories/armor.jpg [/ img]

l
lordzer0 31.10.21

It's hard to believe that Vita can handle such graphics and gameplay. : icon_confused:

S
Sh1nn 31.10.21

[b] [size = 5] Dropsuits in DUST 514 [/ size] [/ b]


[left] 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 [url = "http://blog.us.playstation.com/tag/dust-514/"] DUST 514 [ / url] 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 [url = "http://blog.us.playstation.com/2011/11/28/vehicle-dynamics-in-dust-514/"] planetary vehicles [/ url], 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.
[/ left] [center] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] [url = "http://www.flickr.com/photos/playstationblog/6523266699/" ] [img] http://farm8.staticflickr.com/7010/6523266699_d90b5a672a_z.jpg [/ img] [/ url] [/ size] [/ font] [/ color]
[/ center] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] 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: [/ size] [/ font] [/ color]
[/ left] [list]
[*] Light
[*] Heavy
[*] Sidearm
[*] High
[*] Low
[ *] Equipment
[*] Grenade
[/ list] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] The three [url = "http://blog.us.playstation.com/2011/12 / 08 / infantry-weapons-in-dust-514 / "] weapon [/ url] 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 (ie how many you can carry) of the grenade types - Locus, AV, EMP - fitted. [/ Size] [/ font] [/ color]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] 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. [/ Size] [/ font] [/ color]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] [b] Caldari Assault [/ b] [/ size] [/ font] [/ color]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] 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. [/ Size] [/ font] [/ color]
[/ left] [center] [ color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] [url = "http://www.flickr.com/photos/playstationblog/6523265453/"] [img] http: // farm8.staticflickr.com/7016/6523265453_af2f076881_z.jpg []
[/ center] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] [b] Standard Assault [/ b] [/ size] [/ font] [/ color]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] The Assault dropsuit is a versatile frontline combat suit that combines excellent protection, good mobility, and sufficient equipment hard points for mission-specific customizations. [/ size] [/ font] [/ color]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] 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. [/ Size] [/ font] [/ color]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] 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. [/ Size] [/ font] [/ color]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] [b] Amarr Heavy [/ b] [/ size] [/ font] [/ color] [/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] 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. [/ Size] [/ font] [/ color]
[/ left] [center] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] [url = "http://www.flickr.com/photos/playstationblog/6523266003/" ] [img] http://farm8.staticflickr.com/7003/6523266003_65aa7b130e_z.jpg [/ img] [/ url] [/ size] [/ font] [/ color]
[/ center] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] [b] Standard Heavy [/ b] [/ size] [/ font] [/ color]

[color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] [left] 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. [/ Left] [/ size] [/ font] [/ color]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] 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. [/ Size] [/ font] [/ color]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] 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. [/ Size] [/ font] [/ color]
[/ left] [center] [color = # 000000] [ font = Arial, Helvetica, sans-serif] [size = 3] [url = "http://www.flickr.com/photos/playstationblog/6523264941/"] [img] http://farm8.staticflickr.com/ 7148 / 6523264941_2681aacd76_z.jpg [/ img] [/ url] [/ size] [/ font] [/ color]
[/ center] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] 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. [/ Size] [/ font] [/ color]
[/ left] [left] [color = # 000000] [font = Arial, Helvetica, sans-serif] [size = 3] 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. [/ Size] [/ font] [/ color]



[/ left] Modified on December 20, 2011 by Sh1nn

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Sh1nn 31.10.21

[b] Some new gameplay [/ b] (starts at 1:59)

[media] http://www.youtube.com/watch?v=9rytCkDF6X8 [/ media] Modified on January 19, 2012 by Sh1nn

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Pseudodog 31.10.21

the gameplay is cool, but the people are not enough. at least in this video.

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Shen. 31.10.21

How will the game relate to Eve?

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sqar 31.10.21

[quote name = 'Miles-Tails' timestamp = '1327172441' post = '2481018']
In general, all this suspiciously resembles Section 8: Prejudice
[/ quote]
Here, the starhawk is more like section 8, but will give more to the magician, only with a bunch of equipment , and RPG system.
In general, we will see closer to the release, I really hope for this jester.

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Azzy 31.10.21

[b] [member = Shen.] [/ b], EVE players will give orders and tasks to players Dust 514 ...

[color = # 339933] [size = 2] Added after 36 seconds: [/ size] [/ color ]
Looks cheerful, by the way.

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NetSky 31.10.21

[quote name = 'Shen.' timestamp = '1327173890' post = '2481041'] How will the game relate to Eve? [/ quote]

Well, the main goal of the developers when they announced the game, those who play EVE, shred themselves in space, clan leaders, give orders to those who play on planets (ZY3), seize resources, etc., promise that the world will be one for the PC and PS3, well, something like that, in general, now players on PS3 are taking full part in the world of EVE ..

I also liked the gameplay, especially the moment with the ship is beautifully done in the EVE ships' studio, it's a pity that the game will only be in digital form, although it can there are pluses to this Modified on January 22, 2012 by NetSky

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Chornolio 31.10.21

http://www.ign.com/videos/2012/03/15/dust-514-learn-the-basics

A bit of new (sort of new) gameplay flashes through.

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Sh1nn 31.10.21

[b] On the 22nd in PS Home there will be an exclusive presentation of the game ([/ b] Demonstration of gameplay, Q&A [b]) [/ b]

[img] http://farm8.staticflickr.com/7257/6851427138_9e4b23da6a_z.jpg [/ img ]