DiscoShark
Banned
Uprising 1.4 Patch Notes
Weapons
* Swarm Launcher base lock-on time has been increased to 1.4 from 1.2 and its fire interval has been reduced from 2 to 0.3
wat
Well uh ... that's a month without vehicles I guess.
Uprising 1.4 Patch Notes
Weapons
* Swarm Launcher base lock-on time has been increased to 1.4 from 1.2 and its fire interval has been reduced from 2 to 0.3
CCP Wolfman said:Hi guys,
As promised the other day here is an overview on the changes to vehicle gameplay we’re currently working on for 1.5 and beyond. What we didn’t want to do was take every element, hurriedly try to rebalance them all in 4 weeks, and then stuff them back in. So, this will be a staged process, one that we will continue to work on over the releases following 1.5. This will allow us to see how things play out in the game, get community feedback and incorporate that information in to the ongoing work. Ok, here goes…
THE GOAL
Make vehicles fun.
THE PLAN
The goal is a simple one. The plan, however, is somewhat more intricate and will be implemented in a number of stages over the coming days and weeks:
Remove “noise” so that we can focus on the core archetypes.
Right now there are simply too many things doing too much all at once. Module offerings will be streamlined to just the most necessary archetypes. Once we’ve established a solid foundation we’ll start to introduce types and build back out. Similarly, vehicle roles will be reduced and then re-implemented properly once the base interactions are working well. Skill bonuses will be adjusted.
Rebuild with a clear combat philosophy in mind.
There are a number of issues with vehicle combat at the moment, but most of these are symptomatic of a bigger issue: vehicles have no clear role on the battlefield. Vehicles need to be powerful, but not overpowered. They need to be vulnerable, but not weak. They’ve been all of these things at various points in DUST’s development, but they’ve never quite found their niche. We hope to correct that by:
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- Make base vehicles susceptible. An unfitted vehicle is little more than a weak hull. Base HP does not make a vehicle powerful. Only through fitting can a vehicle become a true threat on the battlefield.
- Active vs. passive modules. There will be a far greater emphasis on active module use than ever before. The intent here is to create “waves of opportunity” that allow vehicles to be devastating… temporarily. Active modules will greatly enhance a vehicle’s attributes, but when they enter cooldown, the vehicle is left exposed and vulnerable to attack (more on this below). This back-and-forth allows infantry to engage vehicles, but do so knowing that the vehicle’s pilot has a short window in which he can drastically alter the outcome of any engagement.
- Clear usage profiles for modules so players intuitively know and understand why it’s better to use a particular module or set of modules in a given situation.
- Proper feedback so that it’s easier to understand what is happening (e.g. an HAV has activated shield hardeners) and how to counter it.
- Turrets will now have finite ammunition. Vehicle vs. vehicle combat generally boils down to two vehicles parked opposite one another firing until someone pops. This is not fun. Finite ammunition allows us to make turrets more powerful while preventing them from being a constant threat; spam a target and eventually you will run out of ammo.
Once we’re confident we’ve gotten the base balance right we’ll start to add back in things we’ve removed as well as introduce new elements to the mix. Pilot dropsuits, improved roles, increased infantry and vehicle interplay, and new turret types for a start.
Active vs. Passive modules
We’re rebuilding everything with the idea that active modules will allow a vehicle to survive a single encounter, while passive modules increase its long-term surviveability across multiple encounters. Active modules will provide very significant bonuses, but once used their long recharge times leave a lone vehicle vulnerable to any follow-up attacks. Passive modules on the other hand provide permanent bonuses that are comparatively small. The breakdown is as follows:
Active
- Large, temporary bonuses
- High PG/CPU costs
- Single encounter surviveability
Passive
- Small, persistent bonuses
- Comparatively low PG/CPU costs
- Multiple encounter surviveability
Module Types
These are the modules that we’ll be focusing on in our first-pass rebalance:
Armor/Shield Hardeners (A): Massive, temporary reduction to damage received.- Used to survive short, high-DPS situations. Long cool down times discourage overuse.
Armor Plates / Shield Extenders (P): Small permanent HP increase- Increases long-term sustainability at the expense of the base hull’s inherent strength (shield recharge time in the case of shields and speed in the case of armor)
Shield Boosters (A): Instant, emergency use high HP restoration in the heat of battle. Ultra-long cool down times.- Last-ditch injection of HP and a kick-start to shield recharge.
Armor Repairers (P): Speed up HP recovery outside of combat- Used to make running repairs between battles (too slow to be of real use in the heat of battle)
Damage Amplifiers (A): Massive, temporary increase to damage dealt.- Used to “punch above your weight class” or to restore something like parity to the playing field when hardeners are used.
Ammo Cache (P): Increases the amount of on-board ammunition available to turrets.- Used to increase ammo capacity. Useful when not near a supply depot.
Armor vs. Shields
The low HP, constant regen rate of vehicle shields previously used offered no real pros/cons. Vehicles now have much higher shield recharge rates than before, but to compensate they also have higher shield recharge delays. When taking fire shields will not regenerate (not until the second wave of module types is introduced, at any rate) requiring players to use shield boosters to kick-start shields, retreat to safety or attempt to destroy all targets and recuperate in the lull that follows. The hope is that this change will offer a readily apparent trade-off between shields and armor that allows players to pick a playstyle that suits them while not overly favoring any particular one.
Shield
- Low HP ceiling, fast regen, hit-and-run.
- More shields increases shield regen delay.
- Once depleted, shields take a long time to kick back in.
Armor
- High HP ceiling, slow regen, stand-and-deliver.
- More armor slows you down.
- Armor has no native regen.
Turrets
- As mentioned above, we’ll be adding ammunition to turrets.
- Small turrets are no longer mandatory when fitting a vehicle. This should allow for more interesting vehicle setups than before.
I think that's enough for now! We're looking forward to hearing what you think
CCP Wolfman
So no more tanks setting up camp on top of mountains? Can they only resupply at depots or do they get their own nanohive.
I don't think I like the sound of the swarm launcher changes. I like to do as much damage as possible before I have to reload it takes for ever to take out tanks already.
In public games salvage is completely random right now. This is planned to be reworked at some point in the future, but probably not until next year.Starting playing Dust again this afternoon. Had a tiny amount of accumulated passive SP since last playing in January. The game has certainly come a long way since then - still some hickups, but definitely an improvement.
Anyway, I wanted to ask how salvaged items work. They seem to come at random times, in random games.
The ability to search for faction warfare contracts is nice except a lot of new guys and people without squads are joining it, I really wish there was some sort of limitation like you must have so many warpoints and at least have a squad of 3. Yeah you can argue it's a game and you can play how you want, but that's why public contracts are there. Faction contracts don't offer anymore in terms of gameplay except that it has an impact on EVE and for the people who really care about their faction. Sorry if I'm coming off a bit harsh, but if you aren't that familiar with the game or don't have a squad it would be really nice if you stuck to public contracts.
The faction that controls a planet gets a decreased plexing time bonus, meaning they can capture it much faster in EVE. When you add up the potential time saved within a small area of systems it adds up fast, it does matter. Also I'm in a corp that focuses purely on FW, both EVE and Dust side. You say it's not something to get upset about, but all these people who have no clue what they're doing can easily just do public contracts. Faction contracts mean something to me, but to them they are no different then instant battles with different team names like you said, so why are they not searching for that instead of handicapping both my team and the enemy team?Until FW becomes a thing that actually matters I don't really see the point in getting upset about it. What is FW if not Instant Battles with different team names? Were there rewards to be gained or something to be influenced within game I'd sympathize but until then ...
The faction that controls a planet gets a decreased plexing time bonus, meaning they can capture it much faster in EVE. When you add up the potential time saved within a small area of systems it adds up fast, it does matter. Also I'm in a corp that focuses purely on FW, both EVE and Dust side. You say it's not something to get upset about, but all these people who have no clue what they're doing can easily just do public contracts. Faction contracts mean something to me, but to them they are no different then instant battles with different team names like you said, so why are they not searching for that instead of handicapping both my team and the enemy team?
Any 1.5 news? Hoping for weapons. Also surprised there is no Gallente drone-style weapon.
In my opinion, the SMG is the most reliable. It's great for finishing off enemies who are down to armour. Pairing it with the Assault Scrambler can be really effective.What would be a good sidearm to invest in?
What would be a good sidearm to invest in?
I haven't followed Dust at all since beta. Is there alot of interaction between Eve players and Dust players?
You're best bet would be to find an active corp with a good group of players to team up with. You should look on the corporation section of the main forums: https://forums.dust514.com/default.aspx?g=topics&f=855. Here you should first look though some of the threads and see if any of the corps appeal to you.I've played the beta a while back and have the game on my PS3 hardrive I'm just wondering what would be the best way in trying to go back into playing this game with dedication
You're best bet would be to find an active corp with a good group of players to team up with. You should look on the corporation section of the main forums: https://forums.dust514.com/default.aspx?g=topics&f=855. Here you should first look though some of the threads and see if any of the corps appeal to you.
Alternatively you could post a thread of your own in that section stating your playstyle and the kind of people you'd like to play with. You'll get plenty of replies and offers this way.
CCP said:Friendly fire will be enabled.
You will gain standings to corporations for winning matches.
You will lose standings for team killing players.
The higher your standings the higher your reward.
Losing too many standings will remove you from factional contracts.
Replace ISK payouts with loyalty point payouts.
Add a loyalty point store with unique items that cost both ISK and LP.
Orbital strikes from EVE only, no warbarge strike.
Add salvage based on what players used in the match.
New tab for the end of match screen focusing on factional contracts.
Marketplace 2.0 - Revamped UI
Introduction of Player Markets to Dust
Planetary Conquest 2.0 - A completely reworked system for more balance and a more “hardcore” experience.
Clone packs will be changed so you actually have to load up a Warbarge (at a station in EVE) with MCC’s and clones and then either get a EVE pilot to actively pilot the clones to the desired plannet. Once there you’ll have to “anchor” the warbarge above the planet. (Multiple Warbarges could be anchored and thus blobbing a planet with x amount of Warbarges)
~credit to Lt Royal on Dust forums for compiling info.
Nabbed this. Thank you!Hope someone can make good use of this:
QRQ4 4QNF D56J
CCP said:Factional Contract matches will have friendly fire enabled
Factional Contract matches will not reward any ISK
Factional Contract matches will reward loyalty points to the players for the corporation they are fighting for
Factional Contract matches will reward standings between the player and the corporation they fight for
Players will lose standings towards corporations if they abuse friendly fire
Higher standings with a corporation will increase the loyalty points players gain from that corporation
The market has a new section specifically for spending loyalty points on faction specific items
Factional Contract matches will no longer have Warbarge strikes available (They will still be available in Planetary Conquest)
EVE Orbital Strikes in Factional Contract matches and Planetary Conquest matches must now be earned in EVE
Salvage in Factional Contract matches will be based on what the other team uses
A new tab displays on the end of match screen for Factional
Welcome, I'm glad you like it so far! Yes you can change to a Gallente suit in your merc quarters and warbarge. You just need to setup any Gallente dropsuit in your fittings and then make it the 'favourite'.Newbie here, just played a few matches and I really like it! I'm still a little confused about how everything works...
If I'm an Amarr can I change the character model to a Gallente suit in my room?
And what do you recommend for a sniper character...light suit or heavy?
Welcome, I'm glad you like it so far! Yes you can change to a Gallente suit in your merc quarters and warbarge. You just need to setup any Gallente dropsuit in your fittings and then make it the 'favourite'.
In regards to sniping, a light scout suit with profile dampeners would probably be the best way to go. Some of the best snipers in the game do use heavy suits for countersniping and close range protection, although as a new player you would probably do better with the manoeuvrebility and stealth of a scout. Personally I don't think it's a great time to be starting as a sniper, because sniping is nowhere near as effective as it used to be. Just make sure you try out a few different roles as well.