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  1. #321
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    Quote Originally Posted by Necronus View Post
    I honestly expected a maxed out player to be 50% better than a new character ... maybe 60-100% on RL cash gear. I mean,this is an FPS, not an MMO. I'm not selecting to enter a "level 30 battleground" to play with people of my level. In addition, its not like I can see "oh hey, that's a destroyer, I better get my frigate ass out of here." like in EVE. Instead I'm finding people that seem to have a 500-1000% advantage over me which is ridiculous. And don't get me wrong, I know they need to cater to both leveling addicts AND to incentivise Aurum sales but that's too big of a gap. You need to actually be able to kill someone no matter how good their stats/gear are. Cases in point:
    Just an FYI, the only advantage Aurum gear gives you is being able to access a piece of equipment one skill level before you can actually use the normal in game one. Purchased gear isn't actually better then normal in-game money bought stuff, it's just easier to get your hands on. If anything, people using the REAL in-game money bought versions of said weapons and items will have the advantage because that means they fully leveled up into that skill and in addition to getting the gear, also get the skill bonus to go with it. For a game with such a prominent cash-shop, this game is pretty far from Pay to Win.

  2. #322
    Nidhogg
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    Yeah, the one thing I can confidently say about Dust 514 is that it's not P2W. In fact, if you see anything that gives off the indication of being P2W, you can report it via the support page and the devs will make sure that it isn't.

  3. #323
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    Quote Originally Posted by Ziero View Post
    Just an FYI, the only advantage Aurum gear gives you is being able to access a piece of equipment one skill level before you can actually use the normal in game one. Purchased gear isn't actually better then normal in-game money bought stuff, it's just easier to get your hands on. If anything, people using the REAL in-game money bought versions of said weapons and items will have the advantage because that means they fully leveled up into that skill and in addition to getting the gear, also get the skill bonus to go with it. For a game with such a prominent cash-shop, this game is pretty far from Pay to Win.
    Oh, I in no way was implying P2W .... it's just I was shocked with how big the gear gap is for an FPS. While not P2W, what the gap does overly incentivise players to get Aurum to get the weapons quicker so that they feel inferior for much less time. There should be a gap, heck I'd even be OK with a slight edge of Aurum gear over the best ISK gear (we're talking 1-2% tops) .. but the best ISK gear vs Standard should be a bit less than it is now. This is a shooter, not WoW Battlegrounds where people join at their level. Right now we're dropped in together with no way to know until you watch your weapon not drop their shields while they turn and drop you like a bad habit. Then again I guess this isn't a whole lot different than a twink vs someone who just hit a level and plopped into a Battleground.

  4. #324
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    Um... why am I getting CPM nominations?

  5. #325
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    Lol, your trolling backfired.

  6. #326
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    I don't even have Dust 514 installed anymore...

  7. #327
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    1.2 patch notes, release day is supposed to be July 2nd
    https://forums.dust514.com/default.a...095#post980095
    Spoiler: show
    Path to Game and Related UI
    * Implemented logging out character from NeoCom

    Spawning and End of Match
    * Added "call for help" button to kill screen
    * Updated strings and information on the kill screen to better differentiate between bleeding out and death state
    * Updated icons for bleeding out so logistics can distinguish between players that have and have not called for help
    * New icons for EOM stats screen

    Dropsuits
    * Added Commando dropsuit role
    * Added Neo dropsuits for all roles
    * Updated third person female walk animations

    Weapons
    * Updated weapon range system to include absolute range (Giving us optimal, effective and absolute ranges)
    * Updated range settings for all handheld weapons to allow for damage to be dealt over longer distances.
    * Increased weapon switching speed
    * Fixed aiming friction on turrets when pitching so it is correctly applied
    * Improvements to location of fallen character for revive
    * Fixed slight misalignment with forge gun projectile
    * Increased spawn height of orbital strike to ensure it didn’t miss highly positioned enemies
    * Fixed client/server mismatch on equipment deployment locations

    Modules/Equipment
    * Added new dropsuit modules:
    * Ferroscale armor plates
    * Reactive armor plates
    * Shield energizers
    * Increased radius for nanite injector revival

    Maps/Environments
    * Added new yellow sun mood layer
    * Added new night mood layer
    * Added two new terraforming types
    * Manus Peak - fixed the issue where MCC shield would let bullets through
    * Fixed navigation issue regarding movement along vertical covers/walls

    Audio
    * New material types for ladders and snow
    * New UI sounds
    * Moment-to-moment audio improvements
    * More information on taking hits
    * 3rd person reload sounds
    * Memory and CPU optimizations
    * Fix ducking problem on killing enemies
    * Fix echo problem in Biomass
    * An issue where voice was not available for certain very old chat channels has been fixed
    * Smooth sound of LAVs in the distance

    UI
    * Fixed mail list, now player can roll down to bottom of the list to load up to 1500 latest emails
    * Added several new attribute icons
    * Now the weapon switcher will display the remaining number of deployable equipment
    * Now the background color of Corporation logo on player list will always display red for enemy and blue for friendly
    * Now the MCC hit point indicator on spawn page will display in correct color, red for enemy and blue for friendly
    * Unified the font case in several NEOCOM pages
    * General UI polishing on NECOM pages and HUD
    * Fixed multiple UI related issues

    Vehicles
    * Improvements to the vehicle icons and driver name tags display
    * Upward thrust not working when in first person view for dropships
    * Ground speed limit being ignored has been fixed

    Visual effects
    * Added SSAO
    * Improved lighting & shadows

    Performance
    * Improved UI rendering performance
    * Improved content streaming stability

    Planetary Conquest
    * Directors can now kick teammates from Planetary Conquest battles while they’re in the warbarge before the battle starts. Characters that are kicked are banned from rejoining the same battle again
    * Districts are no longer locked once conquered by a new owner
    * The estimated number of clones at the target district displayed when moving clones to attack is now more accurate

    Starmap
    * System security level has been added to the starmap information panel
    * The planet model in the starmap will no longer randomly revert to a default texture

    Storefront
    * Added option to purchase bundles from the market

    Other
    * Characters can now transfer ISK directly between each other and to any corporation
    * Directors can now transfer ISK from the corporation mercenary wallet to any player or corporation

    Additional 1.2 changes include:

    * All the salvage acquired during a planetary conquest match will now been shown on the End of Match screen instead of just 5 items
    * Improved speed of RDV vehicle delivery as well as applied tweaks to the RDV AI
    * Improved server to client performance of projectile based weaponry
    * Chat channels with more than 50 users (mercenaries or capsuleers) will now operate in delayed chat mode


    It looks good, I hope the range system adds the info to item's info screens.

    Remember though, it's 1.3 we really want.

  8. #328
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    Now it's time to figure out what they conveniently forgot to include in the patch notes. I'm putting my money on the Flaylock Pistol taking a huge, unnecessary nerf and they probably did something to the entire logistics class instead of just the Caldari logi.

  9. #329
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    The recruiter reward system is now live for recruiters (recruits have always gotten their loot upfront).
    http://dust514.com/news/blog/2013/06...wards-are-here

    Every recruit gets you 25 HK4M Shotguns once they hit 25,000 lifetime WP (that's about 100 to 50 matches, unless you are a FPS god)
    Every recruit that then hits 100,000 lifetime WP moves you up a reward counter. The rewards are all BPOs and skill boosters, and you get something for each of the first five, and then 10, 25, and 50. 50 is notable because at the moment there aren't any type 2 suits available (at least, last I looked on the market.) [Technically, the Caldari assault is the old type 2, so what a new Caldari type 2 will be is o.0]

    Rewards are retroactive to any recruits you have, and as soon as they log in, play a match and earn 1 WP, it'll update.

    As usual, my recruit link is https://dust514.com/recruit/qssjbN/ create an account and character through there instead of through the PS3 and you get free stuff (not valid if you have already created a character and account).
    If you've been following the thread, you'll know that right this moment isn't the best time to play DUST, but the sooner you create a character and set them to earn passive SP, the better off you'll be when it is the time to play.
    (And to the one person that's used my code, whoever you are. Who's awesome? You're awesome!)

  10. #330
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    Heads up, the update is... well, today. And they've sweetened the pot to get people to try it.
    http://dust514.com/news/blog/2013/07...ly-and-august/

    Thursday the 4th to Wednesday the 10th
    Triple active SP. Now would be the time to play AND use a 7 day active SP booster if you've got one (or 3 day, if you're going hard).

    Thursday the 11th to Thursday the 18th
    Achievement event. Get 100 kills, assists, hacks, or installation destructions for some 50 BPC sets (or all 4 for a fifth reward)

    August 1st to August 31st
    DUST 514 Prime League open tournament.
    Registration is July 25-30, and the finals are on the first and second weekends of September. The grand prize is renaming an EVE planet (though in most cases, this mean actually giving one a proper name).
    Depending on the 1.3 patch date, the tournament may actually be fought mostly after 1.2.

  11. #331
    Nidhogg
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    Holy shit! It's like they're trying to bring back replication. Strafing and general movement speed has been significantly buffed, game runs a hell of a lot smoother overall and hit detection/aiming feels tons better. Best of all, the MD is almost back to its former glory. You can tell people thought it still sucked because I was racking up double and triple kills like it was my job. I can finally scatter people from downed teammates again and hell, I can revive them again... even if their body gets sent flying several meters away. If they stay the course and don't do anything stupid Dust 514 will be in good shape.

    (You're probably going to hate the update Cantih, they nerfed scout movement speed and sniping.)

  12. #332
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    I don't play as a scout (well, besides starting a match on an uplink runner, or with my swarms), I use Medium/Logi frames for my sniping setups. So a nerf is good, the squirrely bastards are easier to hit!
    If you mean inside MCC sniping, I don't do that, and never thought anyone should be able to. Actually, the aiming difference between scoped and unscoped sensitivity felt improved. Scanning was snappy and scoped in precision was right.

    My gripe is draw distance, I'm still not seeing people out to my gun's max range of 600m, it's still ~350-400m when I should have a minimum vision of 600m, and 700m would be ideal for hunting.

    EDIT: Also, I just checked my email and there was a newsletter for DUST from CCP, and it had a link for 50 free Burnstalk laser rifles. So check your inbox.

  13. #333
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    So after spending the past three days running a booster and hitting the weekly cap after about fifty matches, I can say the game still has a few medium (not minor) issues, but is by all accounts quite playable again.

  14. #334
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    Quote Originally Posted by CCP Frame
    Dear players,

    Today DUST 514 will go offline for an extended period of time starting from 11:00 GMT. Server is expected to come back up at 11:50 GMT. Today we are:

    * Ending Mordu's Challenge event (rewards will be deployed next Tuesday)
    * Applying changes to the LAVs, and for more details, here is our Game Design team's message:

    There are a number of issues with the LAVs, which we’ll be addressing in a series of updates.

    The first two will be going out today in a hotfix.

    "Murder Taxi" Fix
    This issue is not limited to just the Militia vehicles, but the infinite supply of them certainly doesn’t help the situation. To discourage wanton (yes, wanton! []) abuse of LAVs we’ll be making them consumable.

    The Baloch - Impact and Onikuma - Impact given as starting items to new characters will now be consumable. This means all current players who have this item will only have 1 run of it before it becomes unusable. It is not available on the market, but the Baloch and Onikuma (which are functionally identical to the Impact versions) will be available.
    • All newly created characters will be given 10 copies of the Baloch (GA, MN characters) and Onikuma (AM, CA characters). When these run out you’ll need to dip into your savings, so use them wisely!

    Saga-II Fix
    The Saga-IIs were removed last week because they were put out prematurely and had a number of issues. Upon their return, this is how they will stack up to the existing Saga:

    Saga:
    Heal Shield Rate: 16 HP/s
    Shield Recharge Delay: 0s
    Shield Depleted Recharge Delay: 2.5s
    ISK Price: 40,000 ISK
    Skill Pre-Reqs: Vehicle Command I, Caldari LAV I

    Saga-II:
    Heal Shield Rate: 35 HP/s
    Shield Recharge Delay: 6s
    Shield Depleted Recharge Delay: 6s
    ISK Price: 65,000 ISK
    Skill Pre-Reqs: Vehicle Command I, Caldari LAV II

    ‘LC-225’ Saga-II:
    Heal Shield Rate: 35 HP/s
    Shield Recharge Delay: 6s
    Shield Depleted Recharge Delay: 6s
    ISK Price: N/A (approx. 100 AUR)
    Skill Pre-Reqs: No Skill Pre-Reqs

    • The tweaked shield regen numbers mean that after 11 seconds both vehicles will have healed an almost identical amount of HP, but thereafter the Saga-II completes healing the base 1425 HP total in 46s whereas the Saga does so in almost double the time (89 seconds).
    • The Saga-II comes with a default Reactive Deflection Field module which is has no PG/CPU requirements but is functionally equivalent to a Shield Hardener I module. Effectively, the bonus here is the 45 CPU and 5 PG you save.
    • The Saga-II comes with a ‘Brimstone’ ST-1 Missile Launcher, which is functionally equivalent to the ST-1 Missile Launcher but has no skill requirements.

    Further to these two fixes, we’re in the process of updating how collision damage is calculated and addressing vehicles, vehicle modules, turrets and vehicle skills in a rebalance pass that we’re hoping to complete for Uprising 1.4 or a hot-fix thereafter. This is likely to be a fairly substantial overhaul so once we’re in a position to do so we’ll make sure you all get a good look at them and we’ll attempt to address any concerns before finalizing the update.

    Feel free to post your feedback right here!

    DUST Game Design Team
    Thank you.
    In other news, people are still QQing about the Flaylock, Contact Grenades, and even the Mass Driver. The Core Flaylock could use a blast radius nerf since splash damage actually works, and maybe an ammo capacity reduction on all the pistols, but the rest of the variants are perfectly balanced for an alpha strike weapon. Contact Grenades can go to hell though, unless they put out some contact Fluxes. Mass Driver has already been overnerfed, buffed back up to semi-nerfed and is still gimped in ammo. People won't be satisfied until it shoots confetti again. I'm crossing my fingers that it doesn't get popular in the office anymore.

    Edit: Logi Devblog is out. Amarr logi is getting a much needed buff, Caldari is getting a nerf and the entire suit class took a hit to shield recharge/delay while the Gallente and Minmatar remained safe as they should be. Lots of tryhard CaLogis are raging right now though. I haven't seen this many tears since the RNG nerf in FFXI.

  15. #335
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    Did a BG Corp ever get started?

  16. #336
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    Just a channel that people barely use.

  17. #337
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    Meanwhile, on the Dust 514 forums:



    It almost makes me miss all the flaylock pistol whining. Bunch of crybabies that don't know how to flank or pincer.

  18. #338
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    Sign right there that the people aren't worth listening to.
    Unless your responsibility includes getting intel on the enemy loadout, you shouldn't even be looking at the killfeed, there are more useful things for your attention to be focused on.

  19. #339
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    Anything noteworthy happening in 1.3? Haven't been playing much lately but wanting to start back up.

  20. #340
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    Nah, it was a small update due to process reasons, mainly Logi balancing along with some weapons.
    There's an open tournament going on, but I haven't looked into it yet.

    Oh, this week is double active SP earned/cap, but only WP SP is doubled, not the time in match SP.
    That... might be confusing.

    1. There's the 24 hour passive SP.
    2. There's the active SP from matches [the cap is doubled this week], but in two parts
    -a. SP from just time in a match.
    -b. SP from WP you earn [<- THIS IS DOUBLED THIS WEEK]

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