2014/05/01

OPERATION ORIGIN 30 APRIL - 7 MAY

CCP hit us with another good weekly event. Here are the details:

To celebrate 10 years of EVE Fanfest, during the week of the event (April 30 to May 7), you will receive 2x the normal Skill Points (SP) from War Points (WP) earned during matches! In addition, for every infantry kill scored, you'll receive bonus SP and ISK. But you can gain even more by using the "Origin" dropsuits! When equipping these suits, available exclusively in the DUST 514 Origin Pack, you will receive even more SP and ISK per infantry kill. Maximum bonus SP earned through this event is 500,000 with a 10,000,000 ISK reward cap. This means you can double the SP weekly cap, plus earn a 500,000 SP bonus on top for your performance and up to 10 million ISK!
Here’s the breakdown:
  • Between April 30 to May 7 (11:00 UTC), all SP earned from WP in matches and the weekly SP cap is doubled.
  • Earn bonus 500,000 SP and extra ISK per character! Every infantry kill will give you 250 Bonus SP  and an additional 5,000 ISK.
  • Equip any Aurum "Origin" dropsuit from the Origin Pack and reach the bonus quicker with 400 Bonus SP and 7,500 ISK per infantry kill!
  • The total potential maximum during this event is: double weekly SP cap + active booster bonus + 500,000 Bonus SP + 10,000,000 ISK based on your number of kills with all dropsuits.
But wait….there’s more!
With the 10th EVE Fanfest nearly upon us, we are celebrating by giving away 10 Origin Packs via Twitter. To qualify, follow @DUST514 and watch for our tweets from the 1st until the 5th of May! Give us your best answer and the DUST 514 dev team will select the best responses. Winners will be able to redeem a code via the PSN Store that will be provided via Direct Message. Please note that this competition is available only to SCEA and SCEE accounts.
Additionally, we will be gearing up for Operation Origin through a promotion on the Origin Pack - with it's price reduction of 50%. The pack features items that will help you slay your enemies and gain bonus ISK and SP gain in conjunction with the Operation Origin in-game event rules.
By entering this contest you agree with our Terms of Use and Conditions.

2014/04/10

EXTRA SKILL POINTS EVENT 16-23 APRIL

Another extra skill points event is comming. Check the details:


Earn extra Skill Points from April 16 to April 23! The event will start at 11:30am GMT on April 16 and end at 11:00am GMT on April 23.  Players will receive 5 times the normal SP from War Points earned during a match. The weekly Skill Point cap will be boosted to 3 times the normal amount during the week as well, meaning that you will be able to earn as much as 970,000 SP during these dates.

2014/03/20

SIDEARM SHOWDOWN AND COMMANDO CONTINGENCY EVENT

After well accepted million clone challenge event, CCP is ready with another great idea from March 26th, right after UPRISING 1.8 is deployed. Check it out.


Sidearm Showdown
In celebration of the new weapons introduced with Uprising 1.8 update, we are hosting an event to promote sidearm weapons!

When: March 26 – April 9 from downtime to downtime
Objective: During the event period, players must achieve kills using any sidearm (including Nova Knives) while using any type of dropsuit.
Rewards: For each kill with a sidearm player characters will receive 1000 skill points, capped at 750,000.

Additional event info
  • All rewards are on a per character basis
  • Maximum skill point reward (infantry kills only) capped at 750,000 skill points per character
  • This event objective can be played in conjunction with The Commando Contingency, however, the maximum 750,000 skill point cap per character is the combined cap for both events


Commando Contingency
In celebration of the new dropsuits introduced with Uprising 1.8 update, we are hosting an event to promote the Commando dropsuits!

When: March 26 – April 9 from downtime to downtime
Objective 1: During the event period, players must achieve kills while using any type of commando dropsuits.
Rewards: For each kill while using a commando dropsuit a player character will receive 1000 skill points and a prototype AUR dropsuit of the type used.

Additional event info
  • All rewards are on a per character basis
  • Maximum skill point reward (infantry kills only) capped at 750,000 skill points per character
  • Maximum number of AUR prototype Commando dropsuits reward per character is 400 (for all types)
  • Any weapon (including sidearms) is eligible
  • This event objective can be played in conjunction with Sidearm Showdown, however, the maximum 750,000 skill point cap per character is the combined cap for both events
 
Objective 2: During the event period players will receive ISK rewards for killing Commando dropsuits.
Rewards: Any player character killing a Commando dropsuit during this event will receive an ISK bounty based on the type of commando dropsuit. Bounty is as follows:
  • Militia – 2000 ISK
  • Standard – 10000 ISK
  • Advanced – 25000 ISK
  • Prototype – 50000 ISK
 
Additional event info
  • All rewards are on a per character basis
  • ISK bounty is capped at 10 million
  • This event objective can be played in conjunction with Sidearm Showdown

UPRISING 1.8 UPDATE AND SKILL POINTS REFUND

CCP Frame announce on DUST 514 forum some details about UPRISING 1.8 update on 25th March. Here it is:


Dear players,

After lengthy discussions with the CPM and large amounts of community feedback, the decision has been made to refund all skill points currently spent in the Dropsuit Command tree to players’ unallocated SP pools. So, if your preferred racial frame didn’t previously exist, you’ll be able to switch to one of the newly available suit frames without penalty.

Please note that this change will happen automatically as part of the Uprising 1.8 update and is aimed for deployment on the same day. This will result in all Skill Points invested in to the Dropsuit Command skill tree being refunded, along with the ISK from all affected purchased skill books. Additionally, this may result in players having to retrain previous skills within the Dropsuit Command skill tree.

Uprising 1.8 Deployment is currently planned for the 25th of March, and we hope you enjoy the new Dropsuits and other new content. We can’t wait to see you using all these in the battles to come!

CCP Frame

Original link



So if you wonder how many Skill Points you have in Dropsiut command, the easiest way to check it is ingame from Character > Character Sheet > Skill List. Here you can see your skills in the old list way, which was used trough the closed beta. There is summarized skill points for every branch of the skill tree

                          Click to enlarge

2014/03/15

CCP Increase the reward for the special event

Few hours ago CCP announce that because obviously 1 000 000 clone kills shall be made long before the time pass, they give a new goal to the players - 2 000 000 clone kills = 2 000 000 Skill Points. So....what you waiting for? :)

Out team remind you that all you need to do is to participate in 10 fights.

2014/03/14

DEV BLOG - Equipment balancing in Uprising 1.8

What a "news storm" - after long time without important news 3 dev blogs hit us in last 9 days. Say hello to cloacking device.


Equipment in DUST 514 has been rebalanced. You may have heard. Below is a quick summary of the changes, followed by a more in-depth breakdown as well as a look at the Cloak Field, a new piece of equipment being introduced in Uprising 1.8.
Summary
  • Cooldown times on active scanners have been increased. Scanner functionality has also been improved to do snapshot scans in order to stop “scannerinas” from doing 360 degree spins.
  • The range on repair tools has been reduced.
  • Drop uplink spawn times have been increased.
  • Nanohive nanite supply have been reduced.
  • The Cloak Field will be available in 1.8.
These changes are being made to address issues with the initial numbers: Active scanner cool-down is too short and has resulted in widespread abuse, and drop uplink spawn time is way too fast, taking emphasis away from capturing and protecting CRUs for the team. Additionally, adjustments to the Logistics role’s skill bonuses necessitated tweaks to the equipment.

Logistics Role Bonus: 5% reduction to PG/CPU cost of equipment.

Caldari Logistics Bonus: +10% to nanohive max. nanites and +5% to supply rate and repair amount per level.

Gallente Logistics Bonus: +10% to active scanner visibility duration and +5% to active scanner precision per level.

Minmatar Logistics Bonus: +10% to repair tool range and 5% to repair amount per level.

Amarr Logistics Bonus: 10% reduction to drop uplink spawn time and +2 to max. spawn count per level.

So while the base numbers have been adjusted down, specialists will enjoy performance comparable to earlier iterations. The intent here is to reward specialization and create room for future modules that will enhance the performance of equipment, allowing specialists to further customize their fits in a way that allows them to excel at a specific function.

Equipment Stats
 



 


Cloaking
Cloaking is without a doubt the most controversial of all features being added in 1.8, but a necessary one as we move to improving the electronic warfare aspect of DUST’s combat. Access to and denial of information is a vital aspect of the core design, but one that, to date, we’ve not fully explored. Cloaking is one facet of this and the first major step we’ve made in this regard.



Cloaking works as follows:
  • The cloak field is a piece of equipment.
  • When the cloak field is selected, the cortex is raised and you press fire to activate it.
  • Once activated, the cortex remains on-screen. Switching to any other equipment, weapon or throwing a grenade will deactivate the cloak.
  • The amount of cloak "shimmer" is increased as you move. When standing still you will be invisible, but when moving you will be noticeable to an extent. While cloaked, you will have no chevron or health bars, but the enemy reticule will flash red if you run past it.
  • When in use, the cloak field’s energy depletes slowly over time.
  • Cloak can be manually deactivated by pressing fire or switching to a different piece of equipment or a weapon.
  • Once deactivated or the cloak field runs out of energy it will start to recharge.
  • You cannot reactivate the cloak field unless you have at least 50% charge.
  • You can only fit one cloak field at a time.
  • You do not decloak when hacking an objective or vehicle.
  • You do not decloak when jumping or falling.
  • If shot while cloaked, hit VFX will still be displayed.
  • When cloaking and decloaking noticeable VFX are played.
Here are some examples of the cloak in action:



Fully cloaked  - 3P view


Maximum shimmer (full sprint)  - 3P view


Fully cloaked  - 1P view


Maximum shimmer (full sprint)  - 1P view


Cloak/decloak transition effect – 3P

Regardless of the original intent, everything in war ultimately ends up being used to kill, so we’re nervous and excited about cloaking and look forward to seeing how it’ll be used to shape the battlefields of New Eden.

-CCP Remnant


Original link

2014/03/12

DEV BLOG - Heavy and Light Reinforcement: Dropsuits of Uprising 1.8

After a long time expected Dev Blog about 1.8 and announced new 3 side arms, CCP reveal more. Here it is



Uprising 1.7 saw the debut of the Combat and Rail rifles, which rounded out our rifle catalog. In Uprising 1.8 we go one better with new dropsuits!
There are new Heavy Frames for the Caldari, Minmatar and Gallente, while the Amarr and Caldari added a new Light Frame to their armories. This means five brand-new dropsuit models ready for war.
With these additions, DUST 514® now has a full set of racially aligned dropsuits. We’ve also taken this opportunity to completely revamp and rebalance all of our infantry dropsuits. Read on to learn more.

The Heavyweight

The Heavy Frame is optimized for soaking up damage and dishing out pain. It is also the slowest of all the dropsuits, and as such finds itself at home in tight spaces or defending important locations. It should not be underestimated on the offensive, however: Many strong-points have fallen under the weight of an attack by Heavy Dropsuits supported by Logistics Dropsuits.
The new Caldari, Minmatar and Gallente Heavy Dropsuits will join the existing Amarr Heavy Dropsuit. They’ll be available as a basic frame with two variations: Sentinel and Commando.

Sentinel

The Sentinel’s role skill reduces splash damage received, allowing sentinels to shrug off more incidental damage than the smaller frame roles. Individual race skills, meanwhile, provide primary and secondary resistances to specific damage types. Unlike a straight HP bonus, these resistance bonuses reduce the damage received from specific weapon damage types.
When facing a Sentinel, make sure you keep the damage resistance in mind. The right weapon choice could mean the difference between taking down one of these giants and being their next victim.

Role Bonus: +5% damage resistance to splash damage per level.
Caldari Sentinel Bonus:
  • 3% shield resistance to hybrid - blaster weapons per level.
  • 2% shield resistance to laser weapons per level.
Gallente Sentinel Bonus:
  • 3% armor resistance to hybrid - railgun weapons per level.
  • 2% armor resistance to projectile weapons per level.
Minmatar Sentinel Bonus:
  • 3% shield resistance to laser weapons per level.
  • 2% armor resistance to hybrid - blaster weapons per level.
Amarr Sentinel Bonus:
  • 3% armor resistance to projectile weapons per level.
  • 2% shield resistance to hybrid - railgun weapons per level.

Caldari Sentinel

Designed for maximum energy absorption, the Caldari Sentinel’s shielding system features an elevated saturation threshold, allowing it to dissipate a greater amount of energy in order to maintain overall shield integrity. Additionally, highly efficient refraction systems make subtle adjustments to the overlapping fields that comprise the shielding surface area, diverting minute amounts of incoming energy and dampening the effective damage of certain small arms fire.


Gallente Sentinel

Enhanced to withstand kinetic and fragmentary impacts with minimal deformation, Gallente Sentinel technology offers the best armor protection currently available in the cluster. Ablative surfacing helps deflect incoming fire and ultra-efficient armor composites and electrically charged active protection plates increase survivability in even the most dangerous combat situations.


Minmatar Sentinel

Based upon a deep-core construction exoskeleton, the Minmatar Sentinel is capable of withstanding some of the harshest conditions in the galaxy. Hardened shield systems and armor modifications improve its combat durability, while the various op-assist mechanisms used to augment movement make it second only to the Minmatar’s own Commando variant in terms of overall speed and mobility.
Here are the base stats for the new Sentinel Dropsuits, as well as revised stats for the Amarr variants. (Note that the Basic Heavy Frame requires Racial Heavy, not Racial Sentinel skill to be trained)


Commando

The Commando is a Heavy Frame Dropsuit with less base HP but higher movement speed than the regular Heavy Dropsuit, with the addition of an equipment slot.
Designed for offense, it features the ability to fit two light weapons and a role bonus to both light weapon and sidearm reload speed, minimizing downtime while reloading.
Each Commando also has a racial damage bonus to its own type of weaponry, further enhancing its role as a damage dealing monster in combat. Combined with the flexibility of two light weapons, this means the Commando is a force to be reckoned with on the battlefield.
Role Bonus: 5% reduction to reload speed of light/sidearm weapons
Caldari Commando Bonus: +2% damage to light hybrid – railgun weapons.
Gallente Commando Bonus: +2% damage to light hybrid – blaster weapons.
Minmatar Commando Bonus: +2% damage to light projectile and explosive weapons.
Amarr Commando Bonus: +2% damage to light laser weapons.

Caldari Commando

Utilizing technologies sourced from across the State, the Commando’s subframe is hardwired with custom-built damage modifiers that enhance the output of all light-class railgun weaponry synched with the suit’s core operating system. This is achieved, in part, by managing the weapon’s charge efficiency in order to ensure maximum impact of every discharge.

Gallente Commando

Modified to better interface with light-class blaster weaponry, the Gallente Commando’s subframe regulates the weapon’s cyclotron output, improving plasma compression and enhancing the magnetic acceleration of the produced discharge with devastating results.


Minmatar Commando

Stripped of all but the most necessary protection, the Minmatar Commando is the fastest, most agile Heavy Frame on the battlefield. Jury-rigged into the subframe are off-the-shelf damage modifiers able to improve the damage yield of all light-class projectile and explosive weaponry wielded by the user.
And here are the base stats for the new Commando Dropsuits, as well as the revised stats for the Amarr Commando.
 

 

The Lightweight

The Light Frames are the fastest suits in the game, finding themselves at home flanking, harassing and generally causing mayhem on the battlefield.
Naturally this added speed comes at a price: The Light Frames have the least hitpoints of all the different frame types. But they shouldn’t be underestimated, since Light Frames are more difficult to detect with passive and active scanners, and will often have the first shot in a fight.
The new Caldari and Amarr Light Frames will join the existing Minmatar and Gallente Light Frames in Uprising 1.8, with the latter two also receiving significant changes to their base stats.


 

Scout

The scout’s role bonus makes it the only one capable of fitting the cloak field while remaining competitive, allowing players to move about the battlefield almost invisible to the naked eye.
The Gallente scout excels at hiding and the Caldari is unsurpassed at detecting dampened units, while the Minmatar utilizes its innate speed to hack objectives or assassinate individual targets. The Amarr, the hardiest of all the scout suits, is able to withstand more damage and cover more of the battlefield in a single sprint than any other Light Frame.
Role Bonus: +15% reduction to PG/CPU cost of cloak field per level
Caldari Scout Bonus: +5% bonus to dropsuit scan radius and scan precision per level
Gallente Scout Bonus: +5% bonus to dropsuit scan radius and 5% reduction to scan profile per level
Minmatar Scout Bonus: 5% bonus to hacking speed and nova knife damage per level
Amarr Scout Bonus: +5% bonus to stamina regen and max stamina per level

 

Caldari Scout

Developed to support counterinsurgency operations, this Caldari suit is highly effective at asymmetric combat. An enhanced sensor package allows it to seek out and destroy dampened targets wherever they might be on the battlefield.

 

Amarr Scout

Building on recent advancements in biotic technology, this suit incorporates an array of cardiovascular augmentations that are automatically administered to the user in battle, improving overall stamina and reducing fatigue.
Below are the base stats for the new Light Frame and Scout Dropsuits, as well as the changes to the existing Minmatar and Gallente dropsuits. (Note: The Basic Light Frame requires the Racial Light Dropsuit skill rather than the Racial Scout skill.)



The Middleweight

While we haven’t introduced any new Medium Frames with Uprising 1.8, we have made some changes to both their base stats and the bonuses for their variants.
The biggest of these changes can been seen in the new bonuses for the Logistics suits. Each type of suit now has a role bonus for equipment fitting as well as a racial bonus towards a specific type of equipment.
This means anyone looking to specialize with a particular type of equipment should start using a specific racial type of dropsuit. Likewise, the Assault dropsuits now have a general bonus to weapon fitting, with each race getting a further bonus to its own type of weaponry. The new bonuses and base stats are listed below.

Assault
Role Bonus: 5% reduction to PG/CPU cost of light/sidearm weapons
  • Caldari Assault: +5% to reload speed of hybrid railgun light/sidearm weapons per level.
  • Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level.
  • Minmatar Assault: +5% to projectile light/sidearm clip size per level.
  • Amarr Assault: 5% reduction to laser weaponry heat build-up per level.
  •  
Logistics
Role Bonus: 5% reduction to PG/CPU cost of equipment
  • Caldari Logistics: +10% to nanohive max. nanites and +5% to supply rate and repair amount per level.
  • Gallente Logistics: +10% to active scanner visibility duration and +5% to active scanner precision per level.
  • Minmatar Logistics: +10% to repair tool range and 5% to repair amount per level.
  • Amarr Logistics: 10% reduction to drop uplink spawn time and +2 to max. spawn count per level.
(Note: The Racial Basic Frames have the same stats as the Assault Dropsuits, other than requiring Racial Medium Dropsuit rather than Racial Assault)



So that’s what’s in the pipe for Dropsuits in Uprising 1.8. But wait, there’s one more thing…
After lengthy discussions with the CPM and large amounts of community feedback, the decision has been made to refund all skill points currently spent in the Dropsuit Command tree to players’ unallocated SP pools. So, if your preferred racial frame didn’t previously exist, you’ll be able to switch to one of the newly available suit frames without penalty.

Please note that this change will happen automatically as part of the Uprising 1.8 update and is aimed for deployment on the same day. This will result in all Skill Points invested in to the Dropsuit Command skill tree being refunded, along with the ISK from all affected purchased skill books. Additionally, this may result in players having to retrain previous skills within the Dropsuit Command skill tree.

Uprising 1.8 Deployment is currently planned for the 25th of March, and hope you enjoy the new Dropsuits. We can’t wait to see you using them in the battles to come!

-CCP Remnant



Original link

2014/03/11

14-17 MARCH MILLION CLONE CHALLENGE - 1 MILLION SKILL POINTS AWAITS

Unique event was just announced by CCP Logibro. Take a look


Million Clone Challenge
Throughout the weekend of March 14-17, should the total number of clones destroyed in New Eden reach 1 million, every shall receive 1 million skill points! The details for this event are:

When: The Million Clone Challenge runs from March 14 through 17 from downtime to downtime.
Objectives: During this period, the total number of mercenary clones destroyed by the player community will be tallied and for each milestone achieved, active player characters will be rewarded with commensurate skill points. The clone kill milestones are the following:

  • For 250,000 clones destroyed, all active players will receive 250,000 skill points
  • For 500,000 clones destroyed, all active players will receive 500,000 skill points
  • For 750,000 clones destroyed, all active players will receive 750,000 skill points
  • For 1,000,000 clones destroyed, all active players will receive 1,000,000 skill points


Additional event info

  • Only the total number of clones destroyed during the event will be counted, not the number of kills
  • Clone kills by friendly fire will not be counted
  • Active players characters in this case means any player characters that have logged in during event times and play at least 10 battles
  • Active skill boosters will grant bonus skill points earned in this event – in order to receive the bonus you must:
  • Have a character that has an active skill booster installed on the first day of the event i.e. after downtime on March 14 in order to qualify for the bonus 
  • The length of the booster does not affect the amount of skill point bonus applied i.e. as long as you have an active skill booster of any type installed on your character after downtime on March 14, your character will receive the full bonus from the skill booster for this even

So....prepare your gear mercs ;)

2014/03/09

UPCOMING CHANGES TO PC AND FW IN EVE:RUBICON 1.3

A forum post announce that some changes in Planetary Conquest and Factional Warfare are expected with upcoming EVE Online patch Rubicon 1.3. Take a look:


Hey guys

With the Rubicon 1.3 release on 2014-03-12 we are aiming to deploy two changes, one to Planetary Conquest and one to Factional Warfare. At this stage we're waiting for QA to confirm both changes are good to go, but we have announced it earlier to give corporations in Planetary Conquest a chance to be aware of the changes.

Planetary Conquest: Locking a district will now ensure the attacker loses clones and ISK when there is no battle result

This means that if no battle takes place, or if a battle is reverted due to it not being completed, the attackers will lose clones as per a normal loss.

Factional Warfare: Adjusted the battle spawning so that factions will need to spend more time defending their districts proportionally to the number of districts they control

What this means is that as a faction controls a higher percentage of districts in the warzone, it will generate more defense contracts for that faction.



 Original link
 

2014/03/06

SO YOU WANT TO BE A DROPSHIP PILOT?

Hi there
Today I shall try explain the basics of dropship flying. My personal opinion is that the easiest way to fly is with Dualshock 3 controller - it comes naturally.

                     Click to enlarge


Controls have a lot similarities with other games where you fly a helicopter. So if you are stressed by that future design dropship - don't. It is easy more than it looks, believe me. All you need is practice and some good advices.For flying you use only Left and Right Sticks plus L1 and L2 buttons.

First you must know - when you stay steady and want to hover you don't need to increase throttle. Your ship gives enough throttle to keep your vertical positions without getting or loosing altitude. You can try it. Take off, but stay 2-3 meters over the ground. Try stay horizontal and see how your ship hover at the same distance from the ground without your help. But flying in that manner is not productive in FPS game :)

There is a pilot in DUST 514 who make his own tutorials about flying. His nickname is Judge Rhadamanthus. Instead explaining better watch his video about basics in flying.


If you like it check out the other dropship tutorials in that man youtube channel

My advice for you is to buy 20 militia dropships with the idea you shall loose it fast and start practice. Don't give up easy, after 30-40 minutes of practice you shall see its easy. I promise. 






Even whit limited skills of flying in the beginning you can be useful to your team. You can be a mobile CRU, you can cover ground troops with side gunner on board, using scanners, moving troops faster, or put some snipers on the higher ground - its up to your imagination. When you got better you can afford using assault dropships, which are much agile and fast, but expensive too, so don't do it until you stop crashing because of your mistakes. When you fly use some cheap militia dropsuits - militia medium suit with militia Assault Rifle and advanced droplink can cost around 3-4k, so it is better to use it instead of expensive 50k+ dropsuit fits. 


If you have questions don't hesitate to ask in the commentary section below. Fly safe

2014/03/05

DEV BLOG - Expanding The Arsenal With Uprising 1.8

Last release saw the debut of the Combat and Rail rifles, both of which have proven to be extremely popular in DUST 514. With the release of Uprising 1.8, we go one better with not just two new weapons, but three!
This time around the Bolt Pistol (Caldari) and Ion Pistol (Gallente) will join the Flaylock Pistol (Minmatar) and Scrambler Pistol (Amarr) to round out a full set of racially aligned pistols. Meanwhile, the Magsec SMG (Caldari) doubles the submachine gun count in the game with a new alternative to Ol’ Faithful, the SMG (Minmatar) that has been making holes in your opponent since beta.

Caldari Bolt Pistol

The result of years of R&D, the bolt pistol is a high-impact handgun capable of firing kinetic projectiles with pinpoint accuracy. Building upon its copious experience with microscale rail weaponry, Kaalakiota has further refined the technology to produce what is commonly regarded as the most powerful handgun on the market.
Central to its success is a smart sensor that bleeds off a minute amount of dropsuit energy at the moment of discharge, dissipating the sharp recoil impulse through the suit’s internal membrane and greatly reducing the peak force of each shot. This seemingly minor innovation is what makes accurate fire of the weapon possible without the need for an external mounting.



 The Bolt Pistol is currently only available in a single variant: an automatic charge-shot variant. Holding the trigger will continue cycling the weapon, but each shot requires a short pre-fire charge before it fires. The Bolt Pistol features high damage per shot with great accuracy, but a small clip means you need to make every shot count.

Caldari Magsec SMG

The magsec is a semi-automatic firearm capable of sustained, accurate fire at ranges beyond what conventional sidearms can offer. A high-speed slider feeds current to a magazine of hyper-velocity projectiles that are discharged with minimal separation, maximizing energy efficiency and reducing flux shear to produce a weapon with lethal kinetic potential.
Having overcome early reliability issues, manufacturers  have since taken advantage of the weapon’s modular design; the magsec has been made available in multiple combat configurations – including optical sights and silenced operation – and is in widespread service throughout the cluster.
 

 
The Magsec SMG will initially only be available as a fully-automatic variant without a silencer. Like the Rail Rifle, it requires a short pre-fire charge. It features higher damage per round and range than the SMG, but a lower fire rate and smaller clip size.

Gallente Ion Pistol

A ruthlessly efficient close-quarters weapon, the ion pistol fires charged plasma munitions that rupture shields and scorch armor. Each discharge is enveloped in an electrostatic sheath that reduces field distortion and increases stability. The improved dispersion and stopping power is not without drawbacks though, as the higher density of each slug generates excessive heat, enough to seize the weapon if the rate of fire is not carefully controlled.
By overriding internal temperature controls, the weapon can be overcharged to produce a focused, bulk discharge of sufficient lethality to instantly neutralize most soft targets. Caution is advised however, as each overcharged shot will shut down internal systems until the excess heat can be flushed from the weapon’s core.




The single variant of the Ion Pistol currently available is capable of semi-auto and charged-shot fire. It has lower damage and range than the Scrambler pistol, but a higher rate of fire and larger clip. It also features a charged shot: Simply hold the trigger until it’s full charged, and release to fill some poor unsuspecting victim’s face with plasma. While the charged shot requires the pistol to dump excess heat after shooting, it does not consume additional ammo. This allows a clever player to maximize the efficiency of their ammo when at close range.

Stats:



                  Click the image for full size

Taking the time to kill

For Uprising 1.8, we adjusted overall time-to-kill by making a number of changes. First off, we reduced the power of higher level damage modifiers. Standard damage modifiers will retain their 3% damage bonus, whereas Advanced and Complex damage modifiers were reduced to 4% and 5% respectively from 5% and 10%.
The second change we made is to the weapon proficiency skills. At the moment, they give a flat bonus to damage with a specific weapon. With Uprising 1.8 these bonuses are being changed, and will only give a bonus to attacking either shields or armor. This applies to all weapons other than the Nova Knife (which retains the damage bonus). Here’s the breakdown of the new bonuses:
  • Bonus to damage against shields: Plasma Cannon, Scrambler Pistol, Assault Rifle, Shotgun, Scrambler Rifle, Laser Rifle, Ion Pistol
  • Bonus to damage against armor: Rail Rifle, Swarm Launcher, Submachine Gun, Sniper Rifle, Magsec SMG, Heavy Machine Gun, Forge Gun, Flaylock Pistol, Combat Rifle, Bolt Pistol, Mass Driver
We also made a change to the number of spare grenades you can carry. All grenades now have their maximum ammo reduced by one. This generally means you now carry two grenades instead of three.
Lastly, we reduced the base damage on a number of weapons in this release. Weapons affected include the Rail Rifle, Combat Rifle, Assault Rifle, Scrambler Rifle and Sub Machine Gun. Here is the breakdown of all the changes (Aurum versions are omitted to save space):



                   Click the image for full size

The buffs

In Uprising 1.8, the Laser Rifle and the Mass Driver have both received buffs.
The Mass Driver received an increase in both base damage and splash damage. New numbers can be seen below:



                    Click the image for full size

The Laser Rifle received an increase to its effective range; a stronger zoom when scoped; and increased damage at short ranges. Additionally, the Advanced and Prototype Laser Rifles have both received reduced heat cost while firing.
We hope players like the new weapons, and look forward to seeing what happens when they getting their hands on them with Uprising 1.8!

-CCP Remnant

 
Original Link
 

2014/03/04

FAN FEST 2014

Hi there
This year fan fest shall be betwin 1-3 May. Originaly it is EVE ONLINE fan fest, but with introduction of DUST 514 the event naturally become fan fest for both games. Again in the space station look-a-like Harpa, the shining beacon of Reykjavik's East Harbour, located in the city center.



No doubt fans from all over the world shall visit that place on that date. CCP Games promise many surprises and a lot of fun. Here is the trailer


If you going feel free to share your pics and videous with us. Thay shall shine here :)

You can also visit the fanfest website

DEV BLOG - Artist Spotlight – Senior Environment Concept Artist Zeng Liang, AKA CCP FishWalker

Hi there, I am currently working at CCP Games Shanghai as a concept artist, responsible for scenes, architecture, design objects, and occasionally other content as well.
I am happy to be working in the art team – this is the most professional team I have worked with, and everyone on the team is very good. Of course, when collaborating with colleagues of this caliber, you are constantly reminded to try and do better.

            This is early sketch for the socket (Sat launcher)

The most interesting part of this project is that because we are working within EVE’s massive universe, there is the opportunity to do something you really like, from the overall shape of objects to completing the details of the project step by step. It gives me great satisfaction seeing the final design completed and implemented in the game.


                    This is final concept art work for the Satellite launcher
 
In terms of design scenarios, our general workflow is: start by getting the original design from the level designer, and then I will make some early sketches for the art director. He will then compare them, pick out his favorite and give me some feedback, after which I continue with more detailed designs based on his input. Once I have completed a refined version I then send it to him to review in order to get further feedback, after which I continue to polish and modify until completion. Luckily we have a great Art Director who provides timely feedback to help me do better in my direction.

            The final 3D work

 In addition, in our work there is a focus on how to distinguish between the different styles of design between the four races. EVE’s artists have done a lot of great work already, and we get a lot of inspiration from them. But how to transfer their style to ‘the ground’ is still a challenge we have to face. Sometimes to get the ‘right’ style we have to repeatedly test different designs – a process that is challenging, but also very interesting.
Our work is still ongoing, and I hope we can do more great designs in the future so that players in this universe can have an ever-more perfect experience.
-Zeng Liang, AKA CCP FishWalker

 
There is the original link

ABOUT

That place is for the PS3 game DUST 514. The idea is to collect all the news and videos about the game. As the part of EVE Online universe, we'll post news about EVE too.