Friday, May 10, 2013

Uprising - May 6th Release

           I’ve been avoiding talking about Uprising too much during this week-long “preview” of the new settings, waiting until I could get my hands on the new weapons and give them a try before writing anything. I will say that CCP did get a lot of things right within my sphere of game play (like being cloaked upon spawn, thank God. No more dying before my screen even loads), but did get a few things wrong. The graphics got a major boost with this new release, and despite a lot of aliasing along the horizon, the game looks a lot better. Every battleground isn’t a dirt pit anymore, with grass and small scrub now populating the area (though the scrub only renders within 20 meters of you, as if you’re some kind of plant deity with a green-thumb aura about you, causing plant life to spring up from the ground around you), and some things such as giant shipping containers don’t render at a distance, causing them to materialize out of thin air as you approach or look through a scope. The clouds of nanites created by nanohives got a graphic overhaul as well, becoming not as opaque, and the explosions of flux-grenades are a lot less sudden-blue-bubble, which looks a lot more ‘realistic’ (as advanced sci-fi tech can be), but doesn’t show you the diameter of the affected area anymore, which I sort of miss. Dead bodies are also a lot more ragdoll, causing them to slip and slide off edges and slopes, and less “sudden statue syndrome” that plagued them in Chromosome.

          There was also a change to the aiming system and how it worked, the details of which I’m a little sketchy on. You have some people claiming that they’re having a hard time hitting anyone, and others claiming that it’s better than ever. I know that I’m certainly having trouble hitting people for the most part with the militia assault rifle (again, waiting on the scrambler, the Amarr loyalist that I am), but that might be less to do with the new aiming system and more to do with what I perceive to be an increase in the AR’s kick. Up close and personal I’ve had both great success and great failure with the scrambler pistol (a beauty of a weapon), but that’s likely more because of my own panicked shooting. On average, I’m complete shit up close. This is definitely one of the harder FPSs I’ve played aiming-wise, though I’m sure I just need to mess with the default settings and fine tune them.
          
          With the reduction to the SP gained in Ambush matches, I’ve started to play mostly skirmish games. I found out early on that a good fit was the Anti-armor starter fit of a Swarm Launcher and Scrambler pistol, but I created my own variation with a bit more of a tank and a better pistol, the Assault Scrambler. With Skirmish matches taking place on larger battlefields, a lot of players call in the free LAVs to get around, and that’s where the Swarm Launcher comes in. A well placed swarm of missiles nets you a 90 war points with the kill of the vehicle and its driver. If you’re lucky, the LAV had an extra passenger or two. The new “Enforcer” class of HAVs have very low hit points, meant to be analogous to the fragile but hard-hitting sniper fits in EVE, and just a couple of swarm bunches can net you a nice 150 for the tank and another 50 for every player inside, including the driver. I am, however, a bit dismayed to see the loss of the 1.5x zoom on the launcher, which I think was very helpful in discriminating targets, as it can be hard to get the lock on the right target if you have two close together, and the only way I’ve found to unlock a target without firing the swarms is to look away. Even the “switch weapon” button fires the damn thing when you have a lock. For when the un-swarmable infantry come at me, I’ve got the trusty Assault Scrambler. I ain’t perfect, but I am getting quite just-above-adequate with it and finally (in this build, at least) showing that I do, in fact, have rather decent FPS skills. If there’s no vehicles to be found, then I’m running around in my shield-tanked advanced Amarrian medium frame (speed s arguably a lot more important in this game since “tracking” isn’t an algorithm, but player skill) armed with the militia AR and assault scrambler (of course).
A thing of beauty.

            I played around with the Tactical Assault Rifle on my test character (my first character, who I unfortunately saddled with not one but two misspelled names) after seeing it in battle and learning that it was a semi-automatic, more accurate rifle with a 1.5x zoom on it.  I certainly hope that the Scrambler Rifle comes in a tactical variation, as although my aim is still lacking in this game, the TAR is quite fun and deadly.  The fact that it comes in a prototype Duvolle variant is just scary.
Accurate blaster fire - never a good thing.

            Some of the issues I’ve seen with the new game are sluggish weapon switching (which has proved deadly on a few occasions), difficulty selecting equipment with the selection wheel, and some hit-detection issues.  I once came across an enemy hacking a CRU and I pulled out my trusty ASP to put him down. From 5m away I lined the shots up on his head and not a one hit, but his knives certainly did once he heard me firing.  The aforementioned Enforcer HAVs might be a little too weak, as I was able to basically solo one that was firing from his redline by driving up behind him in a LAV and jumping out to toss 3 AV grenades to kill him before the redline-timer killed me, not to mention the 2 hits from a militia swarm launcher that I mentioned before as well.  Maybe the couple that I ran into were just undertanked HAVs, or maybe (as those on the forums have said), they are just too weak in general.  I don’t know for sure, I’m not a tanker, I just know what happened with the ones I killed.
More jittery than Michael J. Fox

            LAV physics have gotten a bit ridiculous, or maybe the vehicle needs a redesign, as it’s has a huge flip risk.  At least they added the “flip vehicle” option for overturned vehicles so that there aren’t just upside down LAVs littering the field.  They also apparently have excellent acceleration as I was able to go from 0 to instant death upon collision with an object 5 meters in front of me.

          Forge guns seem a lot more unwieldy to me now, though that may be working as intended, and I don’t think I’ll be putting any sp into them this time around.  I’ll miss my assault forge gun and its quick application of damage (compared to other forge guns, at least).

            Laser rifles have also been tampered with.  The Viziam has been brought down from 20 dps to 15, making it equal to both the standard and advanced variants, except it doesn’t heat up as fast.  I didn’t have a laser rifle overheat on me too much in Chromosome, and with almost all all Amarrian bonuses giving a heat reduction (it’s the laser capacitor use bonus of DUST), the Viziam is pretty much now just an overpriced copy of the base weapon.  The beam has been changed from the yellow “standard crystal” color to a more bluish-grey color reminiscent of multifrequency, but also suffers from extreme aliasing and so looks terrible.  I don’t see a lot of fights happening at the ranges that I did in Chromose either, and since the LR is terrible up close, I don’t want to skill into it just yet for fear that I’ll never be far enough away from an enemy to take advantage of the LR’s strengths.  As such, I haven’t seen the LR’s new iron sights in game, but based upon what I’ve read in the forums, they must look worse than they did in the early preview videos.

Just like in EVE, wise investment is a priority.

            One of the biggest complaints people have had, however, is the increase in needed sp for the more advanced gear.  What used to cost just a few hundred thousand sp now costs a couple million, and I’m okay with that.  CCP said that during the beta the skill tree would be a lot quicker to progress up so that players would be able to test all of the gear more quickly.  I put most of my refunded sp into the core skills, granting me +25% shield and armor across the board and access to the advanced shield tanking modules instead of having a slimly fitted prototype specialization, and am only using the basic medium frames, and have plenty enough success to be happy with them.  The fact that you can gain skill points actively by playing instead of having to rely on the passive sp gain for advancement still makes the DUST 514 skill tree a lot quicker to progress up than the EVE skill tree.  The only major problem I have with the new skill system (post bug-fixing) is that there are still skills that are entirely just sp sinks, granting no bonus per level.  There are very few of those types of skills in EVE, and I think it should be the same way in DUST, even if it’s a paltry +2% per level.


            Now I wouldn’t be too much of an Amarrian loyalist if I didn’t mention the Amarr version of the logistics dropsuit.  In DUST, the Amarr are weirdly not the big armor buffer tank enthusiasts that they are in EVE (it’s the Gallente now), but take a more Minmatar approach to tanking in that they are a “jack of all trades” tanker, usually having the same base armor and hp.  The Amarrian logisuit on the other hand, is (like all logistics suits at the moment), made for armor tanking.  It gets the +1 to armor repair rate per level bonus that all logisuits get, but then also gets a +2% efficacy to armor repair modules.  Now, in DUST, the best armor repair module repairs at a constant 5hp/s (and as there is no capacitor in DUST, doesn’t run out), so at lvl 5 Amarrian Logistics, you’d get an extra half a point repaired every second.  Now, 10.5hp/s total with one repper might sound like a lot (unless you’re an EVE player, where even a small repper averages 20hp/s), but that’s a whole .5hp/s more than another race running the same fit.  To get any real benefit from it, you’d have to fit all lows with reppers, getting an extra 1.5hp/s over the competition for a total of 21.5hp/s, but being able to fit almost nothing else because of it.  However, the Gallente logisuit, has 2 more low slots and thus could get 25hp/s total, making the Amarr logisuit’s bonus not look too great.  The Amarr logisuit also has 1 less total slot (2 if you count equipment slots) than all the other races logisuits, with a 3/3 high/low slot layout, but gets a sidearm slot.   I’m not sure if the sidearm slot really balances out the lack of a 7th slot and only 3 equipment slots compared to the other races’ 4, especially coupled with paltry .5 extra hp/s bonus.  I guess it could be worse, however, and be the .3 seconds shaved off of reload time the Caldari assault suits get or the .5 second faster reload that the Heavies get (also Amarrian!).

            That is the pre-official release review, and when the real thing hits PS3s on the 14th, I’ll be sure to play around with the new weapons (Scrambler Rifle, Plasma Cannon, Flaylock Pistol) even though I’ll realistically only use the SR.  Still, the best way to know how to deal with an enemy-held weapon is to have some experience wielding it yourself.  Hopefully, come the 14th, they’ll have smoothed over some of the rough edges from this preview and the whole game will be better for it.

Thursday, May 9, 2013

Faction Warfare Update


          Had my first ground fights in the faction war arena the other day. First battle was an attack, system forgotten. Being the lone wolf that I am at the moment I didn’t have a squad to form up with, and that usually isn’t much of a problem. However, seeing as how this wasn’t an instant battle for some NPC planet in high sec but a battle for the sovereignty of a planet, I threw myself into a squad full of randoms (i.e., not an organized squad of corpmates – even among themselves) so as to help earn an orbital bombardment to scour the Minmatar from the battlefield. Of course, for these battles, we have to pray that there’s someone with our militia floating above the planet in EVE to answer the request for the bombardment, either through luck or the coordination of the better prepared. The attack was a wash and the Minmatar won the battle for the specific district that was being contested, meaning that it didn’t get any easier for the boys (and girls) in the air to take the system.

           The second battle was a defense of Anka, and like the attack, I threw myself into another squad for the battle in hopes of helping to attain another orbital bombardment against the Minmatar attackers. I must have chosen the worst group of misfits however, as while just running around in a cheap fit and doing my thing, I attained three times as many war points as the next highest member of my squad. The other two had about four times less than he did, and let me say right now that I was not some unstoppable juggernaut that game. In the end it didn’t matter, however, as we ended up winning the battle and helping to ensure that Anka stayed in Amarrian hands.

           Spaceside, things have been going quite well for the Amarrian militia. 26 systems, 25 more than we had just 6 weeks ago, are now under Imperial control and the momentum doesn’t seem to be stopping just yet, with 5 systems switching to our hands just this past night. The poor Minmatar regulars (those interested more in PvP than constant LP farming) tried to put up some defenses, notably the attempted defense of Turner. Fweddit put up a bomber + small things gang to go bash the ihub and the Minmatar answered with faction battleships and a carrier. This proved to be too irresistible a treat for Pandemic Legion, who have taken residence back up in the warzone, and the Minmatar’s blockade ended with predictable results. Fweddit came right back in after the slaughter and finished flipping the system. Other notable Minmatar losses to the PL plague include a second carrier lost by Bahamut420, and of course the Leviathan lost by Iron Oxide in Arzad. I wasn’t aware they had one until they lost it, and apparently there’s a second in Huola. Let’s go PL, do some more good while you’re here.

Though while still holding just a small portion of the warzone, the Amarrian militia is now in tier 2 (just enough for the farmers to start getting interested, especially with current Amarrian LP/ISK ratios), and the Minmatar are realistically locked out of T4, and are just shy of re-attaining T3.  Things are looking like they did back when I first returned to EVE in March. 

Sexy

            Speaking of farming and faction war missions, I figured I would try my hand at a set of 6 missions to see how viable they’d be and to hopefully stock up on some LP for the coming Navy ship changes and addition (Navy Harbinger?  Sign me up!).  What should have been a quick hourish run (there’s a lot of travel time with FW missions, as all of them are an average of 7j, not to mention all the travel to the different agent stations spread across the warzone) turned into a four hour nightmare.  After a trial run with a Manticore resulted in immediate detonation under the Minmatar NPC’s opening artillery and missile salvo (aided by the 4 target painters I instantly had on me) the night before, this time I figured I would use my tried and true Pilgrim fit to get some.  Initial missions were quite successful, but it would be the “assassinate the commander” missions that would prove to cause me to pull my hair out.   The 482 dmg/s tank that my Pilgrim has still isn’t enough to tank the FW Mission rats without also depending on its reduced signature and keeping distance to cause lots of shots to miss.  My usual range is somewhere between 60-70km, a range that is outside most of the cruiser and all of the frigate rats’ reach.  However, this range also apparently causes those same ships to disengage me and instead engage my drones, my only source of DPS.  There must’ve been a change since the last time I did a FW mission over a year ago.  The problem isn’t that they engage my drones so much as how quickly they shoot them down.  My poor valkyries and warriors are vastly outnumbered and can’t kill the rats, most of which are active-shield tanked and the “t2” more-resistant variants, fast enough to keep themselves from getting shot down, and continually sending and recalling the drones not only doesn’t work very well, but it takes even more time.  Getting closer in hopes of keeping the pressure off of my drones quickly results in me warping out under the withering fire.  The constant drone loss and 10j round trip to the closes valkyries for sale (where I could actually dock and retrieve them) resulted in the longest, most frustrating four-hour endeavor to finish these two missions.  The kicker?  It would have only taken me 45 minutes of plexing to attain the same amount of LP as these two (what should have been 20-minute) missions.  Oh, if only Amarrian missions were as easy as the Minmatar ones.  Tracking disruptors and pulses on all the rats?  No problem!

Monday, May 6, 2013

The Farmer's War


The Minmatar Militia has been in a state of Tier 3 and Tier 4 (75% and 150% bonus to the already outrageous LP rewards for missions, respectively) for a couple of months now, and with that came an even larger influx of LP farmers, giving the TLF more than it's "fair share," so to speak.  With a 60,000 LP reward for a 15 minute mission at Tier 3, why wouldn't they?  People with the "Winmatar" philosophy of ship violence couldn't have been happier; such a large number of farmers earning such a large amount of LP meant that Minmatar Faction Item prices dropped rather drastically, with the Stabber Navy Issue selling for a cool 36 million, making one of the arguably best faction cruisers also the cheapest.

            However, once only Sahtogas was left in Amarrian control, enough Amarrian militia corps had had enough and began to push back.  System after system fell, and as it stands right now, the warzone is still under majority Minmatar rule, but the Amarrians have a handful of systems back, including a few back in the Minmatar “homelands.”

            The funniest thing about this though was watching the Minmatar militia chat during this event.  I had snippets and logs sent to me with all sorts of gems.  The LP farmers unabashedly (probably because they were the majority now, and so FW was just the new incursions) called for people to donate more LP to the surviving systems so that Tier 4 could be held.  There were no calls for systems to be defended; for defensive plexing to occur so that systems could be held onto.  Just more and more “Aww, we lost another system today – come on guys, donate LP to the other systems so that we can be Tier 4 again!”  Day after day, as one after another system fell, there was more and more lamentations of Tier 4 getting further and further away and more pleas for people to donate LP to the friendly ihubs so that more LP could be earned.

[ 2013.04.27 01:02:03 ] Gallixia > dam we down to 3 again
[ 2013.04.27 01:02:23 ] Occasus Vim > time to make some lp and donate!
[ 2013.04.27 01:02:42 ] Gallixia > Ive done some already tonight but will do some more
[ 2013.04.27 01:03:03 ] Occasus Vim > lots of 0 systems...
[ 2013.04.27 01:03:53 ] Tsobai Hashimoto > yeah, when i get around to it im gonna get the aset pocket, get them all up to 2, will at least get us into T4 a bit
[ 2013.04.27 01:04:07 ] Tsobai Hashimoto > we have the systems to hit T5, but would need all systems at IV and 2 or 3 at V
[ 2013.04.27 01:04:53 ] Mike Flynn > someone should donate to vard
[ 2013.04.27 01:05:07 ] Mike Flynn > or kamela


The peak efficiency some were able to achieve: 
[ 2013.05.02 13:02:39 ] E Minor7 > KaiDoh Maru it same as noraml mate do watever ya like apart from need to donate at least 1m lp to hubs per week can make around 3m lp per day if ya farming it
Or this gem, which really sums up the feeling of all the logs I was sent (emphasis added):
[ 2013.05.03 14:26:00 ] Rune Ainur > FW PLEXING FLEET t1 frigs
[ 2013.05.03 14:26:27 ] Buelle Aucie > FW PLEXING FLEET
[ 2013.05.03 14:26:43 ] Buelle Aucie > FW PLEXING FLEET T1 frigs  Tannakan  NOW NOW
[ 2013.05.03 14:26:49 ] Buelle Aucie > FW PLEXING FLEET
[ 2013.05.03 14:30:27 ] Buelle Aucie > damn LP farmers need to grab a blaster and get with it!!! FW PLEXING FLEET
[ 2013.05.03 14:31:29 ] Daemen Rhandir > cnt join
[ 2013.05.03 14:31:34 ] Hades Ultro > y
[ 2013.05.03 14:31:39 ] Hades Ultro > this is urgent gents
[ 2013.05.03 14:31:51 ] Daemen Rhandir > it says cannot join fleet
[ 2013.05.03 14:36:19 ] Rune Ainur > FW PLEXING FLEET
[ 2013.05.03 14:36:21 ] Rune Ainur > t1 frigs
[ 2013.05.03 14:37:24 ] Buelle Aucie > try to join again... get in on the fight
[ 2013.05.03 14:38:01 ] Greasy Choirboy > i dont want to fight, i want to farm[ 2013.05.03 14:39:42 ] Melanie Mangeiri > Where's the fleet at? Might throw a Firetail in the fray.
[ 2013.05.03 14:44:24 ] Scripet > FW PLEXING FLEET frig fleet
[ 2013.05.03 14:50:00 ] Rune Ainur > http://raynor.cl/eve/formRecive.php?id=rKgROfg
[ 2013.05.03 14:50:06 ] Rune Ainur > Bunker bash fleet by Amarr ^
[ 2013.05.03 14:50:27 ] Rune Ainur > Tannakan
[ 2013.05.03 14:50:32 ] Rune Ainur > We must kill them for great justice.
[ 2013.05.03 14:50:40 ] scottysg1 > lol
[ 2013.05.03 14:51:26 ] Harreeb Alls > http://imgur.com/6UGPBuT in  Tannakan  bashing IHUB, we are trying to buy time, if you know anyone who can kill this pass the intel on
[ 2013.05.03 14:53:38 ] Greasy Choirboy > is there a difference between defending and offensive sites in terms of lp given?
[ 2013.05.03 14:54:20 ] Critoris Elektra Slaine > yup
[ 2013.05.03 14:54:26 ] Critoris Elektra Slaine > lots
[ 2013.05.03 14:54:29 ] Greasy Choirboy > what is the difference?
[ 2013.05.03 14:54:40 ] Leper ofBacon > if you want lp, do offensive
[ 2013.05.03 14:54:56 ] Greasy Choirboy > yeah but what is the actual difference, does anyone know or
[ 2013.05.03 14:55:10 ] Leper ofBacon > a lot of lp
[ 2013.05.03 14:55:10 ] Lando Slaine > not sure ive only done defensive once, the lp[ pwas too shit
[ 2013.05.03 14:55:13 ] Greasy Choirboy > as offensive ones are hard to come by without contention
[ 2013.05.03 14:55:27 ] Quasimoto Zin > all i konw is that its a big difference, got around 60k from some amarr small if i remember
[ 2013.05.03 14:55:41 ] Quasimoto Zin > but only 6k in a minmatar medium
[ 2013.05.03 14:55:56 ] Greasy Choirboy > is there any where good to look for some offensive?
[ 2013.05.03 14:56:08 ] Greasy Choirboy > sosala etc?
[ 2013.05.03 14:56:13 ] Greasy Choirboy > any of their systems i asume
[ 2013.05.03 14:56:23 ] Lando Slaine > yup
[ 2013.05.03 14:56:38 ] Harreeb Alls > http://imgur.com/6UGPBuT amarr  Tannakan ihub bash fleet
[ 2013.05.03 14:56:44 ] Quasimoto Zin > does anyone know if going to caldari space still works cause the amarr really don't have a lot of systems
[ 2013.05.03 14:56:48 ] Lando Slaine > use the FW tab , and go to a red system
[ 2013.05.03 14:56:53 ] Leper ofBacon > yes caldari works
[ 2013.05.03 14:57:42 ] Quasimoto Zin > so what r we gonna do about that ihub bash then?
[ 2013.05.03 14:57:49 ] Maximus Decimal > we are losing systems and you guys are still going on about the best strategy to farm LP[ 2013.05.03 14:57:50 ] Maximus Decimal > lol
[ 2013.05.03 14:58:01 ] Maximus Decimal > minmatar milita has become fat and bloated it seems
[ 2013.05.03 14:58:03 ] Greasy Choirboy > what about missions, how hard is it to get to level 4s
[ 2013.05.03 14:58:09 ] Greasy Choirboy > for the militia i mean
[ 2013.05.03 14:58:18 ] Lando Slaine > not very hard
[ 2013.05.03 14:58:23 ] Greasy Choirboy > faster than regular mission standing grind i asume?
[ 2013.05.03 14:58:27 ] Lando Slaine > yup

            It didn’t even seem to be about risk aversion.  The farmers could have easily defensively plexed and with a little attention to their directional scanner, escape any attempt at PvP by the opposing militia (or pirates.  Sometimes I get more neutrals coming into my plexes than I do War Targets [WTs]).  Sure, they might not cap the plex, but more often than not, they’d be able to stall the efforts or the Amarrians’ reclamation and hold onto their cash crops for that much longer.  Apparently, though, most of them are that stereotypical super-risk adverse (as much as one can be running openly-broadcasted mission sites in low security space) farmers whose only idea of fun in the game is to watch their wallet rise and buy more expensive mods for their mission ships for min-maxing.  I like having cool ships too, but if all I’m doing is shooting npc ships 5% faster, I don’t see much of a point.

            How do I see this ending?  I predict that the warzone will get to about a near 50% split again as this early success by the Amarrians might snowball into an ability to maintain.  Who knows, with Amarr having been in a 50% reduction to LP payouts and many mission-giving stations locking out the Amarrian players, Amarr Navy items have risen to premium prices and if done quickly enough, there might be a flood of LP farmers into the Amarrian Militia to cash in.  Ideally, I’d like to see the missions done away with.  They were important in the beginning as a source of cash flow for the FW crowd, but now that plexes pay out rather handsomely, I’d prefer to see plexes as the PvE (so long as you don’t get visitors) source of LP for FW.  That way, any farmers will be helping the militia they’re in and making contributions.

Sunday, May 5, 2013

Dust Outtakes


            I have seen quite a few crazy things during my time in the open beta for DUST.  Some caused by player error (or great skill) and others caused by the ‘beta’ status of the game.  These "Dust Outtakes" posts will just be story time, a series of small stories of either player error or skill resulting in hilarity from games that were otherwise unnoteworthy.


Be careful trusting your hard earned ISK to this man.

            One thing that many beta players are familiar with is the “drunken RDV pilot.”  Rapid Deployment Vehicles (RDVs) are the VTOL craft that come in and drop off vehicles that players have requested.  Light Assault Vehicles (LAVs, basically your standard Jeep-like vehicle), Heavy Assault Vehicles (HAVs, or tanks), Drop ships, you name it.  If you can call it in, you’re going to see one of these come in shortly after with your vehicle suspended below it.  So far the only RDV in the game is the Caldari “Bolas,” and I don’t know what they’ve been drinkin’, smokin’, or snortin’, but sometimes they botch the entry or exit of the battlefield – badly.  I once saw an RDV drop off a LAV and then smack into a big support structure, causing it to fall out of the sky and right back onto the LAV in a nice fiery explosion.  The poor guy who called it in was left standing there with his dick his hand.  Quite a few other RDVs just fly into the sides of buildings and slowly scrape along the side until they either reach the end or are shot down.  Sometimes RDVs didn’t quite seem to get your coordinates down when you called them in, and you can find your supplies dropped onto the top of a shipping crate or structure a good 20ft from where you called it in.  I had one son of a bitch drop my LAV right on top of me as I was making a quick check downrange with a sniper rifle.

            Speaking of LAVs, they must be electric because they are quite the silent runner.  They’ve got to be rather close for you to hear them drive by, and with the speeds they go, that can be too late.  Lots of splatters going on in the public matches, and if no one has eyes on it, the only warning you have is the split second of its whine before you’re suddenly kissing dirt.  I've seen quite a few sudden and funny hit-and-runs during my playtime, but the one that tops them all was the misplaced air-drop.  My team was running up the large map-spanning hill in a game of Ambush OMS on Manus Peak, heading towards the small complex where the enemy was hiding out.  Around the side of one of the large skyscraper-esque buildings comes an enemy drop ship, heading right towards us.  The blaster turret installation behind me starts lighting it up, and just before it explodes into a fireball and crashes to earth, one of the passengers inside makes a drop, jumping out the side and turning his inertial dampeners on to land at the crest of the hill.  Maybe he planned on gunning a few of us down before retreating a bit, but what happened a second after he landed was one of our LAVs came screeching up the hill, jumped the crest, and landed smack dab on top of him, driving away like it didn't even notice the human speed bump.

            I had another instance of a LAV trying to run me over, and just before he reached me my forge gun hit full charge and destroyed both the vehicle and the driver.  Unluckily for me, however, the burning wreck was still subject to inertia and no amount of armor plating could have saved me from the blunt force trauma as I was forced to boot up another clone.  Another "outtake" could have been a case of "skill" had I meant to do it, but while trying to kill yet another pesky LAV with my trusty assault forge gun, I instead shot one of the passengers right out of the passenger seat.  I made sure to hit the LAV itself with the next shot and take care of the two players left in it.
The Ford Pinto of the skies

            "My First Day At Drop ship School" is another source of hilarity.  Through the optics of one of the rail gun turrets I observed one player call in a drop ship and get a little too anxious about liftoff, causing a "premature elevation" and smack right into the underside of the RDV that had dropped it off.  Suffice to say, he went right back down to the ground, his landing accompanied by a pretty little burst of flame.  Of course, most DUST players and all pilots know that drop ships are painted with nitroglycerine, and that any contact with any surface will cause acute structural failure.  Most new pilots don't lose their training drop ships to the enemy; they lose them to the small bumps and collisions that mar the early aviator's career.  Ships may bump off of each other in EVE, but any sort of contact between ships planetside just causes destruction.  Cheap drop ships are used as piloted missiles to be flown into the more expensive vehicles.

            Sometimes there just aren't enough people playing the game to fill all of the automatches that are generated for the instant battles.  One such case had me appear into a half-over Ambush OMS all by myself.  I took to just running from structure to structure, hacking everything for the free war points.  With about 6 minutes left in the game, the server gave me an enemy to play with.  Unfortunately, this enemy wasn't a single player, but a single squad.  Four red names appeared in the upper corner as their arrival was announced, and a quick check of the player list revealed that they were all in the same corp.  Maybe, if the game had decided to give me four random players, I would have stuck around and shot at them, possibly coming out on top.  But four, coordinated players who were likely talking to each other over some VoIP program who would be able to effectively out flank and out maneuver me?  No thanks.  I found the furthest, safest hiding spot I could and sat there for the next five minutes until the timer ended, silently weeping to myself.

Saturday, May 4, 2013

Caldari Prime



          I kind of just stumbled upon the Caldari Prime event as it was happening. I have a crippling case of not reading any of the DUST forums aside from Feedback/Requests, and am such blissfully ignorant of many of the events and happenings that may or may not be going on at any time. However, with the battles showing up in the special "Mercenaries" tab of the battle finder (a tab for open lore event battles, I guess), I began throwing myself into the fray. Unfortunately, there was no way to choose which side you wanted to fight for at the time. If I ended up on the Caldari team (allies of the Amarrians), I would fight my heart out. If I ended up on the Gallente team (allies of the Minmatar, enemy of the Amarrians), I would take the Gandhi approach of non-violent resistance and sit the battle out somewhere, taking up a team slot.

          For those who do not recall or ever learned, there was a Caldari Leviathan-class titan in orbit around Caldari Prime. Lore-wise, the Gallente and Caldari both had their home systems in the same system, Luminaire. After the schism between the two created the modern Caldari State, the Caldari home planet remained within the Gallente Federation’s borders. The Caldari were able to secure the safety of their people by keeping a titan in orbit of the planet. It protected the skies above, but also held the Gallente citizens that also lived on the planet hostage. This is how it was for a number of years before the Gallente finally attacked, shooting the Titan out of orbit and causing it to crash to the surface below as battles erupted across the planet as well, a revolution by the Gallente citizens to free themselves.

          The visuals that CCP cooked up for the event were rather spectacular. Burning debris constantly rained down from the sky (though never onto the battle map), and off in the distance you could see the smoldering remains of what appeared to be the front section of the fallen Leviathan. Knowing that the smoldering husk was burning in the background was the same Leviathan I had seen floating over Caldari Prime in EVE was pretty cool. Every match I was part of had the same gloomy-near apocalyptic atmosphere, and it was both fun and interesting to know that as I played DUST 514 on the ground, there was an EVE event going on in the sky above me.

          One match that I got into was an Ambush OMS with only 3 people in it for half of the game. There was myself and a random blueberry, and one enemy. Try as he might, he couldn't take the two of us on. I got most of the kills with my mid-level laser rifle while my teammate distracted him. At one point, the other guy called in a tank. He didn’t kill us before we got up to it, and with tanks unable to run people over in this build (for whatever reason), there was nothing he could do as we just camped out and melee’d his tank for shits n’ giggles. After a few minutes I guess he grew tired of it and attempted to launch a surprise attack by jumping out of the tank (there are no animations for entering or leaving a vehicle, you just appear beside it when you get out), but unfortunately for him he was quickly dispatched. I hacked the tank and then my buddy and I started taking a joy ride in our spoil of war. This was the first time I had ever driven a HAV in DUST and expected it to drive like a scorpion from the Halo series. Boy was I wrong. As I attempted to get the hang of the controls (not as bad as the LAVs, probably because you’re going much slower), we got a few more kills off the poor bastard using his own tank to gun him down before we was able to catch us in a bit of a stuck position because of my inexperience. I left the tank before it exploded, but I cannot remember the fate of my blueberry friend. With about half of the match’s timer left, more players began joining and it turned into a somewhat normal if not small scale game for the remainder.

          All in all I played around maybe 6-7 games during the event before I had to go to bed for work the next morning; I definitely wish I had stumbled upon it a lot sooner.  If anything, I learned to pay a little bit more attention to the forums.

Wednesday, May 1, 2013

Introduction/Mission Statement/About/Rambling Mess


            
           "One Universe // One War" is the slogan that CCP has been using to tout the connection between EVE Online and DUST 514, and I hope to take full advantage of that.  My EVE main has been involved in Amarrian FW almost since his creation, and I'm hoping on doing a little ground-pounding to help the fight in space.  This blog will be all about my experiences of trying to fight the good fight both in space and on the ground, and might even involve a little of me playing with myself, something which all EVE players have a lot of experience with - multiple accounts (what did you think I meant?).
            I had been interested in DUST514 since I saw the first promotional trailers CCP put out long ago.  When my brother was looking to get rid of his PS3, I bought it off of him for $150 for the express purpose of playing DUST 514, and I hadn't even gotten accepted to the closed beta yet.  While I have used my PS3 for other games (Space Marine, Saints Row the Third, and XCOM: Enemy Unknown), its primary purpose was DUST.  Unfortunately, a bad internet connection kept me from participating in the closed beta when I was accepted, but a couple of months after the open beta and lift of the NDA, I had a better connection and have been playing ever since.  The game still has some glaring bugs, such as spawning in the middle of the enemy, your body spawning in-game before your screen even loads the battle (a combination of the two resulting in your death before you even fully left the spawn screen), and some wonky hit-detection resulting in your rounds hitting sudden impenetrable shields around players (mostly happens with the sniper rifle from my observations), but overall I have enjoyed my time playing.
            FW participation in DUST is limited to corporate battles at the moment, something that I am as of yet uninvolved as I look for an Amarrian loyalist corporation to pal around with.  Come May 6th and the new DUST build, Uprising, FW battles will apparently be like the current instant battles, where you just pick and go.  Dusties will be able to select which side they are fighting for and then go about conquering the district for their chosen faction and making it slightly easier for the FW players in EVE to capture or keep the system.
            Anyways, I invite you to follow my likely descent into madness as I try to fight a multi-front war on two different platforms.  Refreshments will be served afterwards.