Vehicle classes in DUST 514 resemble modern day battlefield armored vehicles but are more menacing, and multitudes more lethal. You can also customize the vehicles with weapons and modules to ensure a highly dynamic and constantly evolving game-play, where no single vehicle can impose absolute supremacy. The ultimate goal is to create an experience where players make meaningful choices when deploying vehicles, based on their surroundings and situations.
Customization
Vehicles are highly customizable; these units can be fitted with a broad arsenal of armaments, bolstered by modules that can be installed to apply bonuses and abilities to further enhance a vehicle’s combat effectiveness.
Players will be able to choose arms from all the familiar EVE weapon classes, from energy-based laser weapons, blaster and rail cannon hybrid technology, to traditional projectile and missile weaponry. Each of these weapon types are divided over racial factions, having an affinity towards vehicle hulls from similar origins. Vehicles like the Caldari heavy attack Vehicle (HAV) for example, are well suited to using technologies embraced by the Caldari, such as their powerful armor-rupturing railgun cannons. This is not to say that this is the de facto weapon choice for the Caldari HAV. Players will have to weigh out their combat strategy, determining what style of weapon will appeal to their play style and the demands to be met for battle at hand. If there is a perceived aerial threat, players may choose to swap out their main turret mount for a large bank of guided heavy missiles to pluck their enemy’s dropships from the sky.
Add to this the power of vehicle modules onboard, a carefully tailored vehicle can truly be a force to be reckoned with. Modules tend to fall under many umbrellas: electronic warfare, weapons modules, and engineering, just to name a few. Engineering modules enable players to enhance essential functionality of their vehicle by increasing armor strength, increasing shield resilience, or improving overall speed and handling. Weapons modules and electronic warfare modules take on another dimension of utility. Weapons modules can outwardly boost the power of a vehicle’s turrets by increasing the rate of fire or damage factor per shot. Electronic warfare class modules enable players to immobilize unsuspecting targets with stasis webifiers, cripple enemy turrets with tracking disruptors, or enhance guided missile lethality on target-painted hostiles.
The modularity of these types of equipment allows players to create custom functionality across all vehicle classes simply by installing modules into a vehicle’s allotted number of slots on a vehicle fitting screen. The combined CPU and powergrid cost of all modules weighed against each vehicle’s unique CPU and powergrid resource pool determines the diversity and potency of its fit. This versatile system gives a player the ability to fit for specific tactics or purposes, putting as much creativity into the hands of the player as possible.
Importance of the Rapid Deployment Vehicle (RDV)
Vehicles can be delivered to any location on the battlefield accessible to the Rapid Deployment Vehicle (RDV). This allows players to analyze their current situation, evaluate their resources as well as their chance of success, and deploy vehicles and/or aerial units accordingly at any given time. Whether to deploy a heavy attack vehicle (HAV) to break through a tough defense point or a dropship to deliver infantry behind enemy lines to and wreak havoc is all up to the players, their strategy and current goals.
Role of vehicles on the battlefield
Vehicles play a large role on the battlefield and are a significant threat to the opposition. The heavily armored units use long range, heavy, concussive attacks while lighter units utilize their speed and flexibility. Aerial vehicles on the other hand are great for laying down fire from above; their vantage point over the battlefield also puts them in a good position to provide vital support functions for armored units. Each vehicle will have its own set of unique bonuses or abilities allowing them to turn the tide in battle. Many of these abilities are of a supportive nature, allowing different types of vehicles to team up to create even more unique roles between classes.
Vehicles and Infantry have a symbiotic relationship on the battlefield, and will rely on each other in many situations.
Fully utilizing the offensive capabilities of most vehicles requires the turrets to be manned. Players can spawn directly into vehicles equipped with clone reactivation units, allowing them to get into the midst of battle within seconds after dying. Infantry can be dropped off by aerial units to vantage points not reachable by foot, or they can hitch a ride with light vehicles to cross the vast terrains in a speedy manner. Vehicles also provide support in taking objectives, laying down suppressive fire, holding back the enemy, while infantry move in to take control of objectives.
In a similar way Infantry supports vehicles by scouting and setting up traps. Infantry can utilize stasis webification bubbles, target painters and other tools that disable or temporarily make enemy vehicles and installations open to attack.
Vehicle sneak peak
Name: Saga
Hull: N/A
Race: Caldari
Class: Light Vehicle
Role: Light Attack Vehicle (LAV)
Slots: 3H / 2L
Crew: 3
PG: 180kW
CPU: 190tf
LAVs are highly versatile light armor attack vehicles with a crew capacity of up to three squad members. They are capable of stacking a wide array of lightweight modules in a single configuration, which allows them to assume a very dynamic support role on the battlefield. As an offensive unit they find strength in numbers, often found amongst a group of other LAVs at the front line of battle. Their high degree of mobility and relatively low cost make them a very common, favored anti-infantry unit amongst many mercenary contingents. However, the driver of an LAV needs to persistently be aware of how exposed his crew is to enemy fire and react appropriately so as to avoid having himself and his fellow crew mates picked off before they can land the first punch.
Name: Limbus
Hull: N/A
Race: Gallente
Class: Light Vehicle
Role: Logistics
Slots: 3H / 3L
Crew: 3
PG: 310kW
CPU: 124tf
The Gallente light logistics vehicle (LLV) is designed specifically as an infantry armor augmenter, providing infantry on the front lines with emergency repairs in the heat of battle. Due to its lightweight advanced armor coating, the LLV is quite tough compared to its light vehicle siblings. It feels nimble and is able to traverse multiple terrain types with ease. Although the LLV is mostly focused on support, it is mounted with a weapon hardpoint allowing it to fend off enemy infantry.
Name: Gunnlogi
Hull: N/A
Race: Caldari
Class: Heavy Vehicle
Role: Heavy Assault Vehicle (HAV)
Slots: 5H / 2L
Crew: 3
PG: 1780kW
CPU: 330tf
The heavy attack vehicle (HAV) class has a great combination of weapon hard-points, thick armor, and all-terrain mobility. Their role on the battlefield is to provide heavily armed support at a mid- to long- range distance, assisting lightly armored units as well as infantry. Depending on the type of main turret equipped, an HAV can relinquish its ground-pounding power for an anti-air focus.
Their thick armor enables HAVs to sustain a heavy degree of damage, giving them great staying power to endure extended combat engagement. Their competency on rough terrain allows the driver to place the HAV in tactically advantageous positions to close the trap on the enemy, or to alternatively scale challenging geographical obstacles that would otherwise inhibit less off-road capable units.
Name: Prometheus
Hull: Grimsnes
Race: Gallente
Class: Dropship
Role: Support
Slots: 2H / 4L
Crew: 7
PG: 380kW
CPU: 140tf
The dropship’s function is to support ground units by laying down fire from its two small turret hardpoints, and dropping off infantry reinforcements. It is one of the most maneuverable vehicles capable of hover flight. This allows it to quickly insert fresh infantry into a combat area with great efficiency, as well as afford it the maneuverability to effectively fall back and lay direct fire from an aerial support position. The Gunnlogi has a built in mobile clone reactivation unit, allowing infantry to awaken strapped in and ready to be dropped into combat by the pilot, anywhere on the battlefield.



















31 CommentsAdd Yours
1
Posted on 28 November, 2011 at 3:07 pm by Leeli67
they look amazing, cant wait….!!!
2
Posted on 28 November, 2011 at 3:12 pm by MusterBuster
CCP Headfirst: If I could find the words to describe how excited I am for DUST 514, the EVE Gate would be torn asunder and the universe would probably end. Super-psyched for planet based pew-pew action
3
Posted on 28 November, 2011 at 3:14 pm by vonhammer
I so can’t wait.Starhawk and this next year
4
Posted on 28 November, 2011 at 3:14 pm by kivi95
When are we getting more info about the psvita version!!!?????
5
Posted on 28 November, 2011 at 3:37 pm by mechanoid42
Do we have a release date yet?
6
Posted on 28 November, 2011 at 3:37 pm by Da_Chucky
I for one welcome our new Vehicular overlords. Having Stasis Webs is such an awesome idea, and I’m actually kicking myself for not thinking of them sooner.
However, on the other hand, I’m a little worried that MTACs are not going to be in the initial release. All those plans of wading though a torrent of fire and unleashing twin blaster hell on a bunch of poor sods might be for naught. At least there is always a chance of them coming later.
7
Posted on 28 November, 2011 at 3:53 pm by Bloody_Marcel
Is it possible to get some insights into how the Move controls will work when transitioning from on-foot controls to vehicles controls?
8
Posted on 28 November, 2011 at 3:55 pm by Fikston
This game actually looks better and better the more you post about it… Was a little skeptic about it when you first announced it but now I’m excited
I’ll be getting it for Vita as soon as it’s out, I think.
9
Posted on 28 November, 2011 at 3:57 pm by LAILIEL
As a future Dust 514 player I have some question for CCP Headfirst:
Do you keep the “EVE approach to vehicles” and the “EVE death penalty” also for Dust 514 or not?
In EVE once you “loose” a ship you have to re-buy it, so: will it be the same here or once we owe a vehicle it will stay with us forever while, to actually use it, the only requirement will be to gather enough ISK (money in EVE & Dust 514) in a match to deploy it?
Also what kind of role will clones have in Dust 514: it is the same as in EVE?
Probably I don’t have the right to ask anything here but I really could not resist.
10
Posted on 28 November, 2011 at 5:06 pm by TehPhilosopher
Holy… I’m the biggest tank whore there is in BF3, and this came as a huge positive surprise to further endear me to Dust.
When I’m not in a tank, I’m usually busting tanks. So hopefully there will be plenty of anti-tank measures to keep everybody busy, and that seems to be the case! Balancing vehicles and infantry is a tough job, though.
Man, you guys are really up to something special! MusterBuster, I think I can top your excitement over Dust
Posted on 28 November, 2011 at 5:11 pm by MusterBuster
Cant!
11
Posted on 28 November, 2011 at 5:54 pm by chrisandsheva
as is said this keeps looking/sounding better and better, someone said it looked like a halo a while ago, i disagreed at the time but i can see a multitude of different aaa games kinda entwined together in Dust, Though it remains it’s own unique looking venture (imo), it would really help if we could get another update on ‘expected’ release date?
Have to add i feel a little lost reading what Eve players have written (lol) scary even tbh, but am a very fast learner, If the subject keeps my interest, which Dust looks as it certainly should, I am however a tad envious of the guys who’ve had the chance to play in Eve, it sounds like a truly amazing (gaming) experience.
12
Posted on 28 November, 2011 at 5:58 pm by Carl-G
I want one of those ‘Limbus’ Vehicles
I would drive it down my high street
13
Posted on 28 November, 2011 at 6:19 pm by kingofscotland
My PC gaming is exclusively for Football Manager so never played EVE but I am soooo excited for Dust514 – It was one of my highlights of E3.
14
Posted on 28 November, 2011 at 6:57 pm by emw80
I’m really looking forward to DUST 514, I have been passing on a lot of games this year simply due to a ton of complaints by the week one buyers, but going by this developers history with EVE Online, I’m sure DUST will be fine and ready to go, so it’s certainly a day one buy for me.
Hey MB, any idea how much of my 320gb hard drive this monster of a game will consume?
and thanks for the update on DUST!
15
Posted on 28 November, 2011 at 7:06 pm by poostix2003
Daddy wants a demo or beta code for this game sooooooooooooo badly.
keep up the good work guys.
16
Posted on 28 November, 2011 at 8:07 pm by SHAFTRULES
so looking foward to this!
17
Posted on 28 November, 2011 at 9:35 pm by Robdc
hey da_chucky what happened to the dust514.org website i cant get on
18
Posted on 28 November, 2011 at 10:02 pm by maddogarchie64
this game isn’t receiving the notoriety it deserves
19
Posted on 28 November, 2011 at 10:09 pm by TehPhilosopher
Oh, forgot to mention, the vehicle designs look absolutely gorgeous. CCP has always had some of the best artists in the business, and it shows once again.
20
Posted on 28 November, 2011 at 11:41 pm by andycass
This game looks better everytime i see it.
21
Posted on 29 November, 2011 at 12:29 am by EDIVALDO2012
AI OS JOGOS NOVOS SÃO MUITO LOCO
22
Posted on 29 November, 2011 at 12:41 am by Dante_Zero
okay 2 things i really wanna know. how many players are present in battles on planets and whats the maximum capable and secondly and idea on release date and pricing cause while i appreciate all the blog posts there is a case for over selling the product abit and is causing me to lose alot of interest. Keep giving us details but please also back it up and give us the vital statistics as it were aswell. thanks
Posted on 29 November, 2011 at 4:15 am by Phillip Wang
We are aiming for 48 players in a 24vs24 match. As to the release date, it is currently set for the summer of 2012. We will give updates on info such as the release dates as we finalize DUST 514, so keep watching!
Posted on 29 November, 2011 at 7:31 am by Phillip Wang
I would like to add that the numbers I gave are not set in stone.
We currently support large scale battles that are much larger than commonly found in most console multiplayer games. We will also be working to increase that number over time, too.
23
Posted on 29 November, 2011 at 9:37 am by LAILIEL
Sorry if I post again but do you plan to make official forums for Dust 514, maybe “connected” with the PSN?
24
Posted on 29 November, 2011 at 10:54 am by Axe99
This looks really awesome
. Would recommend having some kind of HUD-based way of coordinating troops (even just the simple ‘attack/defend this point’ in BF3, but something like the FRAGO’s in MAG (or even developed further!) would be awesome). Deffo looking forward to this
.
25
Posted on 29 November, 2011 at 11:53 am by DAYDANNY666
Have you ever seen this video PS3 fanman its funny lol.
http://www.youtube.com/watch?v=7MpRuRZqAaM&feature=related
PlayStation was outselling Xbox in 2007 don`t think he said that.
26
Posted on 29 November, 2011 at 12:17 pm by ChameleonVector
“Posted on 29 November, 2011 at 4:15 am by Phillip Wang
We are aiming for 48 players in a 24vs24 match. As to the release date, it is currently set for the summer of 2012. We will give updates on info such as the release dates as we finalize DUST 514, so keep watching!”
If this comes out in the summer, and with player match sizes that big.. I will be spending a lot of time on this. (Or at least, pretty much any spare time I have.) I used to love Eve, but with being a huge game enthusiast and growing older, I don’t really have the time for an MMO any more. (Or, the time I’d like.) So having a game I can jump in and out of, based in the universe of Eve, with some amazing customisation.. *smiles fondly* Keep up the great work. Looking forward to it, big style.
27
Posted on 29 November, 2011 at 12:49 pm by TehPhilosopher
I’m fully with #26.
24vs24 or thereabouts is a good target to aim for. I really love MAG with its 256 players, but it’s a tough thing to pull off technologically for such a complex game as Dust. 12vs12 or 16vs16 is a bit limited, so 20 to 32 players on each side sounds like a reasonable compromise.
More players on a map will also get PC players more interested, which is a good driver for Dust as (obviously) all EVE players are PC players.
28
Posted on 29 November, 2011 at 1:15 pm by Nigrimancy
Dear CCP,
I love this and I hope I can, soon, be in the trial to help in any and every way I can. Just letting you know, I bought a PS3 on Black Friday just to play this game. It’s my first Console in 13 years.
…I’m so excited.
Player of EvE
Member of Camarilla (WW Fan Club)
Loving Dust with a passion!
Posted on 29 November, 2011 at 1:47 pm by James Gallagher
Welcome to PlayStation.Blog!
29
Posted on 30 November, 2011 at 3:00 pm by wijdevenetjes
Can someone help me ?
I have accidently did another date of birth and stuff and now i clicked to on password save i clicked it away and now i lost it i don’t know how to get it back please help me ????
30
Posted on 30 November, 2011 at 3:19 pm by XxFOX_SOLDIERxX
nice ride
31
Posted on 30 November, 2011 at 7:59 pm by Tecnoboy1
Want.
We close the comments for posts after 30 days. If you would still like to comment on this post, please use our contact form.