Posted on 17 February by CCP CmdrWang – DUST 514 Community Manager, CCP
Weapons In DUST 514, Part Two
In the last weapon blog I introduced you to the three weapon classes in DUST 514: Heavy, Light and Sidearm. In this blog I thought it would be fun to pick a few weapons that really changed the way that the development team played when we added them to the game.
Sometimes people don’t realise how long it can take to get a weapon from the drawing board to being fully functional and kicking ass in the game. It needs to be concepted, built, textured, animated, weapon logic needs to be engineered, audio systems put in place, sounds created, various values set up, tested, debugged, and tweaked. As you can imagine, all this takes quite a while, which means you spend a lot of time playing your game with a limited set of gear. Over time new weapons are added to the game and they can radically alter the balance of play because they open up all new possibilities in combat. Below are some examples of this.
Heavy weapons for heavy armour…
To begin with, we have the Minmatar MH82-BCR Personal Autocannon. This is a heavy weapon and as such can only be fitted by the heavy dropsuit. As well as being simply devastating in its own right, this weapon really opened up the heavy dropsuit class once we added it to the game. For some time the heavy dropsuit wasn’t very popular on the dev team. It may have had a ton of hitpoints and access to the deadly Forge gun but it was slow and easy to outmaneuver. This saw it primarily being used in specialist anti-vehicle roles (where it excelled) but not much else.
This came abruptly to an end when the autocannon made it in to the game. Suddenly you didn’t have to fight the other dropsuit classes on their own terms with weapons ill-suited to the heavy’s slower movement. Now you could outlast any other class in a head-on firefight (though smart players can still outmaneuver the slower heavies), you had more armour and a lot more firepower; enough to destroy light vehicles as well as infantry. The introduction of this weapon unlocked the full potential of the dropsuit and gave us one of the game’s most satisfying weapons to fire. The camera shake, VFX and RoF make firing the weapon incredibly visceral. You feel unstoppable, like you could take on just about anything, and sometimes for just a few bright moments you can.
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