From Spreadsheets in Space to Space Marine: Part 1

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It already does, just plug in a USB mouse and keyboard and go for it.
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You should of thrown in "Put shield extenders on, dont need shield rechargers for your milita fits (or almost any fit), and always have an armour rep"... beginners need to learn some of the simplest but true things.As a logi its kind of nice for free points to see noobs with no armour rep, but they need to seriously sit down and take 30 minutes (or an hour for one more boggled) to just figure out whats useful and whats not.
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I want to play this game, but just can't justify springing over $150 for a device I can't take with me on the road. If it ever comes to PC, I'll be in, but until then it will just be something I read about on Factional Warfare articles.
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This advice is already on top of the list for the next article. It's pretty important, though, maybe I should have squeezed in this one. In any event, expect to see it here soon.
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The basics of the FPS gameplay are enjoyable; at least for me, this is critical. A lot of what will keep players on DUST in the long-run (concrete, widespread interaction with Tranquility) isn't in game, yet. Nevertheless, the presence of the fundamentals means that the game's potential is already very evident and the game is just fun to screw around with for now.As for look and feel: sometimes the game's sci-fi setting feels a little generic, but great weapon design and a touch of EVE racial design on the dropsuits and vehicles helps a lot. The feel of the game is pretty action-packed, particularly on the Ambush/deathmatch game mode. Just jump in and start shooting for seven or eight minutes. Definitely fun.
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That is the difficulty: my first PS3 died a couple years ago. I can only play DUST because a friend was selling his PS3 for cheap and I wanted a Blu-ray/Netflix box for the living room anyway. If you can find one used for under $150 on craigslist/ebay, I'd recommend picking one up just because you can justify it for those reasons.I honestly have no idea what to expect with DUST being ported to PC. I think it's unlikely for quite some time, likely until after the real "launch" of the PS3 version in the distant future.
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dust won't come to the PC until after CCPs exclusive publishing contract with sony runs out, which will be in some 1 1/2-2 years, IIRC
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Glad I had to learn about that, not in game, but in the comment section of an article. /eyerollWill give that a shot though, thanks for the heads up!
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Prototype Gear = Only for important corp games. Pubstomping is done with standard shiz :PBut I agree, while gear and skills give that extra edge in game, playing skill > all
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Dust should never be available on PC. Not because Dust is a bad game, but because if it were ever released for PC, the PS3 owners will be placed at a distinct and tangible disadvantage. Just look at what happened to Shadowrun for 360 and Windows Live. They shut down the cross-platform gameplay after a few months. Why? The players on PC, even the most mediocre of them, were wiping the floor with those on a 360 (even seasoned veterans). Again, why? Simple, a keyboard and mouse is a far more efficient and precise input system than a controller. The reason is time. On a console, you must pay time penalties to get your crosshairs to the target. They try to reduce the penalty with auto-aim, hit correction, and turn acceleration. But it never gets the time penalty anywhere as low as it is for a PC gamer. With a keyboard and mouse, the penalty is almost non-existent. If CCP wants to maintain the integrity of Dust, they won't launch for PC.
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You do realize you can use a keyboard and mouse in DUST on the ps3 already?
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Mouse and keyboard is already supported, and m/kb players already generally wipe the floor with controller players. Console purists will disagree, but how do you beat players who can whip around and blast you instantly and precisely? I've used both, difference is night and day.
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Your situation sounds unique if you travel a lot. I love PC gaming, but there are some decent PS3 titles out there, and more coming out, and not just CoD either. The Deception series, Metal Gear Rising, the myriad of fighting games and JRPGs (you might as well play the western ones on PC), it all depends on what you like.I'd say buy one, try out some of the demos on PSN, and if you aren't impressed most places give you 7 days to return it. And I don't work for Sony, just a customer who's happy with his PS3. The Vita on the other hand...Oh, but I should add, don't buy the PS3 just for DUST. You'll probably be disappointed.
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Yes, but it's primarily built around the use of a controller and that's what the bulk of the playerbase on PS3 is going to use. Mainly due to ignorance, but also because of where most people have the PS3. On their entertainment stand, about an average of 6-8 feet away. Who's going to suffer the inconvenience of plugging in a keyboard/mouse just for Dust? Very very few.
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Exactly.
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So Dust should never be released for PC because some fucking retards don't wanna "suffer inconvenience" yanking cords on their PS3.Sound logic there.
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How many matches does that account for?
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With the average above (2k - 4k w/o booster), that's 45 - 90 games every week
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And from another comment a match is around 10minutes right?
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Doing it every single time you wanna play Dust, yeah, it starts to get pretty damned annoying every single time. Do you really want to see Dust become a ghost town because all of the PS3 players were chased out by PC gamers stomping on them repeatedly?
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All of this makes sense.But only if you ignore the hard fact that you can play with a keyboard+mouse on PS3 too.I know that when I switched from sixaxis to wasd, my field performance skyrocketed, as it should. And I play with a wireless kbd/mouse combo, so no wires either...
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Well, in the options setup, it shows clearly that the three supported play styles are Sixaxis, the Move, and keyboard/mouse.Ever wondered what the "Keyboard and Mouse Setup" would mean in your game?Ok, Dust is not for you. Next!
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With damage mods on GEKS and HMGs, skill starts to play less of a factorThe guys I see topping leaderboards are these kinds of players who melt people almost as soon as they aim at them. There's a reason you see guys with advanced heavy gear barely dying yet racking up kills non stop.
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Disagree,Obviously better weapons/equipment do increase the chances of survival, but it is not as large as a gap as people think. -Specific- things may need tweaking, but overall i can down people in advanced gear when im in standard.Skill is a lot more in play then you realize, and to bet quite honest, those 'racking up' kills in pubs are just competent players, there aren't many in Dust 514 atm, thats not a conceited statement it is a fact.Its all about how you go about it, your guy automatically scans shields and armour of a player, so take note of that, see what you're getting into. Do you need backup? Can you take them alone? Is it someone you likely will have to approach from a flanking angle? These thoughts when you get better become routine and are hardly a thought process.Playing as a team, thoughts are a lot less and being in game is much easier, as other players fill roles and communication gives you better situational awareness. Most competent players play in teams (however, team stacking i do hold issue with, that just makes pub matches too easy and corps that team stack tend not to be good in my experience)
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Can you guys do a new player recommended career training path. For example: logi, heavy, etc.
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I play Dust with a wireless keyboard and mouse plus a controller. I sit in my recliner with the keyboard on my lap and a solid mousepad on the arm of the chair.
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go logi ever one will love you then and protect their logibro

Despite the presence in EVE of innumerable guides, the ready availability of helpful players and corporations, and the ease-of-use supplied by an interface designed around a keyboard and mouse, learning how to fit your ship and train your character effectively in EVE can be a difficult task. DUST 514, though an enjoyable and very promising game, has none of these advantages. Even in EVE, many wealthy and long-time players never learn: the killboards have seen enough billion-ISK atrocities with T1 mismatched guns to shake one's belief in our self-classification as sentient.

This article will cover what you need to know in order to hit the ground running (and gunning) in DUST, with the assumption that you just started playing, or are considering starting to play. If you are already a regular DUST player and have a good grip on everything I discuss here, check back for later articles in this series which will broach more advanced topics.

No Attributes, No Queues, No Problems

The skill system in DUST is very heavily influenced by EVE. The various skills enable you to use certain dropsuits (loadouts for your character), vehicles, weapons and modules, and improve the efficacy or lower the requirements of the affected equipment. Just like in EVE, skills are given multipliers, arranged into categories (Mechanics, Electronics, and Weaponry, for instance) and placed within chains of prerequisites and co-dependencies. DUST has a staggering 102 skills: significantly less than EVE, but more than enough to keep you busy training for a very, very long time.

There are, however, very significant differences between the two systems which necessitate a completely different approach to training your character in DUST. First and foremost is the manner in which skill points (SP) are earned. In DUST, like in EVE, SP are earned passively over time -- however, unlike in EVE, this passive accrual is not the primary source of SP. SP are largely earned as a result of your performance in battle: each kill, resupply, hack, revive, repair and assist you make contributes to how much SP you earn at the end of a fight. Typical results range from 2,000 to 4,000 SP per battle. There is currently a hardcap currently in place on your daily "active" (i.e. in battle) SP accrual, but this system is being changed imminently to a weekly limit with a softer cap. The second major difference in the skill system is very interesting and liberating for an EVE player. SP in DUST are placed into a pool which can be saved and later used on any skill at will: there is no skill queue. This means that you can change your mind about your planned progress midway without "wasting" as much time/SP on unneeded skills.

Taken together, these contrasts make training in DUST a substantially different endeavor. Rather than settling in for the better part of Battlecruisers V, you actively earn and then save a majority of your SP. This opens up the risk that you will be constantly be sidetracked rather than training that one high-level or high-multiplier skill, but allows you to play at your own pace and feel an active part of your progression.

Of additional note are the "boosters" available for purchase with AUR. This is Aurum, DUST's real-money currency, which carries the same name as the real-money currency in EVE but is actually useful and purchasable in a various increments from roughly $5 USD up to hundreds. They replace the implant and attribute systems in EVE as the means to increase the rate of SP accrual. These represent the primary reason to spend real money on DUST: "active" boosters, available in 1-day (2,000 AUR), 2-day (3,500 AUR) and 7-day (7,000 AUR), and "passive" boosters which are only available in a seven-day variety (7,000 AUR). The active boosters give you an approximate 50% increase to amount of SP earned per battle, bringing your average haul from roughly 2000-4000 to 3000-6000 SP. The passive option just increases passive growth by a flat 50%, making sleep feel that much more productive.

An exclusive 30-day active booster is available with the DUST "Mercenary Pack." The Pack, which retails for $20 USD, contains that value of AUR (40,000), some forgettable exclusive items and this very valuable booster. I recommend purchasing it. That AUR will go a long way, and 30 days of active boosting alone is worth the lion's share of the price.

Internet Spacesuits




When you make a character in DUST, you begin with 500,000 SP. Depending on what you choose for your mercenary's specialty during character creation, you will have a different arrangement of training in related skills, in addition to the remaining free skill points to place in other skills. For instance, if you choose "Enforcer", your character will receive automatic training in the use of assault rifles, nanohives (ammo dispensers), grenades and the scrambler pistol (a semi-automatic, eight-shot pistol). An "Arbiter", on the other hand, receives training in sniper rifles and shield boosting. These decisions matter less than you might think and, to an extent, so do skills: virtually every module in DUST has a "militia" equivalent which, while less effective, are perfectly serviceable and lethal in the hands of an experienced FPS player. People top matches with default/militia loadouts all the time -- player skill outweighs character skills and equipment.

This leads to a question: "Why should I train dropsuit skills at all if I can just use free (or almost free) militia equivalents of the items? Shouldn't I just train into tanks and melt everyone?" The answer is "well, tanks are awesome, but hold on a minute". Dropsuits in DUST have fitting slots and powergrid(PG)/CPU limits just like ships in EVE. While militia items work, even training a single level of the applicable skill(s) will get you improvements in efficacy (larger clip sizes for weapons, for example). More importantly, the "basic"/skill level I versions of modules and weapons require 50% less fitting room compared to their militia counterpats.

All non-vehicle items on the market in DUST have four tiers: Militia, Basic, Enhanced, and Complex. After Militia, these are made available at I, III, and V of the prerequisite skill, respectively. Each post-Militia tier lends significant increases in effectiveness at the expense of more ISK and more PG/CPU. These advantages quickly add up: high-level shield tanking, for instance, easily gives a flat 33% increase to shield HP while increasing the rate of recovery by 50% or more. Even smaller increments make a difference when you find yourself at the end of a gunfight with a dead opponent and 6 hp left. This analogues very well with EVE: incremental advantages add up quickly across an entire fit and across a character's skill sheet.

In our next installment, we will examine the selection of modules, the mechanics of crafting particular fits for various playstyles and how to go about building your character for them. For now, however, you have what you need to start experimenting and figuring out how you want to play the game.

I'm a graduate student of history, and I subsist on pizza and craft beer. I also play as many non-terrible video games as I can.