At approximately 12:20 yesterday morning, the frozen body of Imperfects CEO KANE SPERO was found floating above the planet of Hrober 5. Spero’s ship and pod were both destroyed just 2 hours earlier by Orion Empire pilot LoneWolf Gargoil.
Monday, May 20, 2013
Grezkev uploaded his dropsuit selection from the terminal at his locker. He chose his favorite Mass Driver and then double checked his grenades and sidearm choices. A moment later he felt the Mobile Command Center hit its intertia dampeners. He lurched forward slightly and then secured his nanite injector his right hip.
He could hear nervous banter from some of the other members of the Red Guards. Their mercenary corporation had taken heavy losses in the Tartatven campaign. The area was one of the bloodiest most contested regions in New Eden and morale among the mercs was low.
Posted by MAG Worldwide at 4:21 AM
Thursday, May 16, 2013
We like the way Dust 514 refuses to support cheap gameplay. Beginning snipers, for example, are support players. Any discussion about snipers in Dust will be filled with tears by snipers used to 'easy' mechanics for the lack of one shot kills and the scope sway in this title. The game demands that you be an actual skilled sniper and not simply a person trying to quick scope, or interact as little as possible away from the battle to boost your KDR. The reload times, limited ammo, movement penalties and fire rates on other high damage weapons show this same pattern. Plasma Launchers, Flaylock Pistols, Forge Guns and thankfully now even Mass Drivers are balanced so they will not reward players with the cheap kills so often seen in FPS.
We were delighted to see how CCP engaged the community when Cloaking Device discussion started. The devs wanted to know what elements we wanted to see. Many players were fearful of traits of Cloaks they had seen in past games and wanted to make sure the campaign against cheap mechanics was still in place. We applaud this. So with all of this consistency, its baffling to consider how poorly current LAVs [now affectionately known as Murder Taxis] have been balanced.
Posted by MAG Worldwide at 6:27 AM
Wednesday, May 15, 2013
5.14 was the day! After over a year in beta CCP finally took the top off and launched the second window into the New Eden galaxy. We couldn't be more excited. PC took off like a rocket as all of the districts were seized within 10 minutes. Don't think EVE players didnt take notice.
Attacks were plenty and the next two days will be full of warfare and spent ISK. Be sure to enjoy it. We will update as much a we can in real time via our Twitter Account if you don't follow us already? You need to.
We also wrote a Metacritic Review. If you enjoy your experiences in Dust 514 you should as well. Its important to support worthy products by giving good feedback about them. Here's the link: http://tinyurl.com/75lmeds
Be well, Mercs.
Posted by MAG Worldwide at 6:09 AM
Tuesday, May 14, 2013
Well, it was a long wait and it's finally over... and as the dust settles (HA!) it's become painfully apparent that the stuff I posted last year has come true: the game is too hard, the community can't handle it and the devs won't be sticking with their original team oriented, hardcore mentality. 514 has become that which it claimed it would never be: SpaceCOD.
Monday, May 13, 2013
Sunday, May 12, 2013
The first rule of FPS is very simple: If there is an overpowered weapon or piece of equipment? USE IT. Case in point the Tactical AR. It is currently making its rounds as the current flavor of the month weapon. The worse part of the dominant weapon phenomenon is that it feeds into the copycat nature of online players. In no time everyone uses the weapon as a means to simply keep up, killing weapon variety entirely. Now its supporters will do anything to hold onto its current power level, but the facts are these: Its currently a weapon with extremely high damage, rate of fire, range all while having outstanding hip fire [which is mind boggling with it being a scoped weapon]. In a nutshell its perfect.
We tested it in Ambush on a character with a little over 500K SP and zero points in sharpshooter. We used the sight initially but after realizing we didnt need to, we were able to easily dominate CQC and engage long range targets with the scope when the opportunity presented itself.
Posted by MAG Worldwide at 5:44 AM
Saturday, May 11, 2013
Does the Logi Suit need some tuning? Many say yes. Before anything else classes must first have the ability to perform the functions they were intended to do. Take the assault for instance: It has solid range, protection, movement and can carry an assortment of equipment. The recon suit has unreal movement and it has shields that make stick and move style tactics possible. The heavy is a slow moving, slow turning tank with high DPS. There are certain traits CCP has hard coded into the game through stats. The recon suit is limited by its low protection and while the Assault is solid in all areas, it is master of none. It is very strong in mid-range engagements but it can't deliver damage like the Heavy in the short area and is neither as protected or as fast as its counterparts.
So what are the Logis strengths? It too is balanced but favors more of a support role. While it can certainly kill targets, its protection doesnt allow it the raw front line protection of the Heavy or Assault but it makes up for this by providing ammo, healing and other indirect methods to assist the mercs under its watch. Would we allow the Heavy to dart around the battlefield like a recon? Can a scout lay down suppressing fire with an HMG? Could an assault player soak up damage like a Heavy? No, CCP has taken the steps to allow customization, but within certain limits that stay true to the function of each class. The question presents itself then, if the Logi can use its PG/CPU to be the ultimate DPS or tank with movement, what exactly are the Heavy and Assault suit for? Recently, Chankk Saotome of SYN offered up a post that shocked many and started some necessary balance discussion.
Posted by MAG Worldwide at 5:38 AM
Thursday, May 9, 2013
'How could you nerf my dropsuit-weapon-vehicle??' We wonder if the devs ignore post like these as most intelligent people do. Posts where people cry about how theyve been wronged because their favorite weapon was nerfed and how it must be CCPs intent to screw them over [specifically of course] always fall on deaf ears to us. The devs have to consider the whole library and big picture rather than a single weapon when they make changes. Take the Minmatar HMG for a moment: Consider for a moment that if all holds true to EVE canon, the Minmatar HMG will probably be third in pure damage to the Gallente and Amarr variants. This could have been an impetus for lowering the HMG damage. Because it has to be slotted correctly when compared to the others and they dont want to be forced to give us a Gallente proto HMG that does 26 damage per round.
We're just extrapolating here but we think you get the point. The devs have also mentioned that they use metrics, and not a vocal minority, or some silly knee jerk reaction when tuning the game. This is great to know, as data is more trustworthy than players with a clear bias for or against a certain weapon or piece of equipment. Imagine how difficult it is to tune the Heavy suit, tune it too harshly and it can't fulfill its role, too easily and its unstoppable. Its always been our assertion that you cannot tune weaponry with the unskilled user in mind, because then the skilled user breaks the game. You must also tune with the exploiter in mind. Most have noticed the influx of Tactical ARs with this update. We're happy to see it become a viable weapon again, but CCP has to keep an eye on the Modded Controller Contingent who have always sought to abuse this weapon. It may be a good idea to hard code its fire rate into the game to prevent it from becoming a long range, high damage, high ROF weapon that has no peer. But enough about that, in this piece we look at Uprising, what things stand out, need tweaking and what is absent. Keep reading for the details.
Posted by MAG Worldwide at 5:13 AM
Friday, May 3, 2013
No one knows if the Goonswarm has acquired the tech to permakill previously immortal clone soldiers, or whether there is a surviving clone of the infamous former Immobile Infantry CEO skulking around in the shadows somewhere. What we do know is that GSF CEO The Mittani ordered the execution of the man known as Cerebral Wolf two days ago as a result of him botching his planetbound duties.
Posted by MAG Worldwide at 11:20 AM
On the heels of their PC Victory [getting PC set back to launch day] forum poster Prius Vecht recently posed a variety of hot topic questions to members of the CPM. We recognize the value of seeing what their point of view is as these are the individuals tasked with helping chart the path of the game in its first year. They must not only represent the community to the devs but must assist in the decisions that will improve the game.
Some may even run for the CPM next year, if so its pretty important for the community to know their views on things like the AFK Phenomenon, The Mass Driver, Friendly Fire and even Breach Weapons. These could be the very platforms they run on in the future. We've collected answers so far from Iron Wolf Saber and Cazaderon. Hopefully Hanz Jagerblitzen, Kane Spero, Nova Knife and Jenza will chime in at some point. Read below for their answers.
Posted by MAG Worldwide at 5:07 AM
Monday, April 29, 2013
Dust 514 fans are excited for good reason after Fanfest. We received the most information to date and even got to see much of the future road map and things to come. CEO Pyrex did a great job here of breaking down much of what was seen in a short version. CCP already has all of the Dust keynotes on twitch as well and we will link them below, keep in mind its a much longer version.
Posted by MAG Worldwide at 9:24 AM