Dust 514 - Understanding your role on the battlefield
- Posted October 12th, 2012 at 05:37 EDT by Alex Locher
- 5 Comments
A few weeks ago we had a look at DUST 514, the MMOFPS coming exclusively to PS3 this year. If you missed it or have never heard of the game, you can read the feature here. Going even deeper, we’re now going to take a look at one of the game’s most engrossing features; character development.
Most military FPS games generally offer a handful of roles for you to take on in-game. You are a front-line soldier with an assault rifle and all round combat skills, a heavy weapon unit with lots of armor and big guns, a fast moving glass-cannon scout with trusty sniper rifle or a support role soldier resuscitating fallen comrades and replenishing ammo. In games that feature them, anyone can jump into a vehicle, be it jeep, tank or chopper, as either pilot or gunner and get kills right off the bat. Time spent playing usually earns experience that unlocks new weapons and support items to augment your experience as a soldier or vehicle driver.
DUST approaches character development differently. By offering customisable dropsuits (aka armor) and the ability to train any skills you want, CCP has effectively busted down the traditional borders that separate the classes, allowing you to create an almost limitless number of role variations.

The best teams in Dust will have a balanced squad of different classes
Every weapon, dropsuit, support item and vehicle has various skills associated with it and your effectiveness with them is determined by how far you choose to advance in that field. Trying to use equipment that you haven't trained will reap inaccurate and clumsy results. Each skill has five levels that are reached using skill points. Skill points are earned both actively as you play the game and passively while you're not playing.
When you start a new soldier profile, you needn't worry about your choice of character class as your initial choice doesn't box you into a predefined style of play. Upon character creation you will be given the choice of four starter roles that closely resemble the archetypes mentioned earlier. These are not restrictive roles however; your choice here simply decides which skills will receive a basic starting boost so that you can get into the action and be competitive. After you have selected your starting class direction it's time to get on the battlefield and try different things until you find your niche.
With experimentation you should start to get a feel for your preferred role in DUST. Do you like being on the front-lines, achieving objectives and depleting your enemie's clone reserves in a squad, or do you want to roll in with a tank? Perhaps you'd like to be a dropship pilot, taking your team mates to the objectives, or maybe you'd like to be a turret operator providing heavy fire support via tank or dropship cannons. In reality you can be any combination of these roles and then some. The more you play, the more SP you earn which you can then invest into other battlefield disciplines giving you more options for hybrid roles. Of course, the more flexible your skills are, the more you can react to the flow of the battle. As CCP said, it would take 7 years to fully learn all available skills. The game is designed, at least at the beginning, to lead you into finding your own unique specialisation in battle.
The truly effective teams in Dust will be those who have members trained in different roles so that their objectives can be carried out with efficient and effective mercenaries who are able to powerfully react to the changing tides of the game. Balanced squads being deployed via trained dropship pilots and getting supported by trained tank drivers and turret operators are going to be more effective than a team that has no role coordination.

Feel the power by jumping into an MCC and controlling the battlefield
If the FPS skirmish is not to your liking however, you can opt to be a commander in your corporation. Commanders get to pilot the MCC (mobile command center) that both sides have hovering above their ... (continued on next page)
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Comments
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Sryche22 |
Sryche- 2:26pm EDT - October 13th, 2012
- 1
The concept is great, but for me personally, the graphics need a LOT of work. I'll pick it up again when they at least make the jump from 2001 graphics to the current decade. Even Quake Wars: ET and MAG had better graphics. [EDIT] - BTW, IMO the SS's are very misleading in terms of graphics, is that the level they eventually plan to get to in-game maybe?
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Ghost-Rhayne |
Ghost-Rhayne- 10:44am EDT - October 14th, 2012
- 3
I'm not sure if you guys have played since the Codex build went live but the graphics have made considerable leaps forward. Saying it's 2001 level is taking it abit far though! :) It's still in beta of course, in fact the game will always be in beta just like EVE cause it will only keep expanding and growing. People who hang about for all the graphical advancements to come (and CCP have laid out a whole roadmap of plans to this end) will just lag them selves behind. Might aswell jump in and start developing your soldier.
With the levels of customisation and the uniqueness of the economy, graphics are the last thing I care about.
Not sure what you guys are referring to in terms of the screens. One's concept art and the other is a promo shot of the 4 dropsuit classes. If you are referring to the sites SS collection, then yes, that is the level CCP are aiming for, if not better.
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Christopher Haney
- 1:55pm EDT - October 14th, 2012
- 4
Grapics great for MMO, Game play sucks bad, constant spawn camping horrible hit detection.lack of user frienldly interface tutorials.... IMO Dust514 will be DUST in two months and i gave it a fair shake
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Ghost-Rhayne |
Ghost-Rhayne- 2:27pm EDT - October 14th, 2012
- 5
Hit detection has been a burning issue at the forums so is a known issue. I think it got a lot better with Codex but it's not there yet. IIRC there will be all sorts of tutorial videos when the game launches, which is good cause there is a lot to get into your head when you first start. :D
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