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Sees-Too-Much
332
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Posted - 2012.09.02 23:26:00 -
[1] - Quote
Sleepy Zan wrote:No significance yet but there will probably be in the future. Unless they do a full 180 from their normal practice there will not ever be a permanent affect of your starting faction, bloodline, or class on your character. It affects where you start, what gear you start with, and what skills you start with, nothing more. Every skill and item is still available to you without penalty. |
Sees-Too-Much
332
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Posted - 2012.09.02 23:48:00 -
[2] - Quote
Oh, my bad. I completely misunderstood. In that case, I'd call it a definite "maybe". There's a vehicle devblog where they talk about vehicles getting role bonuses like in EVE (20% bonus to sight distance per level, can equip cloaking module, etc) but nothing of the sort has been confirmed for dropsuits as far as I know. |
Sees-Too-Much
332
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Posted - 2012.09.03 00:14:00 -
[3] - Quote
DeVst4 wrote:Having not played any Eve myself, does anyone see any similarities of the races' armaments between these games?
Here's an oversimplified breakdown of how it works in EVE. These are just trends, and all of them have exceptions
Gallente - Armor tank - Drones - Hybrids - Ships are typically brawlers. Close range with drone/blaster damage. - Preferred eWar: sensor dampeners Caldari - Shield tank - Primarily missiles - Occasionally hybrids - Ships typically favor long range and are lightly tanked. - Preferred eWar: ECM Amarr - Mostly armor tank - Occasionally shield tank - Primary weapon lasers - Sometimes uses missiles - Ships are heavily tanked, not exceptionally fast. - Preferred eWar: Tracking disruptors and cap neuts Minmatar - Fairly even split between shield and armor tank - Primary weapon is projectiles (not yet implemented) - Secondary missiles - Ships are very fast and agile, not particularly hardy - Preferred eWar: target painters and stasis webifiers
The analog from EVE turrets to DUST vehicle weapons is pretty straightforward. They all have the same names, even if they don't all function the same way. It's not as obvious with infantry weapons, and might not even exist, but if I were to guess:
AR: autocannon (projectile) Pistol: blaster? (hybrid) Sniper: railgun (hybrid) Swarm: missile Shotgun: blaster? SMG: autocannon HMG: autocannon Forge gun: Laser? Mass driver: artillery? (projectile)
So we can try to use that stuff to get some picture of what areas each faction's suit might focus on. For example the Gallente scout might get shotgun bonuses, where the Cal one would get sniper rifle bonuses. Or not. I don't know. It's all speculation. |
Sees-Too-Much
332
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Posted - 2012.09.03 05:27:00 -
[4] - Quote
That's impossible to answer at this stage. We don't know how skill progression through dropsuits will work. |
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