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DUST 514: Uprising 1.0 Patch Notes

pants

Member
https://forums.dust514.com/default.aspx?g=posts&t=71944&find=unread

CCP Eterne said:
Uprising Release Notes:

Path to Game and Overall UI
* Major improvement to the login flow. Time to merc quarter reduced from 4:30 seconds to 1:30 seconds on average
* New character creation screen
* Removed Specializations
* New loading screens
* All UI screens have been visually polished

Spawning and End of Match
* New Overview Map and Spawn Screen UI.
* Squad member list visible on overview map
* Improved fit selection on spawn screen
* Improved scanning on Objectives and Installations
* Players are invisible / cloaked upon spawn for a few seconds. Cloak diables upon movement
* Redesigned bleed out
* New Kill Screen that shows who killed you and his/her statistics
* Revamped and enhanced End of Match Screens

Skills
* New node based Skill UI
* Newly created characters receive no starter skills. Specializations have been removed
* Reorganized skill tree to be simpler with logical separations between vehicle and dropsuit skills. Now all dropsuit skills are under Dropsuit Command; all equipment and modules (with the exception of damage modifiers and remote explosives) under Dropsuit Upgrades and all weapons under Weaponry
* Weapon skill bonuses are now weapon-specific as opposed to providing blanket bonuses across Light, Sidearm and Heavy categories
* Dropsuit Command skills first unlock basic non-role frames before unlocking role-specific skills
* Module skills improve the efficacy of modules used

Dropsuits
* New dropsuit roles and race/role-specific bonuses added:
* Minmatar Scout
* Scout Suit Bonus: 5% reduction to scan profile per level
* Minmatar Scout Bonus: +5% to melee and nova knife damage per level
* Gallente Scout
* Scout Suit Bonus: 5% reduction to scan profile per level
* Gallente Scout Bonus: +10% to dropsuit scan radius per level
* Amarr Assault
* Assault Suit Bonus: +5% to dropsuit shield recharge rate per level
* Amarr Assault Bonus: 5% reduction to laser weaponry heat build-up per level
* Amarr Logistics
* Logistics Suit Bonus: +1 HP to dropsuit armor repair rate per level
* Amarr Logistics Bonus: +5% to efficacy of armor repairer modules per level
* Minmatar Assault
* Assault Suit Bonus: +5% to dropsuit shield recharge rate per level
* Minmatar Assault Bonus: +5% to sidearm weaponry clip size per level
* Minmatar Logistics
* Logistics Suit Bonus: +1 HP to dropsuit armor repair rate per level
* Minmatar Logistics Bonus: +5% to hacking speed per level
* Gallente Assault
* Assault Suit Bonus: +5% to dropsuit shield recharge rate per level
* Gallente Assault Bonus: 5% reduction to hybrid weaponry PG/CPU usage per level
* Gallente Logistics
* Logistics Suit Bonus: +1 HP to dropsuit armor repair rate per level
* Gallente Logistics Bonus: 5% reduction to equipment PG/CPU usage per level
* Caldari Assault
* Assault Suit Bonus: +5% to dropsuit shield recharge rate per level
* Caldari Assault Bonus: +2% to hybrid weapon reload speed
* Caldari Logistics
* Logistics Suit Bonus: +1 HP to dropsuit armor repair rate per level
* Caldari Logistics Bonus: +5% to efficacy of shield extender modules per level
* Amarr Sentinel
* Sentinel Suit Bonus: 5% reduction to weapon feedback damage per level
* Amarr Sentinel Bonus: +2% to heavy weapon reload speed
* Added effect and audio triggers for shield loss and recharge
* Reduced base passive scan radius for all dropsuits

Weapons
* Weapon tiers streamlined so that more side grades are unlocked in the advanced tier and more exotic variants in the prototype tier
* Reduced damage and max range of the HMG
* Moved Charge Sniper Rifle into the prototype tier
* Improved damage on Tactical Assault Rifle variants
* Modified nova knife to do charge-based damage (allowing instant attacks).
* Increased FOV for the laser rifle in ADS so that it has less “zoom”
* New laser rifle iron sights
* New Gallente assault rifle iron sights
* New Gallente assault rifle ACOG scope
* New Gallente shotgun ADS
* Added new weapon animation system for Move controller
* Added new charging HUD element integrated with ammo UI
* Added support for multi-fire weapons i.e. regular and charge based firing on a single weapon type
* Added support for transitional into scope animations and added animations for all weapons
* Added heat glow on a variety of weapons such as the assault rifle and nova knives
* New jumping animations when in scope
* Updated reload animations
* Updated all melee animations
* Updated 3P animation to support sprint strafing
* New sprint animations for all pistols
* New overheat animations for HMG and Laser Rifle
* Updated laser rifle reload
* Updated recoil for Gallente shotgun


Controls
* Completely retuned controller sensitivity settings in the options menu to give a broader range
* Retuned handheld weapon control sensitivity default settings
* Retuned large and small turret control sensitivity
* Enabled aiming friction for small turrets to improve fine aiming
* Retuned all aim assist systems for handheld weapons to improve aiming
* Added melee aim assist system
* Enabled the ability to strafe whilst sprinting
* Added new infantry control schemes
* Added multi-function buttons
* Changed entry/exit logic of vehicle control schemes so that the exit vehicle button corresponds with the on-foot interact/enter vehicle button
* Fully detailed tooltips for all vehicles and selected infantry weaponry
* Mouse and keyboard tooltips in menus and in game (can be toggled through the options menu under the keyboard and mouse tab)
* Improvements to mouse and keyboard mappings
* New control schemes:
* Infantry:
* Duty Calls
* Battleground
* Praetorian
* Southpaw (of Default)
* Legacy
* Legacy Southpaw
* Tracked Vehicles:
* Southpaw
* Aerial Vehicles:
* Southpaw

Equipment
* New equipment added:
* Active Scanner
* Increased throw speed, activation time and number of remote explosives that can be carried at once
* Reduced nanite storage capacity and recharge rate of militia nanohives, and moved more powerful variants into advanced and prototype tiers to encourage skilling into higher tiers.
* Added range indication for fallen teams mates when using nanite injector
* Added the ability to use the nanite injector even when you do not have it selected
* Added new cortex display

EVE Universe
* Added player location to the HUD in the MQ and WR
* Added EVE standard time readout to neocom
* Added in-match tags for EVE ships in orbit

Vehicles
* Added new vehicle roles:
* Gallente Enforcer HAV
* Caldari Enforcer HAV
* Gallente Scout LAV
* Caldari Scout LAV
* Gallente Assault Dropship
* Caldari Assault Dropship
* Added new vehicle skills to correspond with the new vehicle roles
* Caldari/Gallente Logistics dropship skill gives bonuses to cpu usage on all shield/armor modules
* Migrated promotional vehicles into the current release
* Added front-firing turret on Assault Dropship
* Vehicle skill-revamp. Skill requirements, and number of requirements has changed
* New vehicle-specific scanning skills
* Reduced collision damage to dropships
* Tweaks to make standard and logistics dropships to feel heavier
* Improvements to feeling of vehicle weight
* Marauder HAVs are temporarily removed for rework
* Added wind effect when vehicles are traveling quickly
* Added camera shake when heavy vehicles drive by
* All Dropships will now trigger emergency crew bay light when entering a crash
* Added the ability to recall vehicles so that you do not lose them if you want to abandon them
* Retuned and improved vehicle upright constraints
* New LAV physics model
* New Dropship camera
* Tuned LAV jump cam
* Lowered LAV rumble on bumps
* Added physics to “push” players off moving vehicles

Modules
* Nanofibre modules are removed
* Added new remote module camera on vehicles

Turrets
* Reduced dispersion on Large Missiles
* Increased speed on Railgun and Missile projectiles
* Increased splash damage on Small Missile Turrets

Installations
* Attached new small installation bases
* Fix to CRU – should now take the same level of damage as other installation components

Adjustments to ISK prices
* Lowered prices on standard and advanced items in all categories while keeping the price level of prototype items mostly intact
* Simplified the pricing on dropsuits – there’s now just one price category (i.e. heavy dropsuits now cost the same as assault dropsuits of the same meta level)
* Simplified the pricing of weapons – they now have two price categories, primary weapons and sidearms (i.e. heavy machine guns will now cost the same as assault rifles, and nova knives the same as scrambler pistols of the same meta level)
* Reduced the price of Dropships in half (approximately)
* Changed the base price points on vehicle modules and turrets – vehicle modules will be less costly than before, while vehicle turrets will be more expensive
* Changed the base price points on equipment – equipment will now be less expensive overall

Improvements to the Augmentations page
* Boosters of different multipliers can now be queued, with newest additions going to the front of the queue
* Made improvements to what information is available and how it is displayed

Maps/Environments
* Greatly improved terrain shaders and rendering, including vegetation.
* Complete rework of existing terrains.
* All battlegrounds now contain all game modes.
* Improved Ambush OMS game mode
* Gameplay tuned for 32-48 players.
* Art Polish of architecture and structures
* New moods providing variation in time of day and tone on different planets

Audio
* New music
* New weapon sounds
* New LAV sounds
* Moment-to-moment audio improvements on the following:
* Explosions
* Grenade bounce
* Hit success feedback

UI
* Improved Loading Screens

Visual effects
* Add god ray effects
* Add dynamic tone mapping
* Add cloud shadow effect
* Add lens dirt effect.

Performance
* Optimize client GPU performance
* Optimize texture streaming speed
* Increase display resolution.

Factional Warfare
* Battles relating to Factional Warfare are no longer considered corporation battles. The battles can be found under the Mercenary tab of the Battle Finder and are now auto generated based on activity within EVE
* Factional Warfare battles allows you to select which side you want to fight on

Starmap
* A new starmap has been added and can be found in the Neocom under Battles
* The starmap has three view settings:
* Atlas view which shows sovereignty information from all over New Eden
* Factional Warfare displays the ownership of planetary districts for each of the 4 major factions. From there you can join battles and see their results affect the outcome for each faction
* Corporation tab that will show information about your corporation’s conquest of planets within New Eden

Other
* You can now see your connection quality to battles in the Mercenary can Corporation tab of the Battle Finder. The bar shows your connection quality (more bars means higher quality)
* You can now send and receive mail to both your alliance and corporation
* As a DUST player with roles in a corporation you will now receive notifications based on that role. This includes all EVE and DUST notifications such as POS fuel and district attacks
* The wallet has been updated to show the journal log for both your personal wallet and corporation wallet
* Brackets for ships in space connected to a district are now visible. This is limited to a specific quantity of ships and will always try and show ships from both sides
* The size of squads has been increased to 6
* UVT (Universal Voice Translators) are no longer available on the market and you will be able to use the in-game voice system without UVT


Launch Release Notes (5/14):

Weapons
* New weapons added:
* Scrambler Rifle
* Plasma Cannon
* Flaylock Pistol

Planetary Conquest
* Planetary Conquest has been added to the Molden Heath region
* Corporations within DUST are able to conquer planets, collect clones, and battle for control of more districts

Maps/Environments
* Two new battlegrounds.

Game Modes
* Added Domination game mode
More detail here

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VanWinkle

Member
Woah, huge patch. Is this worth playing now? I tried it a LONG time ago and didn't like it at all but I'd be willing to try it again if its good.
 

Kastrioti

Persecution Complex
* Completely retuned controller sensitivity settings in the options menu to give a broader range

Great news, the floaty controls were my main problem with the beta (I got my PS3 Uncharted 3 bundle like 2 months ago and it came with DUST). Is the download up right now, and how long does it take? I've been jonesing for a decent online FPS on my new PS3, so I hope this beta fixes a lot of issues I originally had.
 

pants

Member
Woah, huge patch. Is this worth playing now? I tried it a LONG time ago and didn't like it at all but I'd be willing to try it again if its good.
It's worth playing as of last patch, but this and the next should give you an idea if you want to play it going forward.

* Completely retuned controller sensitivity settings in the options menu to give a broader range

Great news, the floaty controls were my main problem with the beta (I got my PS3 Uncharted 3 bundle like 2 months ago and it came with DUST). Is the download up right now, and how long does it take? I've been jonesing for a decent online FPS on my new PS3, so I hope this beta fixes a lot of issues I originally had.

It's 1.2GB so adjust that for your connection speed, and yes it's up now!
 

Xater

Member
Wow that's a huge update. I will give this another shot. I am mostly interested in:

Performance
* Optimize client GPU performance
* Optimize texture streaming speed
* Increase display resolution.
 

Aleph

Member
Impressive patch. I should probaby try this again, last time was a few months ago, and I found it a little confusing.

* Duty Calls
* Battleground

Should also try this.
 
Interesting. I played this a few times and just couldn't get into it because the game would barely let me play and join a game and the controls felt off to me.

Hopefully this patch will improve things a lot. I'll give it a shot when I get my new PS3 (mine YLOD'd).
 

wildfire

Banned
Woah, huge patch. Is this worth playing now? I tried it a LONG time ago and didn't like it at all but I'd be willing to try it again if its good.

In the words of Mitanni.

It might be unfair to chalk success or failure up of a game or project up to personalities, but just as the Soundwave/Unifex team did so much to pull EVE out of a tailspin post-Incarna, I remain extremely impressed by Brandon Laurino, the executive producer of Dust, and Atli Mar Sveinsson, the Creative Director. My opinion of DUST before the Uprising build could be politely described as scathing; Brandon was brought in from outside CCP to patch up and fix Dust as best he could, and he only was with the company for three months before the first builds went out to the public - thus not really being able to make his mark. Working with Atli, I think that Uprising is the first 'real' version of DUST, and it is essentially a completely different game, compared to the barely-functional tech demo that we've been poking at hesitantly for the past year. So where Unifex and Soundwave were rightly heralded for 'saving Eve,' I suspect the Uprising release will see Atli and Brandon similarly lauded for ‘fixing Dust.'

In fact a bunch of people have been saying the samething else where but he is among the most notable Eve Online personalities.
 
My impressions: graphics are significantly improved. Previously they were bad enough to deter me from getting into the game so this is a welcome improvement. I'm still unsure on how a lot of things work though this is probably due to me skipping most of the tutorials. For example I am unsure of how to inject myself with the medical applicator. I know how to equip it but nothing I press makes my character actually use it. The controls feel much improved though still are not perfect. I adjusted the dead zone width and height to zero. Increased turning, y+x axis aiming to max. There seems to be a very minimal amount of auto-aim so it's necessary to strafe in order to get good accuracy. This does not detract from the game at all and in fact I actually prefer it over other games. I am loving the high time-to-kill. It is not instant like Call of Duty games. Takes a good while making every kill that much more satisfying. The user menu's and interface options are all very improved and intuitive. I love the new character creation system. All in all, I am looking forward to getting into this game. The uprising patch made significant improvements in almost every aspect.
 

androvsky

Member
My impressions: graphics are significantly improved. Previously they were bad enough to deter me from getting into the game so this is a welcome improvement. I still unsure on how a lot of things work though this is probably due to me skipping most of the tutorials. For example I am unsure of how to inject myself with the medical applicator. I know how to equip it but nothing I press makes my character actually use it. The controls feel much improved though still are not perfect. I adjusted the dead zone width and height to zero. Increased turning, y+x axis aiming to max. There seems to be a very minimal amount of auto-aim so it's necessary to strafe in order to get good accuracy. This does not detract from the game at all and in fact I actually prefer it over other games. I am loving the high time-to-kill. It is not instant like Call of Duty games. Takes a good while making every kill that much more satisfying. The user menu's and interface options are all very improved and intuitive. I love the new character creation system. All in all, I am looking forward to getting into this game. The uprising patch made significant improvements in almost every aspect.
Iirc, the medical applicator is for reviving fallen comrads.
 

Setsuna

Member
My impressions: graphics are significantly improved. Previously they were bad enough to deter me from getting into the game so this is a welcome improvement. I'm still unsure on how a lot of things work though this is probably due to me skipping most of the tutorials. For example I am unsure of how to inject myself with the medical applicator. I know how to equip it but nothing I press makes my character actually use it. The controls feel much improved though still are not perfect. I adjusted the dead zone width and height to zero. Increased turning, y+x axis aiming to max. There seems to be a very minimal amount of auto-aim so it's necessary to strafe in order to get good accuracy. This does not detract from the game at all and in fact I actually prefer it over other games. I am loving the high time-to-kill. It is not instant like Call of Duty games. Takes a good while making every kill that much more satisfying. The user menu's and interface options are all very improved and intuitive. I love the new character creation system. All in all, I am looking forward to getting into this game. The uprising patch made significant improvements in almost every aspect.

you dont
 

redhot_

Member
Just played a few matches and damn this game is rough. The feel of the guns and controls are so bad. Going to do a few more to see if there's any neat guns at least.
 

sono

Member
Originally Posted by CCP Eterne:

Starmap
* A new starmap has been added and can be found in the Neocom under Battles
* The starmap has three view settings:
* Atlas view which shows sovereignty information from all over New Eden
* Factional Warfare displays the ownership of planetary districts for each of the 4 major factions. From there you can join battles and see their results affect the outcome for each faction
* Corporation tab that will show information about your corporation’s conquest of planets within New Eden


at last !!
 
Tasty balls, this patch is huge. Looks like we're going to play completely different game this evening. Can't wait to get home and try it out. Love that they decided to put aim assist back, hope it'll help me not to suck at shooting.
 

Chris_C

Member
I suppose I'll update and give it a try. Played it a few times during the beta but the gunplay was so bad and the maps so boring I thought it was beyond salvation.

They seem to have put a lot of effort in, which is commendable.
 
It's been a decent enough shooter to have some simple fun with. The real draw is the tie in to EVE. Glad to see that aspect being upgraded.
 
The improvements are many, and overall, it's a super-impressive update. The framerate still isn't up to par, though. I think they can squeeze some more frames out of UE3…I hope.

Now that they've done a blanket respec, I'm looking forward to rebuilding my character.
 

Man

Member
Is this the official release? I tried updating my closed Beta client but it couldn't contact the server so I deleted it and I'm downloading the latest client from PSStore.
edit: Some hours later, it was the right thing to do. Almost finished updating...
 

Chris_C

Member
Wait, I launched the game on XMB, it downloaded a 1GB+ update (3.40?), launched the game "synchronized" for 5 mins, and now it's "updating game client" from WITHIN the game, with a 1.22GB patch... what?
 

Setsuna

Member
Wait, I launched the game on XMB, it downloaded a 1GB+ update (3.40?), launched the game "synchronized" for 5 mins, and now it's "updating game client" from WITHIN the game, with a 1.22GB patch... what?

yeah i didnt quite understand that

its as if the game redownloaded itself and then downloaded an update
 

glaurung

Member
Wait, I launched the game on XMB, it downloaded a 1GB+ update (3.40?), launched the game "synchronized" for 5 mins, and now it's "updating game client" from WITHIN the game, with a 1.22GB patch... what?
CCP's patches have always been horrible.

I was hoping they'd fix this shit now that the beta phase is over, but no.
 
Did they fix the mouse controls? (I mean properly, does it control like cs/ut/quake now or still in a 'we can do worse controls than bioshock, watch this shit yolo' (I assume this was their exact thought process) way
When I tried the beta they weren't mouse controls, it was just an emulated analog stick and it is HORRIBLE , talk about false advertising.


Anyone have screenshots? The graphics really were the worst I've seen this gen.

UI, menus etc were horrible as well, the map layouts were terrible and the gameplay was terrible, it really was genuinly the worst game I've tried this gen, by a long way, it made homefront look like a masterpiece... (and homefront makes battlefield heroes look like a masterpiece)
 
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