Dust 514 starter guide and walkthrough
Tips for new players
Dust 514 is a huge meta game. Tied into EVE Online and it’s 10+ year ongoing “stock market” simulator, Dust 514 more-so handles the dirty work and casts you in the role as the ground troop(s) who will help turn the tide of power into the hands of their factions and corporations. Think MAG but on a grander scale. Wherein MAG your battles contributed to land takeover and overall points, Dust 514 affects entire universes and the lives of millions on PC and PS3. So you need to make sure you’re ready for the battle by following our handy starter guide below.
First thing you will be prompted with (aside from your username) is what race and bloodline you’re tasked to choose. Aside from aesthetics, your race and bloodline do not matter as much as your skillset and particular chose “skill tree” will be. Like any MMO, depending upon your “trait” will help you out to determine which tree and dropsuit is right for you. Want to be the sniper class? “Scout suit” might be your preference. Heavy weaponry/tank? You may want to consider the Assault or Caldari dropsuits. It’s a dense game, with more depth than most FPS, so patience is recommended. Foresight will be your best friend in the end with Dust 514.
Now that your race (and hopefully career trait) chosen, it’s time to look at skill points and the various skill trees. Skill points are actively accruing or earned in combat for kills and such. These are what make you a better merc and there are a variety of categories to place your acquired points. Skills are obtained via two means: Skill points (SP) and ISK (in-game currency). You must use SP to buy skill books that you in turn use ISK to purchase a variety of skills. ISK is earned in battles, so the more you fight and the better you fight, the more you’ll earn. Each skill has a max level of 5, with one being “basic understanding”, and five being “masterful”. (NOTE: Whenever a skill says “per level”, it’s a max of 5, so do keep that in mind). Since there’s only so much money for you to be had, it’s best to focus on a setup catered to your style rather than a “well-rounded” soldier, at least at first.
SKILLS
- Dropsuit Command
- Dropsuit Upgrades
- Weaponry
- Vehicle Command
- Vehicle Upgrades
- Turret Operation
- Corporations
MICROTRANSACTIONS
- AUR
- Passive Booster
- Active Booster
- Starter Pack
- Armored Assault Pack
BATTLE STRATEGIES
- Ambush
- Ambush OMS
- Skirmish
- Domination
DROPSUIT COMMAND
This is obviously one of the more important categories to start with; you won’t do much for a battle if you’re unable to protect yourself!
Level 1: Medium suits (Amarr Assault/Logistics Dropsuits, Caldari Assault/Logistics Dropsuits, Gallente Assault/Logistics Dropsuits, Minmatar Assault/Logistics Dropsuits) All unlock at Level 5
Level 2: Light suits (Gallente Scout Dropsuits, Minmatar Scout Dropsuits) All unlock at Level 5
Level 3: Heavy suits (Amarr Sentinel Dropsuits) All unlock at Level 5
MEDIUM SUITS
Amarr Assault: +5% to dropsuit recharge rate per level
Amarr Assault Bonus: 5% reduction to laser weaponry heat build-up per level
Amarr Logistics: +1 HP to dropsuit armor repair rate per level
Amarr Logistics Bonus: +5% to efficiency of armor repairer modules per level
Caldari Assault: +5% to dropsuit recharge rate per level
Caldari Assault Bonus: +2% to hybrid weapon reload speed
Caldari Logistics: +1 HP to dropsuit armor repair rate per level
Caldari Logistics Bonus: +5% to efficiency of shield extender modules per level
Gallente Assault: +5% to dropsuit recharge rate per level
Gallente Assault Bonus: 5% reduction to hybrid weaponry PG/CPU usage per level
Gallente Logistics: +1 HP to dropsuit armor repair rate per level
Gallente Logistics Bonus: 5% reduction to equipment PG/CPU usage per level
Minmatar Assault: +5% to dropsuit recharge rate per level
Minmatar Assault Bonus: +5% to sidearm weaponry clip size per level
Minmatar Logistics: +1 HP to dropsuit armor repair rate per level
Minimatar Logistics Bonus: +5% to hacking speed per level
LIGHT SUITS
Gallente Scout: 5% reduction to scan profile per level
Gallente Scout Bonus: +10% to dropsuit scan radius per level
Minmatar Scout: 5% reduction to scan profile per level
Minmatar Scout Bonus: +5% to melee and nova knife damage per level
HEAVY SUITS
Amarr Sentinel: %5 reduction to weapon feedback damage per level
Amarr Sentinel Bonus: +2% to heavy weapon reload speed
DROPSUIT UPGRADES
Where you’ll come to augment your suit(s) with a variety of powers and enhancements.
Level 1: Dropsuit Core Upgrades (Active Scanner Operation LVL 2, Drop Uplink Deployment LVL 2, Dropsuit Electronics LVL 1, Nanocircuitry LVL 2, Repair Tool Operation LVL 2, Systems Hacking LVL 4)
Level 2: Dropsuit Armor Upgrades (Armor Plating, Armor Repair Systems) and Dropsuit Shield Upgrades (Shield Extension, Shield Recharging, Shield Regulation)
Level 4: Dropsuit Biotic Upgrades (Cardiac Regulation LVL 1, Hand-to-Hand Combat LVL 3, Kinetic Catalyzation LVL 5)
DROPSUIT CORE UPGRADES
Active Scanner Operation LVL 2: Unlocks access to standard active scanner
Drop Uplink Deployment LVL 2: Unlocks access to standard drop uplinks
Dropsuit Electronics LVL 1: Unlocks ability to dropsuit CPU output per level;
Precision Enhancement LVL 1: 2% bonus to scan precision per level
Profile Dampening LVL 1: 2% reduction profile per level
Range Amplification LVL 1: +10% to dropsuit scan range per level
Dropsuit Engineering LVL 1: +5% to dropsuit maximum powergrid (PG) output per level
Nanocircuitry LVL 2: Unlocks access to standard nanohives and nanite injectors
Repair Tool Operation LVL 2: Unlocks access to standard repair tools
Systems Hacking LVL 4: Unlocks ability to use codebreaker modules; +5% to hacking speed per level
DROPSUIT ARMOR UPGRADES
Armor Plating LVL 1: Unlocks access to armor plate dropsuit modules; +2% to armor plate module efficacy per level
Armor Repair LVL 1: Unlocks access to armor repair dropsuit modules; +5% to armor repair module efficacy per level
DROPSUIT BIOTIC UPGRADES
Cardiac Regulation LVL 1: Unlocks access to cardiac regulator modules to increase max stamina and stamina recovery rate; +2% to cardiac regulator module efficacy per level
Hand-to-Hand Combat LVL 3: Unlocks ability to use myofibril stimulant modules to increase melee damage; +10% to myofibril stimulant module efficacy per level
Kinetic Catalyzation LVL 5: Unlocks the ability to use kinetic catalyzer modules to increase sprinting speed; +1% to kinetic catalyzer module efficacy per level
DROPSUIT SHIELD UPGRADES
Shield Extension LVL 1: Unlocks access to shield extender dropsuit modules; +2% to shield extender module efficacy per level
Shield Recharging LVL 1: Unlocks access to shield recharger dropsuit modules; +3% to recharger modules efficacy per level
Shield Regulation LVL 1: Unlocks access to shield regulator dropsuit modules; +2% to shield module efficacy per level.
WEAPONRY
Pretty self-explanatory, right? This is where you will gather all necessary armaments to unleash hell! Be sure to look carefully at each offering so you’re not needlessly spending points in a category/weapon you won’t be using at all.
Level 1: Sidearm Operation (Flaylock Pistol LVL 3, Nova Knife LVL 1, Scrambler Pistol LVL 1, Submachine Gun LVL 2)
Level 3: Light Weapon Operation (Assault Rifle LVL 1, Laser Rifle LVL 3, Mass Driver LVL3, Plasma Cannon LVL 4, Scrambler Rifle LVL 2, Shotgun LVL 4, Sniper Rifle LVL 2, Swarm Launcher LVL 3) and Explosives (Demolitions LVL 3, Grenadier LVL 1) and Handheld Weapon Upgrades
Level 5: Heavy Weapon Operation (Forge Gun LVL 3, Heavy Machine Gun LVL 1)
SIDEARM OPERATION
Flaylock Pistol: +5% flaylock pistol blast radius per level
Flaylcok Pistol LVL 1: +5% maximum ammunition capacity per level
Flaylock Pistol Proficiency LVL 5: +3% flaylock pistol damage per level
Flaylock Pistol Optimization LVL 4: 5% reduction to PG usage per level
Flaylock Pistol Rapid Reload LVL 2: +3% reload speed per level
Nova Kinfe: 5% reduction to nova knife charge time per level
Nova Knife Proficiency LVL 5: +3% nova knife damage per level
Scrambler Pistol: +1 scrambler pistol clip size per level
Scrambler Pistol Ammo Capacity LVL 1: +5% maximum ammunition capacity per level
Scrambler Pistol Proficiency LVL 5: +3% scrambler pistol damage per level
Scrambler Pistol Fitting Optimization LVL 4: 5% reduction to PG usage per level
Scrambler Pistol Rapid Reload LVL 2: +3% reload speed per level
Submachine Gun: 5% reduction to submachine gun kick per level
Submachine Gun Ammo Capacity LVL 1: +5% maximum ammunition capacity per level
Submachine Gun Proficiency LVL 5: +3% submachine gun damage per level
Submachine Gun Fitting LVL 4: +5% maximum ammunition capacity per level
Submachine Gun Rapid Reload LVL 2: +3% reload speed per level
Submachine Gun Sharpshooter LVL 1: 5% reduction to submachine gun dispersion per level
LIGHT WEAPON OPERATION
Assault Rifle: 5% reduction to assault rifle kick per level
Assault Rifle Ammo Capacity LVL 1: +5% maximum ammunition capacity per level
Assault Rifle Proficiency LVL 5: +3% submachine gun damage per level
Assault Rifle Fitting LVL 4: 5% reduction to PG usage per level
Assault Rifle Rapid Reload LVL 2: +3% reload speed per level
Assault Rifle Sharpshooter LVL 1: 5% reduction to assault rifle dispersion per level
Laser Rifle: 5% laser rifle cooldown speed per level
Laser Rifle Ammo Capacity LVL 1: +5% maximum ammunition capacity per level
Laser Rifle Proficiency LVL 5: +3% laser rifle damage per level
Laser Rifle Fitting LVL 4: 5% reduction to PG usage per level
Laser Rifle Rapid Reload LVL 2: +3% reload speed per level
Mass Driver: +5% mass driver blast radius per level
Mass Driver Ammo Capacity LVL 1: +5% maximum ammunition capacity per level
Mass Driver Proficiency LVL 5: +3% mass driver damage per level
Mass Driver Fitting LVL 4: 5% reduction to PG usage per level
Mass Driver Rapid Reload LVL 2: +3% reload speed per level
Plasma Cannon: 5% reduction to plasma cannon charge time per level
Plasma Cannon Ammo Capacity LVL 1: +5% maximum ammunition capacity per level
Plasma Cannon Proficiency LVL 5: +3% plasma cannon damage per level
Plasma Cannon Fitting LVL 4: 5% reduction to PG usage per level
Plasma Cannon Rapid Reload LVL 2: +3% reload speed per level
Scrambler Rifle: 5% reduction to scrambler rifle charge time per level
Scrambler Rifle Ammo Capacity LVL 1: +5% maximum ammunition capacity per level
Scrambler Rifle Proficiency LVL 5: +3% scrambler rifle damage per level
Scrambler Rifle Fitting LVL 4: 5% reduction to PG usage per level
Scrambler Rifle Rapid Reload LVL 2: +3% reload speed per level
Shotgun: 3% reduction to shotgun spread per level
Shotgun Ammo Capacity LVL 1: +5% maximum ammunition capacity per level
Shotgun Proficiency LVL 5: +3% shotgun damage per level
Shotgun Fitting LVL 4: 5% reduction to PG usage per level
Shotgun Rapid Reload LVL 2: +3% reload speed per level
Sniper Rifle: 5% reduction to sniper rifle scope sway per level
Sniper Rifle Ammo Capacity LVL 1: +5% maximum ammunition capacity per level
Sniper Rifle Proficiency LVL 5: +3% sniper rifle damage per level
Sniper Rifle Fitting LVL 4: 5% reduction to PG usage per level
Sniper Rifle Rapid Reload LVL 2: +3% reload speed per level
Swarm Launcher: +10% swarm launcher clip size per level
Swarm Launcher Ammo Capacity LVL 1: +5% maximum ammunition capacity per level
Swarm launcher Proficiency LVL 5: +3% swarm launcher damage per level
Swarm Launcher Fitting LVL 4: 5% reduction to PG usage per level
Swarm Launcher Rapid Reload LVL 2: +3% reload speed per level
Explosives: 3% reduction to CPU usage per level
Demolitions LVL 3: Unlocks access to remote explosives
LVL 1: Standard
LVL 3: Advanced
LVL 5: Prototype
Grenadier LVL 1: Unlocks access to grenades
LVL 1: Standard
LVL 3: Advanced
LVL 5: Prototype
Handheld Weapon Upgrades: 3% reduction to weapon upgrade CPU usage per level
HEAVY WEAPON OPERATION
Forge Gun: 5% reduction to forge gun charge time per level
Forge Gun Ammo Capacity LVL 1: +5% maximum ammunition capacity per level
Forge Gun Proficiency LVL 5: +3% forge gun damage per level
Forge Gun Fitting LVL 4: 5% reduction to PG usage per level
Forge Gun Rapid Reload LVL 2: +3% reload speed per level
Heavy Machine Gun: 3% reduction to heavy machine gun heat build up per level
Heavy Machine Gun Ammo Capacity LVL 1: +5% maximum ammunition capacity per level
Heavy Machine Gun Proficiency LVL 5: +3% heavy machine gun damage per level
Heavy Machine Gun Fitting LVL 4: 5% reduction to PG usage per level
Heavy Machine Gun Rapid Reload LVL 2: +3% reload speed per level
VEHICLE COMMAND
The maps of Dust are MASSIVE, and it helps to have a vehicle or two to help meander about them in.
Level 1: Caldari LAV (Caldari HAV LVL 4, Caldari Logistics LAV LVL 5, Caldari Scout LAV LVL 5) and Gallente LAV (Gallente HAV LVL 4, Gallente Logistics LVL 5, Gallente Scout LVL 5)
Level 3: Caldari Dropship (Caldari Assault Dropship LVL 5, Caldari Logistics Dropship LVL 5) and Gallente Dropship (Gallente Assault Dropship LVL 5, Gallente Logistics Dropship LVL 5)
Caldari LAV: Unlocks ability to use Caldari LAVs
Caldari HAV LVL 4: Unlocks the ability to use Caldari HAVs
Caldari Enforcer HAV LVL 5: +3% to missile damage and range per level; +2% maximum zoom per level
Caldari Logistics LAV LVL 5: +2% shield damage resistance per level
Caldari Scout LAV LVL 5: +2% to acceleration and turret rotation speed per level
Gallente LAV: Unlocks ability to use Gallente LAVs
Gallente HAV LVL 4: Unlocks the ability to use Gallente HAVs
Gallente Enforcer HAV LVL 5: +3% to blaster damage and range per level; +2% maximum zoom per level
Gallente Logistics LAV LVL 5: +2% armor damage resistance per level
Gallente Scout LAV LVL 5: +2% to acceleration and turret rotation speed per level
Caldari Dropship: Unlocks ability to use Caldari dropship
Caldari Assault Dropship LVL 5: +2% to turret damage and +1% to shield resistance per level
Caldari Logistics Dropship LVL 5: -2% CPU consumption to all shield modules per level
Gallente Dropship: Unlocks ability to use Gallente dropship
Gallente Assault Dropship LVL 5: +2% to turret damage and +1% to armor resistance per level
Gallente Logistics Dropship LVL 5: -2% CPU consumption to all armor modules per level
VEHICLE UPGRADES
Dust’s vehicles are rather standard fare and won’t last long unless you enhance and augment them to assist your team in battle.
Level 1: Vehicle Core Upgrades (Mobile CRU Operation LVL 4, Vehicle Electronics LVL 2, Vehicle Engineering LVL 2, Vehicle Maneuvering LVL 3)
Level 2: Vehicle Armor Upgrades (Armor Adaptation LVL 2, Remote Repair Systems LVl 2, Vehicle Armor Plating LVL 2, Vehicle Armor Repairing LVL 1) and Vehicle Shield Upgrades (Shield Adaptation LVL 3, Shield Boost Systems LVL 2, Shield Transporting LVL 2, Vehicle Shield Extension LVL 3, Vehicle Shield Recharging LVL 2) and Vehicle Turret Upgrades
Vehicle Core Upgrades: +1% to vehicle maximum PG and CPU per level
Mobile CRU Operation LVL 4: 3% reduction in Mobile CRU COU usage per level
Vehicle Electronics LVL 2: 5% increase in vehicle maximum CPU per level
Sensor Upgrades LVL 1: 5% reduction to CPU usage of scanning & sensor modules per level
Vehicle Engineering LVL 2: 5% reduction to CPU usage of powergrid modules per level
Vehicle Maneuvering LVL 3: Unlocks the ability to use speed boost modules
Vehicle Armor Upgrades: +2% to vehicle armor damage resistance per level
Armor Adaptation LVL 2: 3% reduction to CPU usage of armor hardener modules per level
Remote Repair Systems LVL 2: Unlocks ability to use remote repair modules and equipment
Vehicle Armor Plating LVL 2: 3% reduction to vehicle armor plate PG usage per level
Vehicle Armor Repairing LVL 1: +3% to armor repair module repair rate per level
Vehicle Shield Upgrades: +2% to vehicle shield damage resistance per level
Shield Adaptation LVL 3: 3% reduction to CPU usage of shield resistance amplifier modules per level
Shield Boost Systems LVL 2: +3% vehicle shield recharge rate per level
Shield Transporting LVL 2: 3% reduction in shield transporter CPU usage per level
Vehicle Shield Extension LVL 3: 3% reduction to CPU usage of vehicle shield extension modules per level
Vehicle Shield Recharging LVL 2: +1% shield recharge rate per level
Vehicle Turret Upgrades: unlocks ability to use modules that alter turret functionality
TURRET OPERATION
So you’ve got the vehicle(s), now let’s make sure you can adequately fire them. There’s a small variety of turrets and ammunition to be aware of in Dust.
Level 1: Small Hybrid Turret Operation and Small Missile Turret Operation
Level 3: Large Hybrid Turret Operation and Large Missile Turret Operation
Small Hybrid Turret Operation: +1% small hybrid turret damage per level
Small Missile Turret Operation: +1% small missile turret damage per level
Large Hybrid Turret Operation: +1% large hybrid turret damage per level
Large Missile Turret Operation: +1% large missile turret damage per level
CORPORATIONS
Corporations will be what really show is Dust has the staying power of other micromanage FPS (there are other, right). What this will essentially allow you to form a clan, and as your abilities and training grow, allow more and more members to join.
Corporations: Allows +10 members to join
Megacorp Control LVL 5: +50 members allowed per level
Transtellar Empire Control: +200 members allowed per level
MICROTRANSACTIONS
Dust 514’s isn’t just unique because of its ambitious tie-in to EVE Online, but also because the deciding factor whether it’ll last is whether or not gamer will speak with their wallets. Micro-transactions are nothing new, at least for PC gamers, but Dust 514 is one of the few console games to implement this business model, and should be a fun experiment to see if it’s a viable option for the future. CCP Mark Reid wants to stress that this is not a “pay to win” game, and they will ensure their best to make sure it doesn’t become a “whoever has the most funds wins” game.
We’ve already covered ISK and SP, so we’ll talk briefly about Aurum or (AUR) currency only obtainable via spending your hard earned real life money.
AUR
4,000 AUR: $1.99
10,000 AUR: $4.99
20,000 AUR: $9.99 (bonus 1,000 AUR)
40,000 AUR: $19.99 (bonus 3,000 AUR)
100,000 AUR: $49.99 (bonus 10,000 AUR)
200,000 AUR: $99.99 (bonus 25,000 AUR)
Having AUR is the only way to ever buy the Active Booster or Passive Booster packs that will give you 50% active/passive SP gain for a number of days (1-30 depending upon which booster is purchased).
PASSIVE BOOSTER
These booster will provide a stream of SP regardless of game time or not. As long as you have a character and set their “passive skill booster” option on, they will accrue a boost in SP.
(7-Day) 7,000 AUR ~$4.00
(30-Day) 20,000 AUR $10.00
ACTIVE BOOSTER
Active boosters, however, will only lend a boost while at the end of a battle
(1-Day) 2,000 AUR (There is no cheaper option for AUR other than the 4,000 AUR which costs $1.99)
(3-Day) 3,500 AUR (There is no cheaper option for AUR other than the 4,000 AUR which costs $1.99)
(7-Day) 7,000 AUR ~4.00
(30-Day) 20,000 AUR $10.00
There are a variety of options and price ranges offered, so let’s go over them one at a time, in detail:
STARTER PACK: $9.99
Exile Assault Rifle
7-day Active Booster
20x ‘Neo’ Assault C-1 Dropsuit
20x ‘Neo’ Assault G-1 Dropsuit
20x ‘Neo’ Assault A-1 Dropsuit
2,000 AUR
ARMORED ASSAULT PACK: $9.99
20x Creodron Beach HAV
20x Kaalakiota Tactical HAV
7-Day Active Booster
‘Pariah’ 80GJ Railgun
‘Brimstone’ ST-1 Missile Launcher
Mercenary Pack: $19.99
Dragonfly Assault Dropsuit
Toxin Assault Rifle
40,000 AUR
50x HK-2 Scrambler Pistol
50x Hacked EX-0 AV Grenade
50x Hacked Nanohive
50x CN-V Light Damage Modifier
30-Day Active Booster
Veteran Pack: $49.99
Blood Raider Saga LAV
‘Covenant Assault Dropsuit’
‘Covenant’ Sniper Rifle
HK4M Shotgun
100,000 AUR
50x Hacked Drop Uplink
50x Fused Locus Grenade
50x 1.5dn Myofibril Stimulant
2x 30-Day Boosters (1 Active & 1 Passive)
Elite Pack: $99.99
Ishukone Watch Saga LAV
Four ‘Dren’ Dropsuits (One of each type)
‘Dren’ Shotgun
‘Dren’ Swarm Launcher
‘Dren’ Scrambler Pistol
‘Dren’ Assault Rifle
200,000 AUR
4x 30-Day boosters (2 Active & 2 Passive)
“Hundreds of consumables and more”
BATTLE STRATEGIES
AMBUSH
Each team is required to simply “deplete the clone reserves of the other team”. Word of advice: do NOT try and be a hero, you really won’t last long if you do so. Ambush is “team deathamtch”, so think and play with your team. You’ll survive longer and contribute better in a squad than simply running lone wolf. Same goes for Ambush OMS, but focus on protecting your turrets and supply depots as well, you’ll need the depots for weaponry and ammo.
AMBUSH OMS
Same as regular Ambush with the added off-map support (hence OMS) of turrets and supply depots.
SKIRMISH
Control points. You and your team will launch from the Mobile Command Center (MCC) and capture as many NULL cannon installation components. The more cannons controlled, the more and faster the enemy MCC is damaged. A good strategy is to work from the middle, out. Start as far as away as you can, to a safe degree. Then work forwards, towards your enemies cannons. If you limit their spawn time and locations, victory is utterly assured. Your home base and NULL cannons will be safe longer than the cannons unoccupied. Stick with the team aspect, go in a group, and dominate those cannons!
DOMINATION
A mercenary only game type. But it’s a lot like Skirmish mode. The only difference is there’s only one NULL cannon, so each battle is over a single control point. The ending can come via destroying the MCC of the enemy or depleting their clone reserves. This will be a bloodbath, and death will likely come a lot. With only one control point, you’re bound to see enemy after enemy, so it’s best to prepare for the worst. It’s best to get in, take a few kills, then retreat to re-equip and brace for another attack. As long as you’re playing as a team, communicating together, and playing smart, there’s no reason you shouldn’t be making progress.
Sign up to the 12DOVE Newsletter
Weekly digests, tales from the communities you love, and more
Marvel Rivals has what it takes to shake up the PvP shooter genre if it can maintain its hero fantasy while also making balance changes
Marvel Rivals made Jeff the Land Shark so stinkin' adorable that the MCU is bringing him on as an official hero: "We're all Jeff fans around here. Man is he fun to play"