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New consumables

The latest build on the Public Test Server introduced some new consumables for your purchasing pleasure.  Check with your local Supply Sergeants on PTS to preview these new gadgets.

  • Portable Waypoints! Get in and out of danger quickly by accessing your own waypoint!
    • One-Way Personal Waypoint
      • Allows access to local waypoint network for the person who deploys it
    • Two-Way Personal Waypoint
      • Allows two-way access to local waypoint network for the person who deploys it
    • Portable Waypoint
      • Allows two-way access to local waypoint network for the entire squad of the person who deploys it
  • Adrenaline Boosters
    • Mmmmm Caffeine! These boosters instantly add 100% adrenaline to your character. This amount may be lower depending on character level and booster level
  • Armor Chargers
    • Great for beefing up your character during battle.  These consumables recharge your characters armor over time. 
  • Power Chargers
    • Increases your character’s Power over time.

      To access the Public Test Server and these new consumables, please click here.


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Comments


These all sound like good ideas… now that everyone has waypoint access, I’m looking foward to see how the Engineer class will change to compensate.

Posted by Fathom on 7th December, 2007 at 15:34

Well , The Adrenaline is good and so are the waypoints
But power over time ? why need rage if you can consume that thing
Also okay currently It would make sence since adrenaline doesn’t regen ,and when you just died you could use those ,however now that you put in adrenaline pots you won’t ever be in short off adrenaline so no need for those ingame mod’s that steal adrenaline
Armour charges ,good way to get rid off medics ,they use tools in party’s to regen your armour and now u’l be able to do it without

The Armour charges and Adrenaline brings Tabula Rasa on Easy/safe mode
People don’t play TR cause its easy ,they like a challenge,having to take cover to keep ur armour , not running in a mob of mobs and if you see ur almost dead porting out ...

This is probay worst way to go with TR

Its like you guys have no clue where to go with this game =/ ,just this patch don’t get me wrong I luv the game wink

Posted by Skip Damien on 7th December, 2007 at 17:28

Why are you adding a Item that will destroy the use of the Engi skill wormhole when its just not needed ?

If you can find time to add a item like this that will Nerf Engi then why can’t you spend this time fixing a real problem like the AI for bot’s.

Posted by Lilith on 7th December, 2007 at 18:38

I haven’t had a chance to test these yet, but from the look of it they appear to replace the support classes in the game (engineers etc.).
I presume it is to make solo play “easier”, but I can’t help but think that fewer will play support classes (do they recieve a new skills instead?) and go for pure DPS.

Posted by Blackburn on 7th December, 2007 at 18:55

Forgot to add, that the (one way) waypoint looks like a good idea for situations that /stuck can’t help with (should lighten the load for the GMs smile).

Posted by Blackburn on 7th December, 2007 at 19:03

Booya, another Thing missed and overlooked earlier =)

Posted by Ningen on 7th December, 2007 at 23:36

Not too keen on this - just means Soldiers+ don’t need Specialists+ now (Armor Charge) :(

And I don’t think the Adrenaline Booster is such a great idea. What’s to stop people spamming Signature moves? Instead of having it add so much, make it a multiplier addition over the adrenaline gain per kill.

Posted by BeerWolf on 8th December, 2007 at 2:37

At last! These will be very helpful indeed =D

Posted by Nathan on 8th December, 2007 at 16:32

No, that’s bad, you are going to make this game even easier and it will get infested with immature players like wow.
I know you people want a lot of players because that means a lot of income but keep the game at a moderate difficulty. I’m asking this in behalf of all the mature players that managed to play so far without asking in general chat for help all the time. Thanks!

Posted by Victor on 8th December, 2007 at 22:30

Excellent news indeed! All will be hugely well received, I’d bet on it even [& I am not a betting man!].

Posted by Justin Talbot on 9th December, 2007 at 0:13

What about radar mods for snipers (extended range 100m+ & limited detection ie only shows up at 60m or less) and spys (limited detection ie only shows up at 40m or less) mainly pvp use but would be nice as sniper class does suffer and spys could do with it as it should be one of there abilities

Posted by ross on 9th December, 2007 at 18:25

Fantastic addons! I have often been in the heat of battle wishing for more adrenaline or power. Keep up the good work devs

Posted by Jim on 10th December, 2007 at 12:33

Armor gain over time is NOT good idea at all if you want people to group, or to play various classes, don’t implement armor packs and save specialists. Power over time could be useful if restricted to specialist+ classes only. Other things are pretty much in order

Posted by Gridrunner on 10th December, 2007 at 15:05

Actually I agree with Skip Damien on the Armor change. Didn’t think of this at first and it will surely make support classes that repair armor less useful…

Posted by Fathom on 10th December, 2007 at 15:47

Hm… Why change a game balance and class definitions which ( hopefully) have been developed over all of development and beta just one month after commercial launch?

I don’t think that’s wise…

Definitely want to know how the Engineers will be changed to make them useful for other players again…

Posted by Saintjohn on 10th December, 2007 at 23:54

Very very bad, first of all, this will destroy the support classes, the game is to easy as it is. Support class characters already have a hard time being usefull, all they are capable of now is easy soloing since they can heal.

Secondly, this will make the game even easier, which I think is bad. Not once have I encountered any problem or quest I couldnt handle with my medic/exo.

You guys should really rethink this

Posted by Seran on 11th December, 2007 at 3:19

This feels more like a nerf of Specialist classes than anything else. What use will you have for a Specialist in a group anymore? I’m just hoping that there’s at least a massive cooldown on these items, making them “for emergency use only”.

Posted by Rick on 11th December, 2007 at 12:26

Rick it is a speclist Nerf more or less every mmo like TR end’s up Nerfing speclist’s to make the soilder line to make sure there able to solo any thing and every thing.

When at the same time nerfing speclist’s to make sure they have to party 100% of the time just to walk across the starting zone.

<From Avatea> I precise that this is not at all what the purpose of the changes brought to the game is at all. I understand that players playing specialist classes feel this way but only a month after we’ve launched the game, further tweaking is yet to be expected, we have after all lots of content coming our way!

Posted by Lilith on 12th December, 2007 at 21:19
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