I wrote this not as a how to guide but more of a I don't know if it's working as intended but here's what I ran into type thing. It will be updated as more info is gathered and things change.
Getting on test:
Use the duplicator program, change the version number in the version.id file to 18.3.13.3_EP1 then let it patch up.
Level range and entrance:
This APF is in the Unicorn Outpost like the others, although not on the base floor. Instead it's on that walkway above the tent where the regular NPCs are such as the one you get LE missions from. You need to be lvl 151-200 to get in. As far as I know the ship will eventually be an instanced team zone but for now on test I could get in without a team.
General Info
- From what I was told by Genele a ways back (part two) the zone is focused around both AXP gains and loot (both old and new). So with part of the focus being some type of XP gains and it being a team zone rather than a raid zone I expect this to have a difficulty somewhere around that of team Dark Ruins which has about the same focus and is also a team instanced zone.
- You are sent in a downed alien ship with a fixed layout which is like that of city raid ships inside.
- In the S7 gathering zone there are plenty of aliens fighting Unicorns as well as fences that kill the aliens. The aliens were all lvl 200 and completely ignored me, did not give AXP (the ones in the ship give AXP) and the fences did not injure me.
- Regular mobs are lvl 175-200 inside the ship.
- Regular mob types and lvls are randomly generated each time.
- A few mobs patrol but most are stationary and generally spaced out well enough to avoid messy situations. There are rooms with four to six mobs in it but I had no trouble at all keeping the number of attacking mobs to usually just one or two at a time with some pulling.
- Regular mobs are largely just big health bars to knock down posing hardly any danger, at least to my lvl 200 MA. The nuker types are the only annoying ones but even they are pushovers.
- S7 was supposedly one of the reasons for the HH@B change but I can't say I'd have bothered to wear HH@B in here by lvl 190-200 with the way it is now.
- There are grade II mobs, but I didn't really see any noticeable difference between them and regular versions.
- Mobs never respawn.
- Regular mobs are all old style aliens.
- So far at least all the loot is only on the bosses as regular mobs never dropped any loot at all. That or not all the loot and rewards are in yet, I'm leaning towards this being the case.
Missions
These come from either stuff in the ship, NPCs in the S7 gathering area or as a daily mission from the agency. They seem rather incomplete thus far though.
Save Rufus
- You get it from the NPC standing up near the entrance of the S7 gathering zone.
- You can find Rufus in a room to the West of the large West room.
- Rufus is busy yelling for help which you hear when you enter the next room over.
- Looks like you're suppose to use the blob in the North end of the room he's in to free him from his cage.
- Bug: Both times I went there he was busy fighting the mob in the room with him while not in his cage then attacked me when I came in.
Destroy the Alien Distress Beacon
- You get it from the NPC sitting down near the entrance of the S7 gathering zone.
- Used the bomb I was given on the Alien Distress Beacon (in a room towards the Northwest end), there was no reward, the mission just ended and four lvl 200 mobs spawned.
- Bug: The mission just blipped out with no lockout and later the NPC refused to talk to me. Even a couple days later he still won't talk to me again.
Missing Power Core
- There's an Empty Power Core Slot in a room to the East of the large East room. Right click it to the get the mission, this one has a timer attached to it of two to three hours or so.
- Looks like you collect items from the bosses to build the required item, haven't finished it yet.
Parasite
- In the Kyr'Ozch Gene Pool room (near the North end in the middle) there's a device by the pool called an Alien Gene Bank. Use it and you'll be infected with a parasite and get a mission to see the medic near the Unicorns fighting outside the ship.
- While infected a lvl 200 alien parasite will spawn every minute or two. These give no XP/SK, AXP or creds from their corpse.
- This mission only lasts nine minutes and currently offers no real reward. Although on completion you get a two hour nano put in your NCU that will prevent you from being infected again.
Go to Sector 7
- You get this as a daily mission from the mission agency.
- Go to the Kyr'Ozch Gene Pool room (near the North end in the middle), enter the pool and use the empty test tube item you were given when you got the mission to fill it. Return the filled tube to the agency NPC.
- Bug: When I went to the NPC it asked for the item by name then said it didn't ask for that when I handed it over.
Bosses
There are three bosses, each are lvl 210 and at the far North end of the zone in their own rooms. While the regular mobs are old style aliens the bosses are largely LE ones and/or spawn LE mission style aliens.
Defense Drone Tower (West)
- Looks like a big nondescript tower, it was non-aggressive which doesn't seem right.
- Not too difficult but has tons of health plus seems to have a large heal delta with a slow tick rate. Felt like the fight that would never end.
- Every so often it will spawn two mobs from a selection of three (nano voider, detonation drone & one of the pincer LE mission mobs). These mobs are spawned right inside of the boss so you'll need to tab every so often to target them. Seemed a good idea to get rid of them right away, especially since the LE pincer like mob was a pest.
- The tower doesn't hit too hard or have the best AR but occasionally fires off a nano that will do some 1.5k damage and stuns, may be AoE too.
- Dropped two items, a Viral Belt NCU Slots and a Power Core Mainboard.
Kyr'Ozch Maid (center)
- Looks like a small LE mission "Master of" type boss or the admiral (or whatever) from the ship portion of city raids. There were three cocoons in the pool near it.
- After you attack it Kyr'Ozch Nurse mobs start spawning from a room to the one side. Kyr'Ozch Guardians also are spawned.
- It looked like killing a guardian caused a cocoon to open up sending a Kyr'Ozch Offspring my way.
- Of the three adds only offspring seemed to do damage, the others didn't seem to do anything to me directly. I didn't notice the boss or other mobs being healed either.
- It can't move around but will warp and root players to it.
- Was able to just keep bashing on the boss while adds piled up to the one side of the boss with most not even agging me.
- The boss hit me for about 300-900 damage with an ok AR.
- Dropped two items, a Basic Belt and a Power Core Stabilizer.
Control Leech (East)
- Looks like a big squid LE mission mob.
- Oh boy this sucker hurts! It seemed to use most to all damage types and melee was the weakest damage type hitting me for about 600-1k but the others could top out at about 1.8k (I don't think those were crits either) with a good AR as well.
- For added fun it apparently can force you to attack others in your team although if no one else is around it acts like a stun and forces you to break attack as well. If you run it will chase after you and has a long attack range.
- I went splat on the attempts I made after getting it to around half or under half. I'll need help, more twinking or to figure out some tactic to do this. It although did not cause me to lose AXP on death oddly enough.
- Might not be a bad idea to knock it down some or boost everything else as it's a far more difficult mob than anything else in there.
Loot
From the items I've seen and the DB rip here's a quick run down as to what you can get. I'm expecting some to be made while others to be produced by way of upgrade items added to older items but that's just my guess. So far drops and rewards in general largely do not seem in place yet.
- A ring giving 200 NR, +7% XP and 50 RS.
- A six slot belt that gives +5 to all base abilities, 20 NCU, 100 max health and 100 max nano while only requiring 1126 CL and the AI expansion to wear. I think the base items to make it don't have nodrop tags, but the belt does.
- Active and passive versions of most of the old RK buff items that go in deck slots (cost, range, etc...), all also give you NCU. Active versions give a better bonus but less NCU (42) while passive give more NCU (84) but a smaller bonus. None of the ones I looked at seem to give as much of a bonus as QL 200 versions of the old RK ones, which only had a bonus but no NCU. These require 1126 CL and the AI expansion to use and are not nodrop or unique.
- Two new types of NCU memory items, one adding to XP gains (+2%) and another to damage (+5 to all) as well as 64 NCU for each. Both go in either slot three or four, are not nodrop or unique and have requirements of 501 CL and the AI expansion.
- Various special upgraded weapons.
- Two special boxes that you open to get something.
Trade skills
Power Core Stabilizer + Power Core Mainboard = Power Core Base Unit
Misc Issues
- There is a save terminal in S7 near the entrance/exit of the S7 gathering area by the quest NPCs. When I saved there and died I ended up spawning at the LoX hub save spot instead.
They since have added a SL like save spot in front of the terminal. That one worked properly but of course would just be a temp fix.- Just a personal impression but there may be a bit too many aliens streaming out and fighting the Unicorns. That or the Unicorns there are too weak (only seemed to do 1k-2k damage or less) to take them down very well. I've seen some very large masses of aliens piled up on top of each other out there.
Last time I went in no aliens were spawning outside or moving to attack.- For most the ship there isn't a lot of headroom so the floating aliens can just be seen as legs dangling from the ceiling. Enforcers are feeling a bit claustrophobic as well.
- Last I heard if a team member left the ship when they go back in will always get a different instance from the rest of the team.