AI War:Radar Jammer
|This page is up to date for game version 6.010|
| Interferes with the targeting of ships on the planet.|
The Mark I halves the effective range of all ships on the planet.
The Mark II halves the range of enemy ships only.
Increases AI Progress by 6/12 (Mk. I/II) when destroyed while under AI control.
|Ship Cap||Ammo Type||Armor Type||Immunities||Damage Bonuses|
|4/2||Shell||Refractive||Fusion Cutters, Minor Electric Ammo, Attack Boosts, Armor Boosts, Gravity Effects, Attrition, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Being Insta-Killed, EMPs|
|Mark||Damage||Attack Range||Reload||Health||Armor||Speed||Engine Health||Single Ship DPS||Ship Cap DPS||Abilities|
|I||9x2,000||4,000||2 sec||1,000,000||8,000||0||Inf||9,000 dmg/sec||36,000 dmg/sec||Captured On Planet Ownership Change|
|II||9x4,000||7,000||2 sec||1,000,000||8,000||0||Inf||18,000 dmg/sec||36,000 dmg/sec||Captured On Planet Ownership Change|
|Mark||Knowledge||Metal Cost||Crystal Cost||Total Cost||Energy Cost||Build Time||Cap Metal Cost||Cap Crystal Cost||Cap Total Cost||Cap Energy Cost||Ship Cap Build Time|
How to use in your fleet
The mark 2 radar jammer is one of the most useful Trader offerings. When combined with Tractor Beam Turrets and Gravitational Turrets it makes it much easier to keep incoming ships at a range where you can hit them but they can't hit you.
Be very careful where you place these. Radar jammers are extremely fragile relative to their exorbitant metal cost. Even under a force field a single stray plasma siege shot can easily destroy it. It is recommended you place it away from your command center under its own force field.
How to counter when in the AI fleet