AI War:Etherjet
This page was designed for release 5.026 and is likely extremely inaccurate. |
Blazing fast cloaked fighter that can grapple an enemy ship and drag it. |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Missile | Refractive | Tractor Beams Paralysis Attacks Mines | 4 Light, 4 Heavy, 4 Ultra-Heavy, 4 Polycrystal |
Mark | Ship Cap | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 147 | 2,400 | 4,250 | 3 sec | 33,600 | 0 | 120 | 800 | 800 dmg/sec | 117,600 dmg/sec | Cloaking 1x Tractor Beam (3750 Range) |
II | 132 | 4,800 | 4,500 | 3 sec | 67,200 | 0 | 120 | 800 | 1,600 dmg/sec | 211,200 dmg/sec | Cloaking 1x Tractor Beam (4000 Range) |
III | 117 | 7,200 | 4,750 | 3 sec | 100,800 | 0 | 120 | 800 | 2,400 dmg/sec | 280,800 dmg/sec | Cloaking 1x Tractor Beam (4250 Range) |
IV | 102 | 9,600 | 5,000 | 3 sec | 134,400 | 0 | 120 | 800 | 3,200 dmg/sec | 326,400 dmg/sec | Cloaking 1x Tractor Beam (4500 Range) |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|
I | -- | 60 | 180 | 240 | 100 | 00:00:02 | 8,820 | 26,460 | 35,280 | 14,700 | 00:04:54 |
II | 2,500 | 120 | 360 | 480 | 200 | 00:00:03 | 15,840 | 47,520 | 63,360 | 26,400 | 00:06:36 |
III | 6,000 | 240 | 720 | 960 | 200 | 00:00:06 | 28,080 | 84,240 | 112,320 | 23,400 | 00:11:42 |
IV | Adv Fac | 360 | 1,080 | 1,440 | 200 | 00:00:09 | 36,720 | 110,160 | 146,880 | 20,400 | 00:15:18 |
Note: EtherJet does not have a Mark V version.
How to use in your fleet
Sporting both anti-Fighter and anti-Bomber bonuses, these craft are mostly beneficial to micro-attentive players. Unlocking Etherjets give players a new tactical option in the ability to manoeuvre enemy fleetships. Effective tactics include deliberately dragging stand-off artillery (epitomized by the Zenith Bombard) back to friendly craft, and delaying a portion of invading forces (Bombers, Eye Bots, etc.) bearing down on critical structures by moving them out of range. For these reason, etherjets are deliberately brittle and will suicidally charge ahead of your main fleet in FRD-mode unless prevented. Keep them out of FRD.
An alternative use of etherjets is siphoning defenders waiting on the hostile side of a wormhole to thin some numbers before a full assault. This works best when the local Tachyon Guardian has been destroyed, and a damage soaker is available to divert enemy fire as the etherjets do their work.
NB: Etherjets are available as mercenaries, if the player needs a last-ditch attempt to keep bombers away from their critical structures.
How to counter when in the AI fleet
Etherjets are fairly weak in direct combat - however, it is the AI-behaviour that one should be worried about. An etherjet with captured prey will likely retreat into AI territory and release additional threat ships. This becomes particularly hazardous when its destination is a mark-IV world. If you are unable to kill the etherjet before it escapes, you can either wait for the tractored-ship to kill the etherjet or scrap (delete) them. Note that all ships are allowed to fire upon the ship that's tractoring them, so even Spire Gravity Rippers can kill etherjets.