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
Etherjets are some of the fastest Fighter-type ship-s available. 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 maneuver 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. Etherjets are 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 their 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 from the etherjets.
Etherjets are available as mercenaries, if the player needs a last-ditch attempt to keep bombers away from 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, and potentially devastating when it triggers a Raid Engine. If you are unable to kill an etherjet before it escapes with one of your ships, a trick is to scrap (delete) the tractored ship.
All ships ignore range when determining whether they can fire upon a ship that's tractoring them, so even Spire Gravity Rippers can kill etherjets. However, they will cloak while tractoring and will not fire on the ship they're dragging along due to range, are are designed to do that on purpose. If a cloaked etherjet is making off with one of your ships, just scrap it. It's gone.