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Darkenoids are very effective at taking out small forward bases, the quantum beam will do significant damage but the air crash damage would surely take it out. Sending them after experimentals is an excellent idea, as the quantum beam is very powerful. The Darkenoids can then hover out over the enemy army and laser them down in relative impunity. They float above the rest of your base, thereby taking up no space, and offensive enemy forces tend to have considerably weaker AA than defensive ones. Darkenoids are surprisingly good at defense. If your Darkenoid is about to die send it over the enemy base as it will most likely take out half, if not all, of the enemies' AA, though this is easy to prevent by building your AA spread out from each other. Due to its massive size, it is able to eliminate just about anything where it crashes. Largely due to its pinwheel bombs, a Darkenoid is capable of dealing 2370 dps (pre training/veterancy) to shields (which can only sustain 8 or 10 thousand damage). A bug actually makes this not true, as often they will merge into one, making them excellent ACU killers for assasination modes. Instead, give them separate targeting orders/waypoints. Unlike the old CZARs, darknoids can't stack in the same space. Key note: multiple Darknoids can't use their primary beam cannon on the same target, because they can't all get into the position above the target. (Note: Major Experimentals at 0 HP will use a Death Attack, destroying everything they land on.) Destroying base defenses instantly at the crash, it is a highly effective suicide unit to destroy for instance: point defenses stacked together allowing land units to invade the place relative easily, or a lone nuke defense structure. As a last-ditch maneuver, the Darkenoid's Air Crash can be effective at penetrating base defenses. It's very strong against land units and surface-based naval units (read: an effective counter to a walking navy), but has low health and thus is generally not suitable for attacking bases with large amounts of anti-air weaponry. As they lack anti-air weaponry they should be sent in groups or escorted with Weedoboths. If you have enough resources to build this over and over again, you can use it as just a suicide unit to take out enemy experimental buildings like the Noah Unit cannon, Nuke or anti nuke. Best used when the experimentals are away from base or aircraft A good idea is to use these against major experimentals like the Universal Colossus, King Kriptor, and minor experimentals like Fatboys and Urchinows, as they have no air defense, and if they have AA escorts, the Darkenoid should be able to destroy the escorts and finish off the experimentals while avoiding the destructive death blow because of being in air. Beside all that, the Darknoid still one of a base's worst visitor.
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Plus it carries a hefty price sum and construction time. with the exclusion of the soul rippers anti air laser).
With its draw-backs, the Darkenoid is no longer an aircraft carrier, unlike CZAR, nor does it possess any AA, meaning it is vulnerable to enemy AA fighters (but not gunship weapons. This means a shrewd commander can send these speedy rings over an enemy base and decimate it quickly. Unlike it's predecessor, this new major experimental now boasts external plasma bomb bays, beam cannons and a central quantum-beam generator.ĭespite it's size, the Darknoid achieves astounding speeds, only second to the air-fighters. The Darkenoid Experimental Giant Saucer is an Illuminate sequel to the CZAR. Direct Fire Experimental - Continuous Beam