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Which playing style do you prefer when playing with Twins?  

16 members have voted

  1. 1. Which playing style do you prefer when playing with Twins?

    • Attack
      14
    • Defence
      3
    • Support
      3
    • Parkour
      0
  2. 2. Which Twins augments do you prefer?

    • Standard
      4
    • Stable plasma
      4
    • Plasma accelerators
      3
    • Heavy plasmagun
      5
    • Vaporizer
      0
    • Cryotron
      1
    • Magnetron
      1
    • Tectonic Plasma
      2
    • Plasma Turbo Accelerators
      3
    • Adrenaline
      3
    • Plasma injector
      2
  3. 3. Which skin for Twins do you like?

    • Standard
      4
    • XT
      5
    • SP
      4
    • Legacy
      3


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So, I tested both Twins and Ricochet. My reviews are that both are equally good in short range. I didn't get to test with all hulls. But I did test with Hunter, Viking, Wasp and Hornet. Many people have a notion that Rico is better than Twins. But in reality both are equally good. Twins might require a bit more skill, but Rico requires nearly equal skill to properly make use of the bounce effect. If not more. I'll post this on Rico's discussion too.

 

Best Twin alt IMO: Stable Plasma(if it receives a buff of increase in range) or Heavy Plasmagun (hard to use and hard to master, but a beast when mastered). Plasma Accelerator is good if you want to avoid much close range battles. I don't like it much tho.

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So I've been playing around with Twins, and I've been liking its gameplay. It definitely helps a lot in mid-range dogfights against Firebirds, Hammers, etc. So much so that I've had several battles where I score 15-20 kills using Twins.

Anyhow, I'm looking to maybe get Plasma Accelerators next.  Heavy Plasmagun is an interesting wild card augment, though I am tantalized more by the increased range of Plasma Accelerators. So how are the Accelerators like in mid-range dogfights? Thanks in advance.

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I’m going to buy Heavy Plasma Gun Augment on the May Holidays’ sale.

I often hear it’s hard to control it.

But, if we practice a lot, the damage can be higher than Incendiary Mix for Firebird, I mean, about 1077 damage/sec.

Fire can keep 1050 damage/sec for only 10 sec but Twins can keep higher damage forever.

And the splash damage will help us to kill several tanks on the same time.

Self splash damage? Why don’t you use 50% protection.

The impact force can make twins more powerful as you know.

Heavy plasma can be stronger than melee-range turrets even it’s short range turret.

Heavy plasma is a augment that Incendiary mix gets 60 Tanki meters and no energy reload and impact force.

Oh, don’t forget this, less protection for Twins than most of all other turrets 

 

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48 minutes ago, LambSauce said:

Twins, like Thunder, is currently too weak and needs a small buff.

I find the fact that it has a 25% chance to obtain a critical hit interesting, compared to the other non-special turrets getting 10%. 

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22 hours ago, TheCongoSpider said:

I find the fact that it has a 25% chance to obtain a critical hit interesting, compared to the other non-special turrets getting 10%. 

Which update was this? The Wiki still hasn't been updated.

Regardless, imo Twins is quite weak in the range that is it supposed to be most effective at.

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7 minutes ago, LambSauce said:

Which update was this? The Wiki still hasn't been updated.

Regardless, imo Twins is quite weak in the range that is it supposed to be most effective at.

I think it's been that way for a while, we just missed it in the flurry of updates. It's updated now on the wiki, along with a couple other corrections to critical chances.

https://en.tankiwiki.com/Critical_Damage

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5 hours ago, Potdindy said:

Anyone running twins a lot still at high ranks? I used to hate it but dont see it much anymore. Feels like an olden days turret.

All of its augments are cool + ranged turrets nerfed rcently.

So, yeah there is atleast 1-2 Twins users per battle.

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7 hours ago, Potdindy said:

Anyone running twins a lot still at high ranks? I used to hate it but dont see it much anymore. Feels like an olden days turret.

I'd use it more often on some of my accounts if I was put into small or medium maps more often. Pretty much qualifies for all melee to short ranged turrets.

Instead I'm put into large to mega maps more often than I like, so I have to end using mid to long range turrets if I don't want to be an easy cannon fodder.

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I have twins MK7-5 And honestly it just seems that other weapons have just been made too strong while twins has been left alone, when I was around the lieutenant ranks I had the minotaur kit and twins was insane , (this was before the release of gauss, tesla hover hulls) , in fact I liked it so much that I made it m3 by spending 300k crystals to fully microupgrade it during the sales. It was a strong gun, however around 2019 a took a break of tanki for the whole of 2020 and returned this year to find this gun is unfortunately pretty much obsolete now. I'm only a general, and I have a mk 7 twins and mk7 viking , but I can't stay alive long enough to do any damage. Every rico I see has that plasmatorch alt and absolutely destroys my twins. ( I myself use the heavy plasma and stable plasma alts, I bought them a long time ago when they were alot cheaper)  hammer just destroys twins now, even at range , freeze has become ABSURDLY strong, in fact , a mk6 freeze can destroy my mk7 viking in just a couple seconds from maz health, whereas it takes my MK7-5 twins TRIPLE that to destroy his MK5 hunter . Isida has become deadly, and frankly I  do not know why. Why does a weapon who also has the ability to FULLY heal allies also do higher damage than firebird?? Makes 0 sense. And I don't even wanna talk about tesla, my twins can barely shoot 4 times before a tesla kills me. It seems that now even with high level equipment the twins just hasn't held up enough. Everything kills you too fast before you can do any real damage with the twins. Go to close, you will die. Or get stunned, cuz for some reason devs added stuns to almost every single overdrive (hunter ,hopper,wasp even) JUST WHY?!?!? Even added them as alterations on guns, which is just madness. Fight from range, twins has horrible damage drop-off (which is already low damage btw) and the slow projectile speed is really tough to control, especially since you'd want to be moving while shooting. I'm just sad that the 2 turrets that I decided to commit to and make mk7 , thunder , and twins have been power crept to oblivion.

P.S, since when could a equally levelled shaft with no alterations 1 shot an equally leveled viking?

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43 minutes ago, surging101 said:

I have twins MK7-5 And honestly it just seems that other weapons have just been made too strong while twins has been left alone, when I was around the lieutenant ranks I had the minotaur kit and twins was insane , (this was before the release of gauss, tesla hover hulls) , in fact I liked it so much that I made it m3 by spending 300k crystals to fully microupgrade it during the sales. It was a strong gun, however around 2019 a took a break of tanki for the whole of 2020 and returned this year to find this gun is unfortunately pretty much obsolete now. I'm only a general, and I have a mk 7 twins and mk7 viking , but I can't stay alive long enough to do any damage. Every rico I see has that plasmatorch alt and absolutely destroys my twins. ( I myself use the heavy plasma and stable plasma alts, I bought them a long time ago when they were alot cheaper)  hammer just destroys twins now, even at range , freeze has become ABSURDLY strong, in fact , a mk6 freeze can destroy my mk7 viking in just a couple seconds from maz health, whereas it takes my MK7-5 twins TRIPLE that to destroy his MK5 hunter . Isida has become deadly, and frankly I  do not know why. Why does a weapon who also has the ability to FULLY heal allies also do higher damage than firebird?? Makes 0 sense. And I don't even wanna talk about tesla, my twins can barely shoot 4 times before a tesla kills me. It seems that now even with high level equipment the twins just hasn't held up enough. Everything kills you too fast before you can do any real damage with the twins. Go to close, you will die. Or get stunned, cuz for some reason devs added stuns to almost every single overdrive (hunter ,hopper,wasp even) JUST WHY?!?!? Even added them as alterations on guns, which is just madness. Fight from range, twins has horrible damage drop-off (which is already low damage btw) and the slow projectile speed is really tough to control, especially since you'd want to be moving while shooting. I'm just sad that the 2 turrets that I decided to commit to and make mk7 , thunder , and twins have been power crept to oblivion.

P.S, since when could a equally levelled shaft with no alterations 1 shot an equally leveled viking?

Welcome back! Yes, the game has changed a lot. I had not played for two years and then came back during the COVID lock down. Much faster to level up now and I also went Premium from the beginning to accelerate leveling up. In a little over a year I hit Legend 33. The current state of freeze, tesla, and isida is definitely pretty dominant on mid range boards. They are really hard to counter. I faced many foes with twins and they do seem to hold their own IMO. I also have a maxed out defender drone that has allowed me to stay alive a little more to get kills.

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Just now, surging101 said:

P.S, since when could a equally levelled shaft with no alterations 1 shot an equally leveled viking?

Technically since around 2017 or before, when Shaft did 3000 damage per shot and Viking itself had 3000 damage.....

Now Shaft deals 3300 damage per sniping shot so it can one shot a HIGHER leveled Viking without needing augments.

Tip: Do not rely on GS score when facing against a Shaft. A Shaft user with a lower GS score then you can still 1-hit kill you lol.


Also I fully agree with everything you said in your post, particularly the Isida part. Makes no sense that the primary healing turret also happens to deal the most damage per second of any turret. Also funfact: Isida has more range than Firebird and Freeze now. They nerfed Firebird and Freeze's max range down to 15 meters a couple months ago but still kept the 20 meter range on the Isida, despite Isida already dominating the other two short ranged turrets for a year ever since they gave it the highest damage in the game back in 2019 and buffed it damage even more in early 2021.

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1 hour ago, enri_chill said:

Welcome back! Yes, the game has changed a lot. I had not played for two years and then came back during the COVID lock down. Much faster to level up now and I also went Premium from the beginning to accelerate leveling up. In a little over a year I hit Legend 33. The current state of freeze, tesla, and isida is definitely pretty dominant on mid range boards. They are really hard to counter. I faced many foes with twins and they do seem to hold their own IMO. I also have a maxed out defender drone that has allowed me to stay alive a little more to get kills.

Yes I noticed ranking was extremely faster, I went from brigadier to general in just 4 days , yes its crazy isn't it, when I was playing before isida was the weakest of the 3 melee turrets for straight damage , now its so strong and they even gave its vampire ability back! 

I feel like they went a little bit overboard with the alterations though , (or , as they are now called , augments) I personally think there are WAY to many of them. For example a smoky shouldn't heat up a target, that was a unique ability for firebird , now everything deals heat damage, same for freeze , a smoky shouldnt freeze someone. It just kinda kills uniqueness imo. Also I've noticed that all my guns have critical hits now . I think devs are adding to many things at once. Matches are become way too hectic , the fact that everything kills everything so fast now.

Also, I thought alterations were supposed to , Alter your turret , not upgrade it. Eg sledgehammer rounds for thunder increases reload but sharply reduces max damage range, so many of these new "augments" are straight up advantages with no downsides , what's the reason for this ?

 

14 minutes ago, Tanker-Arthur said:

Technically since around 2017 or before, when Shaft did 3000 damage per shot and Viking itself had 3000 damage.....

Now Shaft deals 3300 damage per sniping shot so it can one shot a HIGHER leveled Viking without needing augments.

Tip: Do not rely on GS score when facing against a Shaft. A Shaft user with a lower GS score then you can still 1-hit kill you lol.


Also I fully agree with everything you said in your post, particularly the Isida part. Makes no sense that the primary healing turret also happens to deal the most damage per second of any turret. Also funfact: Isida has more range than Firebird and Freeze now. They nerfed Firebird and Freeze's max range down to 15 meters a couple months ago but still kept the 20 meter range on the Isida, despite Isida already dominating the other two short ranged turrets for a year ever since they gave it the highest damage in the game back in 2019 and buffed it damage even more in early 2021.

Ahh that's interesting, it had been over a year so I must have not remembered that .

And yes , it's complete madness that they buffed isida this much , they've also brought back that self healing feature in the form of an alteration , so it basically removes that nerf they did on it a while back,  while basically doubling its damage. So now the turret that has more range than fire and freeze , more dps than fire and freeze, and also has the ability the heal teamates unlike fire and freeze, can also heal itself while inflicting damage. Makes sense.

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I would recommend using the Augment <<Stabilized Plasma>>> for Twins as it doesn't allow you to self-destruct and thus provides an extensive amount of classic and strategic gameplay.

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13 minutes ago, frederik123456 said:

Reset poll.

Results of the old poll can be found on the front page.

That's a cool idea to reset the polls, they were rather irrelevant by this stage. Polls should maybe even be reset every so often (every 3 months, or 6 months?), would be an interesting way to gauge current player opinion on turrets, hulls and augments.

Although, if archiving the original poll results, perhaps record the dates between which the original poll was taken - just so that we have some context :P 

Edited by DestrotankAI9
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3 minutes ago, DestrotankAI9 said:

That's a cool idea to reset the polls, they were rather irrelevant by this stage. Polls should maybe even be reset every so often (every 3 months, or 6 months?), would be an interesting way to gauge player opinion on turrets and hulls.

Although, if archiving the original poll results, perhaps record the dates between which the original poll was taken, just so that we have some context :P 

Good idea!

I will add the reset date to the front page.

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