Jump to content
EN
Play

Forum

Let's Discuss Twins!


 Share

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


Recommended Posts

I am actually pretty hyped about the Plasma Injector (AP) augment.

Does anyone have this or has anyone used this?

Edited by LambSauce

Share this post


Link to post
Share on other sites

5 minutes ago, LambSauce said:

I am actually pretty hyped about the Plasma Injector (AP) augment.

Does anyone have this or has anyone used this?

Pretty good augment, but not that much best, like the EMP twins, provides AP at critical, but the AP duration is very least, and you have to focus on the target and finish it off and then move on.  Good augment for MM considering it does not require reloading.

  • Saw it 1

Share this post


Link to post
Share on other sites

21 minutes ago, NikmanGT said:

Pretty good augment, but not that much best, like the EMP twins, provides AP at critical, but the AP duration is very least, and you have to focus on the target and finish it off and then move on.  Good augment for MM considering it does not require reloading.

it is also very useful for close combat because of the disabled splash damage.

  • Saw it 1
  • Agree 1

Share this post


Link to post
Share on other sites

31 minutes ago, LambSauce said:

I am actually pretty hyped about the Plasma Injector (AP) augment.

Does anyone have this or has anyone used this?

Stable Plasma with 1 second of AP attached to critical hits, minus the impact force buff. 

 

 

You can't apply the status in a group like the other augments, but it provide great survivability in 1 v 1s compared to Stock. 

Edited by TheCongoSpider
  • Saw it 1

Share this post


Link to post
Share on other sites

1 hour ago, frederik123456 said:

it is also very useful for close combat because of the disabled splash damage.

Yeah, that’s why I’m so interested in this augment. It’s basically a better Stable Plasma. 

  • Agree 1

Share this post


Link to post
Share on other sites

@NikmanGT SERVER OF THE FORUM WAS DOWN FOR ME TIL NOW ? . DId not take it but i would have not. YEah not bad( i did not see you in any match?Maybe i left  , in that case you won cause of and absurdly noob team lolz )

  • Sad 1

Share this post


Link to post
Share on other sites

I see more  twin pulsar lately, and would like to know which hull immunity is best for survival vs pulsar?

All I can do is put twin protection and pray/hope no pulsar status. I don't give up completely because in Siege, you see

Tesla Pulsar sometimes and have to deal with them. I read in some other posts, someone said Stun Immunityis good.

 

Share this post


Link to post
Share on other sites

On 12/30/2022 at 11:09 PM, cybernite said:

I see more  twin pulsar lately, and would like to know which hull immunity is best for survival vs pulsar?

All I can do is put twin protection and pray/hope no pulsar status. I don't give up completely because in Siege, you see

Tesla Pulsar sometimes and have to deal with them. I read in some other posts, someone said Stun Immunityis good.

 

There really isnt much saving grace against twins pulsar right now, the best advice being, do not get hit ? .

I hope it will be nerfed in the nearest patch update, I think it would be suitable to decrease the projectile speed.

Share this post


Link to post
Share on other sites

On 12/31/2022 at 3:13 AM, frederik123456 said:

There really isnt much saving grace against twins pulsar right now, the best advice being, do not get hit ? .

I hope it will be nerfed in the nearest patch update, I think it would be suitable to decrease the projectile speed.

I think twins pulsar has been shadow nerfed now, the critical shots happen much less often and people seemed to have moved on from using it.

  • Saw it 1

Share this post


Link to post
Share on other sites

On 12/30/2022 at 11:27 PM, I_N_C_E_N_D_I_A_R_Y said:

I think twins pulsar has been shadow nerfed now, the critical shots happen much less often and people seemed to have moved on from using it.

Hmm, interesting.

Don't know if it really is true, but I remember ricochet pulsar was shadow nerfed before aswell, so it definitely is possible.

 

  • Saw it 1

Share this post


Link to post
Share on other sites

On 12/30/2022 at 6:09 PM, cybernite said:

I read in some other posts, someone said Stun Immunityis good.

 

Depends on the turret. Pulsars so far strictly use the Stock turret as a template. By default this means some will be more practical than others (see Pulsar Hammer vs Twins). Then there are the status durations. They are dependant on the standalone status augments of the turret. If EMP Twins is 1 second, Pulsar will be 1 second. If EMP Twins by itself increased to 2 seconds, so will Pulsar, unless they change this next year for balance purposes. 

 

To survive against Pulsar, you will need the respective protection module as well as what the most dangerous status will be from the crit. Pulsar Smoky's most dangerous status is the AP, which lasts enough for them to get an unprotected shot. The stun is 1 second so you will be vulnerable to their next shot, but Smoky protection can help take care of that. The EMP is 1 second so quick reaction times can see your supplies back on and ready to challenge the Smoky again, compared to using EMP Immunity, getting stunned and still getting hit while vulnerable because of the AP. 

 

Pulsar Tesla is deadly not only because of its new fast firing rate and good enough damage, its standalone status augment durations are on the high end. 1 second of Stun, 2 seconds of EMP, 5 seconds of AP, 3 seconds of Jammer, 4 ticks of afterburn. Equipping AP Immunity against it would help you not immediately die after a crit but you are EMP'd for the next 3-4 zaps, 2 of which are coming while you are stunned and cannot do anything, 2 ticks of afterburn going during that time for 600 extra damage on top of what you're already receiving from the zaps. End result, crit = death in most 1 v 1s. 

 

EMP Twins throughout its lifespan was overpowered because of both the status durations, the frequency of its applications, and how it was applied. It is constant DPS with one firing mode. Critical hits are convenient to come by and you can just take away armour and speed from enemies and deal very high damage to them. EMP Twins being nerfed to 1 second still has it as a very practical EMP augment because it has ease of access to the status. Pulsar Twins operates the same way except now it halts a target for a short time, gives 1.5 seconds of AP and afterburn damage ticks during their vulnerable period while continuously firing. You want AP Immunity against Pulsar Twins.

Share this post


Link to post
Share on other sites

On 12/30/2022 at 6:32 PM, frederik123456 said:

Hmm, interesting.

Don't know if it really is true, but I remember ricochet pulsar was shadow nerfed before aswell, so it definitely is possible.

 

It was nerfed because the standalone status augment durations were nerfed. 

 

On 12/30/2022 at 6:27 PM, I_N_C_E_N_D_I_A_R_Y said:

I think twins pulsar has been shadow nerfed now, the critical shots happen much less often and people seemed to have moved on from using it.

In the end, it's an RNG augment. Sometimes you can win your 2/4% chances and get back to abck crits quickly. Other times, you can go multiple seconds of direct hits and get no crits. I remember last year I went almost an entire battle without getting a single crit with Twins when its crit rate was higher than it is now. I've also went 15+ shots without a crit on Smoky with each of them having a 50% chance. 

Share this post


Link to post
Share on other sites

Thanks alot CongoSpider for explaining; so AP immunity is the best vs twins pulsar with your last sentence.

RNG (Random Number Generator right?) -- Ya it's like rolling dice now, pulsar makes things a bit more chaotic in battle. 

I just bought twins for the 1st time last week and the Tanki Fund twin pulsar got me curious and I had a hunch twins pulsar would be as good or better than tesla pulsar.

Ohya, I noticed Smoky Pulsar is a good ranged pulsar and was surprised yesterday by it.

Twins EMP is really annoying and deadly --- yep Gauss and Twins EMP...   sometimes I choose EMP immunity even if there is Enemy AP TURRETs in a MM.

 

Share this post


Link to post
Share on other sites

Twins is a disaster now. First you need an Augment, just to not kill yourself. Then you need to hit perfectly your enemy, or no damage will be done (differently than many others such as rail, that will kill you even if the shot was meters away or if you already turned the corner). Twins will hardly shoot up or down. Then the distance is ridiculous, as you need to be in front of a firebird to hit (and get killed in 1.5 seconds). And finally the damage given is peanuts. Take different turrets on a straight line starting from a fair distance and twins will lose with every single one.

PS.: and I forgot to mention that Twins shots are blocked by dead tanks taking forever to disappear.

Edited by Gabe2607
Addition
  • Like 1
  • Agree 1

Share this post


Link to post
Share on other sites

I've been testing on alt accounts which I like better, and honestly I didn't know until today. Stationary, I think tread is better for its inertia. Moving, I think Hover is better for 1 reason...

From testing, I made a horrible discovery. Keeping your mouse still, when using a tread tank and turning your hull in circles, your turret slightly moves slowly in the same direction up to a maximum of about 20 degrees. When you stop turning, your turret goes back to the neutral position. This is bad; especially for lock-on turrets. This means that for example, if you are driving at a target in front of you and aiming, then turn your hull to the left, you must actively compensate by turning your turret to the right. This effect is amplified by the degree you turn your hull (because of the maximum ~20 degree shift), and by the target's distance.

I only tested this with M6 Twins and Hunter. I don't know how this variable could change with other modifications and other turrets and hulls. Has anyone ever talked about this???

With regards to heavy tread hulls -- because their turning speed is slow, the time for the degree shift to increase will also be slowed, meaning it affecting your aim is negligible (unless you're trying to fire while doing doughnuts). 

I've been playing with mouse pretty much since when it was released, and I never knew about this phenomenon; I was making the compensations without even thinking about it. Perhaps I've gotten used to it, but I can unlearn it and have the accuracy I've always intended without outside influence. Am I overexaggerating this mechanic??? Do you think using tread tanks is still viable after learning this? 

Share this post


Link to post
Share on other sites

On 2/10/2024 at 12:37 AM, ok_hand said:

Please test this and report back your findings!

Alright so if you're continuously turning your hull, you will eventually make a complete circle; not the 20 degree maximum I previously thought. 

What matters the most is the very beginning of starting to turn your tank, which moves your turret about 5 degrees. 

Share this post


Link to post
Share on other sites

On 2/10/2024 at 1:35 AM, ok_hand said:

Do you think using tread tanks is still viable after learning this? 

I don't see how that stops a Hunter from killing multiple players with its overdrive or a Dictator giving Supercharge to itself and its allies. Or a Wasp bomb killing and injuring multiple players. Why would they suddenly be unplayable? 

 

On 2/10/2024 at 1:35 AM, ok_hand said:

Am I overexaggerating this mechanic??? 

Can you give a video example of this and how it affects your effiicacy with killing enemies? 

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...