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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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I hope I understood your question correctly, lol. If you rotate your hull clockwise with a speed of 20 degrees per second and your turret anti-clockwise with a speed of 15 deg/s, then naturally, the turret will start going clockwise with a speed of 5 deg/s, up to the point when you stop rotating your hull.

If both have a max. rotation speed of 20 deg/s (hull still goes clockwise, turret anti-clockwise), but the hull has higher rotation acceleration, then the turret will go clockwise too and form an angle, until it reaches the same turning speed as the hull. And then, the angle won't change anymore, until of course you stop rotating your hull.

Twins Mk6 has a max. rotation speed of 125,29 deg/s and acceleration of 125,29 deg/s², Hunter Mk6 however, has a max. rotation speed of 112,35 deg/s and acceleration of 329,41 deg/s² (stats from Wiki, no MU). In this case, it's natural that there will be an angle initially since Hunter accelerates faster, but Twins should catch up and normalize eventually, once its rotation speed surpasses Hunter's.

Edited by Son_Goku

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On 2/10/2024 at 5:09 PM, TheCongoSpider said:

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? 

 

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

I'm not talking about overdrives.

I have no knowledge of how to record.

 

On 2/11/2024 at 7:52 AM, RB04 said:

got patched

what did?

 

On 2/11/2024 at 8:33 AM, Son_Goku said:

I hope I understood your question correctly, lol. If you rotate your hull clockwise with a speed of 20 degrees per second and your turret anti-clockwise with a speed of 15 deg/s, then naturally, the turret will start going clockwise with a speed of 5 deg/s, up to the point when you stop rotating your hull.

If both have a max. rotation speed of 20 deg/s (hull still goes clockwise, turret anti-clockwise), but the hull has higher rotation acceleration, then the turret will go clockwise too and form an angle, until it reaches the same turning speed as the hull. And then, the angle won't change anymore, until of course you stop rotating your hull.

Twins Mk6 has a max. rotation speed of 125,29 deg/s and acceleration of 125,29 deg/s², Hunter Mk6 however, has a max. rotation speed of 112,35 deg/s and acceleration of 329,41 deg/s² (stats from Wiki, no MU). In this case, it's natural that there will be an angle initially since Hunter accelerates faster, but Twins should catch up and normalize eventually, once its rotation speed surpasses Hunter's.

sorry, not what i meant

 

once i figure out how the stupid private pro battles works i'll try to explain in easy repeatable steps

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On 2/10/2024 at 6:35 AM, ok_hand said:

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? 

Topic merged

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