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[Issue 54] The Ultimate Guide to Twins


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Twins is, to some, a controversial weapon. Its ability to fire forever with no drawbacks makes many regard it as a "noob" turret fit only for unskilled players who don't know how to aim and are too lazy to take their hands off the spacebar. Regardless of its reputation with regards to skill, Twins has established itself as a solid turret for drug-heavy and intense firefights due to its consistent and unending damage output. Let's see how we can optimize this thermodynamics-violating, plasma-spewing, double-barreled terror for maximum damage and utility.

 


The History of Twins

 

Twins has been in Tanki Online since day one. As one of the three Tier 1 turrets, it was meant to be an alternative to Smoky and Firebird, but inferior to the devastating Fear Machine, which we know today as Railgun. It had similar statistics to the version seen after the rebalance, which, compared to the current version, shoots slower, has lower projectile speed, and has more ranged damage but less up close. After the introduction of the Tier 2 turrets, Ricochet became its spiritual successor and superior at higher ranks due to its notably better damage output.

 

The rebalance upped its stats to make it an effective weapon against Tier 2 turrets, but it wasn't granted any new abilities like Smoky and Firebird were. Since then, it has been adjusted a few times. One update a few years ago increased the rate of fire significantly. The latest of these balance updates occurred about a year ago, when its damage at medium range was toned down, but the damage at very close distances ramped up by a large amount. That update made it more of a close range weapon than a long range one.

Basic Stats
 
Throughout M0-M3, Twins retains some key characteristics:

  • Twins can fire forever. While this is technically true for Smoky, Thunder, and Railgun too, you won't really notice that on those 3 weapons since they fire a lot more slowly. The reloading bar on the HUD just shows the wait time between each shot. There's no overheating like there is with Vulcan.
  • Twins has the second fastest rate of fire in the game out of any projectile weapon, just behind Vulcan. It can fire 4 shots per second at every modification.
  • The impact force per shot is quite low, but when you can fire 4 shots per second, the overall impact force over time is impressive. This makes it good for pushing players or flipping them on ramps.
  • The range is... lacking. It's significantly lower than Ricochet's, and the damage starts dropping rapidly after just a few meters. At the end of its absolute range (when the plasma balls start dissipating), it deals very little (if any) damage.
  • The shots travel rather slowly, and much more slowly than those of Ricochet. Attacking enemies at medium distances is more challenging because of this.
  • The rotation speed is the fastest out of all the projectile weapons. This makes it easy to rapidly switch between targets.

Pros and Cons

 

Pros:

  • Twins has the highest theoretical sustained damage over time out of all the turrets due to its high damage output at close range and lack of reloading. Firebird, Isida, Freeze, Ricochet, and Hammer are more powerful, but they lack the ability to fire forever, which cuts their overall damage per second by a lot. This makes it a good choice in battles with lots of drugging since you won't be bothered by enemies using Repair Kits. If they're using something more powerful than you, they will run out of ammo if you use a Repair Kit and if they're using something weaker, you should win anyway.
  • The rate of fire allows you to switch between enemies very quickly.
  • The impact force impedes the driving of light hulls. While not quite as much as Vulcan, it's still significant.
  • Twins is very forgiving when it comes to accuracy. 1 or 2 missed shots aren't going to make a huge difference against a wide variety of enemies.

Cons:

  • Roughly half of the turrets in the game can engage a Twins user past their effective range. This makes it quite useless in battles on large maps where you are exposed to Shafts, Thunders, and Railguns. Even Vulcans can take you out without sustaining much damage.
  • The low projectile velocity makes it easy for light hulls and even medium hulls to dodge your shots at medium range. Even if they hit, they won't do much damage.
  • Twins is not very subtle due to the constant, annoying sound and luminous plasma balls. Most players will know where you are if you start firing.
     

Possible Combinations
 
And now, let's see how Twins does on different hulls...
 
Wasp-Twins
 

115px-Hull_wasp_m3.png

Please, don't use this. Unless you're wrestling or playing in a BT match. There are better combinations out there.

 

How it does in different gametypes:

  • CTF: Not very good as a flag carrier since Twin's damage per second in a short time frame is relatively low compared to other medium ranged weapons. It also needs a constant line of sight to deal damage, which means that if you need to fighting someone off along the way, you will be vulnerable to attack too.
  • TDM: You won't survive long enough to do much killing.
  • DM: ^
  • CP: You won't survive long enough to do any meaningful capturing or fire support. See the trend here?

Special Notes:
Not much to note here.

  
Hornet-Twins

 

150px-Hull_hornet_m3.png
Not that common, and for a similar reason as to why Wasp-Twins is uncommon. To use Twins optimally, you need to be able to survive for long enough to dish out damage and capitalize on its infinite ammo. With Hornet, being exposed while firing means that you will take a lot of fire and not survive for very long. Also, it looks like a slug.
 
How it does in different gametypes:

  • CTF: Better than Wasp-Twins, but still definitely far from my first pick.
  • DM: Far from my first pick. You'll be outgunned by a lot of combinations.
  • TDM: ^
  • CP: Less crazy than Wasp-Twins, but not by much.

Special Notes:

Not much to note here.

 
Hunter-Twins

 

150px-Hull_hunter_m3.png
A component of the Vandal kit seen at times at higher ranks. Hunter is a good deal more robust than the light hulls, but it's still not quite healthy enough to serve as a great mount for Twins. That said, Hunter-Twins isn't bad. While you won't really win in a head on confrontation with heavier hulls + stronger weapons, this is a nice combination for serial Railgun-slaying on maps where you can flank or sneak into the enemy base. It's fast enough to keep up with fleeing enemies and can take some punishment. Overall, a very offensive-orientated Twins combination.
 
How it does in different gametypes:

  • CTF: You might snag a few flags with this, but it's best used as an attacker, as you can sow chaos and destroy Shafts/Railguns, paving the way for your teammates to grab the flag. Can also double as an OK defender and midfielder.
  • DM: I'd still use something heavier. DMs are rife with heavier hulls that can deal with Hunter-Twins quite easily.
  • TDM: Use as you would in CTFs. Just don't try to capture (non-existent) flags.
  • CP: You can hover around the point and provide fire support, but I would still use a heavier hull.

Special Notes:

Not much to note here.

  
Viking-Twins

 

150px-Hull_vicing_m3.png

Part of the (in)famous Minotaur kit, Twins-Viking is a formidable yet simple to use combination. Viking has good survivability and can tackle most other combinations in a straight fight. It's not too slow, so you can get close to enemies for optimal damage output.

How it does in different gametypes:

  • CTF: Capturing flags is more or less out of the question in most situations since Viking is quite slow. Melt down defenders with some good ol' plasma fire, support your team's flag carriers by keeping everyone pinned in cover, and cover your teammates when they run off. It can also serve as an decent defender.
  • DM: Not bad. Maybe not quite as deadly as a Twins-Mammoth, but the extra mobility can come in handy in battles with lots of close range weapons.
  • TDM: Use how you would in CTFs.
  • CP: You'd still want more health for holding control points in Polygon CPs, but you can use this to cruise around and deal with enemies trying to capture points.

Special Notes:
This is most commonly seen at medium ranks since the Minotaur kit that contains M2 Viking and Twins is popular. M2 Twins is possibly the best M2 turret along with M2 Smoky due to its very good statistics.

  
Dictator-Twins

 

150px-Hull_dictator_m3.png

Not uncommon despite its rather awkward looks and handling. Dictator is a good mount for Twins from a statistical perspective, having high health, good maneuverability and decent speed, but in practice its unusual shape raises some problems. Dictator's turret mount is located high up on its back end, which can give you a good platform to shoot at higher elevations from, but Twins' low velocity and range means that if an enemy is at an elevation high enough that Dictator's height is an advantage, you won't do a whole lot of damage. This height also makes it hard to use at close quarters, where you will find that enemies right next to you will be too low for Twins to hit. Unlike other weapons, you can't rock your turret back and forth to counteract this (you can get maybe 2 hits for every rocking motion you do), so it's not good up close.
 
How it does in different gametypes:

  • CTF: Mostly for fire support. On medium to large maps, ranged weapons such as Railgun and Shaft are popular with defenders, and you may have difficulties with getting close enough to deal with them without sustaining heavy damage in the process. It's good for escorting/covering flag carriers since Dictator's large hitbox and height allows you to body-block the fire of enemies and shoot over teammates. Also nice for defense.
  • DM: Quite good. Maybe not as devastating as a Twins-Mammoth, but enemies with ranged weapons will be a little less annoying.
  • TDM: Use how you would in CTFs.
  • CP: Use similarly to Twins-Viking. It is quite good for holding down the point in Polygon due to its extra height- this allows you to fire from lower elevations onto higher ones fairly easily.

Special Notes:

Normally, I would suggest driving Dictator backwards at close quarters due to the location of its turret. However, if you do so with Twins and someone is right next to your turret, you won't be able to hit them. Therefore, you can drive backwards at medium range to lower the distance of the turret to your target (helpful for Twins); but if you need to deal with someone up close, try to keep them in the front of your hull, between the two tread "prongs". You can then ram them and prevent them from moving easily.

 
Titan-Twins

 

150px-Hull_titan_m3.png
Featured in the Cardinal kit, Titan-Twins can be used similarly to Mammoth-Twins, but it's more mobile. This lends it for use as a "steamroller" - you can push the front lines back, slowly but surely.

 

How it does in different gametypes:

  • CTF: Great for defense and pushing enemy defenders back. If you can find a good position to fire from, you can also cover flag carriers as they make their escape. Just be sure not to accidentally body-block them or hit them by accident (impact force can be annoying). In defense, Titan's very impressive pushing power, combined with Twins' impact force, can prevent enemies from getting to your team's flag.
  • DM: Stay in an area with lots of commotion and you can rack up a lot of kills. Just don't stray too far from the action, since your range is limited and infinite ammo is less handy when you don't have as many things to shoot at.
  • TDM: Your objective in TDM is to kill things, which Titan-Twins is very handy at. Watch out for ranged opponents and you can do fine with frontal assaults or guarding your home base if there's a lot of traffic there.
  • CP: You can stay on control points to guard them against enemy assault or hang around the sidelines to douse all your opponents in plasma. You can stay in or near the points if there's a lot of action and you can get a good firing angle on your opponents; but if not, it's not too troublesome to get out of there.

 

Special Notes:

Not much to note here.

  
Mammoth-Twins

 

150px-Hull_mammoth_m3.png

The quintessential slap-brick-on-spacebar combination due to its massive protection, which allows you to make full use of the infinite ammo. Live forever, fire forever, kill forever.

 

How it does in different gametypes:

  • CTF: Sit on your flag and murder any enemy that dares wander in. If your team's defense is already good enough, consider starting a slow invasion of the enemy base- respawning enemies are a reliable source of kills.
  • DM: Use similarly to Titan-Twins in DMs.
  • TDM: See my comments for Titan-Twins in TDMs.
  • CP: See my comments for Titan-Twins in CPs.

Special Notes:

Not much to note here.

 

Twins Tactics

 

Lead your shots: Twins may have a fairly decent range on paper, but the reduced damage and slow velocity prevent you from taking full advantage of that when you're too far away from your opponents, especially against light hulls. If a player is driving across your screen quickly (I mean, you won't really have to lead your shots on Mammoths), shoot ahead of them. This is tricky to get right, but will make Twins a much more deadly weapon when done properly.

 

Suppress your enemies with sheer volume of fire: Since you can fire forever without any penalties, take advantage of that to keep enemies pinned in cover by shooting where you think they will pop out. This obviously doesn't work at a distance, but it's useful if you're capturing a point with enemies nearby or trying to protect a flag carrier. It also doesn't really work if you and your target are not on the same elevation since the auto-aim will not aim at the correct spot.

 

Don't fire if you have no targets to shoot at: An oft-repeated joke is that Twins is to be used with a brick on the spacebar to facilitate firing forever. That may be applicable in heated firefights, but in many situations, giving away your position with unnecessary firing is not very helpful. Your thumb/2nd finger (if you're using mouse controls) will also become strained after a while. And a brick on your keyboard might damage it, who knows.

 

...but keep firing otherwise: If you're fighting multiple opponents at once, there's no need for you to stop shooting before turning your attention to another one, unless your ears are tired of the sound or something. You're not wasting any ammo (or hurting yourself), and unlike Vulcan, the rotation speed while firing is identical.

 

Assorted Tips

  • If an enemy is on top of a ramp and you are on it, you may be able to flip them over with a combination of ramming and Twins' impact force. If your opponent decides to try to go forward and shoot you, charge them as soon as the bottom of their tank is exposed and shoot. With luck, your shots will hit the underside of the front of your enemy's tank and flip them over on their treads, or at the very least keep them upright for a few seconds. If you're using a hull that's relatively short (Viking or Hornet), this is easier.
  • Twins is possibly the best weapon for stabilizing your tank during long jumps, at least if you're not using a heavy hull. This is because you can adjust the angle of your tank at any time by firing - due to the very fast reload speed, you can make adjustments as often or as occasionally as necessary. On maps like Madness, drive off an edge and shoot forwards, making sure your turret is centered, until your hull is a few degrees lower than horizontal (with light hulls) or about horizontal (with medium hulls) and firing in short bursts if you need to as you descend.
  • Twins projectiles are large and bright. While this is normally a downside due to the high visibility, you can blind scoped Shafts at close range with the sheer intensity and number of the plasma shots. With this and the impact force knocking them around, Shafts will find it hard to engage you even from the front.
  • If an enemy that you're fighting uses a Repair Kit or gets healed by an Isida, keep firing. The lack of reloading and infinite ammo means that you don't have to worry about "wasting" any of your damage by shooting a target that is being repaired.

Twins against Other Turrets

 
What should do when you're engaging other turrets in combat? Read on to find out more.

 

Against Firebird:

150px-Turret_firebird_m3_2.png
Firebird has much higher DPS than Twins, but only while its fuel lasts. A Firebird with a full tank is more than a match for a Twins at close range, but a half-empty or empty one is easy prey. Try to keep Firebirds at an arm's length. By backpedaling and shooting simultaneously, a pursuing Firebird will be slowed down by the impact force and will find it hard to reach you.

 

Against Freeze:

150px-Turret_freeze_m3.png
Freeze's constriction effect can somewhat counteract the slowdown conferred by the impact force since you will find it harder to run away. It will also lower your turret rotation speed but because Twins rotates very quickly, this may not be as much of a problem. Freezes are annoying, but are usually not a significant threat since Twins can deal a similar amount of damage. Still, try to keep your distance from them.

 

Against Isida:

150px-Turret_isida_m3.png
Isida is known for being incredibly powerful and annoying at close range, and you will find it a little hard to deal with a fully-charged Isida. However, just like Firebird, it has a limited supply of energy/nanobots. An Isida that's low on energy is easy prey for Twins. With a strong hull and/or an Isida paint, it's pretty easy to outlast an Isida's barrage and gun them down.

 

Against Vulcan:

 

Vulcan3.png

 

Prior to Vulcan's introduction to the game, Twins was the closest weapon to a machine gun. With the appearance of an actual machine gun in the game, Twins now has a worthy opponent for medium ranged fire support. Vulcan is more powerful at a distance than Twins, thanks to its instantaneous bullet velocity and better range, but it is unanimously inferior at close range due to its sluggish rotation speed, gyroscope, overheating, and lower maximum DPS. So, when attacking Vulcans, try to engage them within a few meters. Approaching them at range will tend to end up in you getting shredded.

 

Against Twins:

150px-Turret_twins_m3.png
Twins duels, like many other turret duels, depend on health and not being hit. However, dodging may prove useful at medium range.
 
Against Ricochet:

150px-Turret_ricochet_m3.png
Twins' older brother hits harder, is better at range, and has a nifty ricochet effect, but it lacks Twins' infinite ammo or incredible damage ramp-up at close range. Try to get close to Ricochet users. This sounds suicidal, but due to Twins' excellent damage at close range, you can often win. Otherwise, try to dodge their shots and outlast them.

 

Against Smoky:

150px-Turret_smoky_m3.png

Smoky is inferior in close range damage to Twins, but it is a threat at medium and occasionally long ranges. It doesn't need to have a constant line of sight to you to deal damage, so Smoky users with medium and light hulls can pummel you from cover. In general, try to get close to Smokies, but if they hide in cover, suppress them with a barrage of fire to protect yourself while you get close.

 

Against Hammer:

Hammer_m3.png

If you're using a medium or light hull, approaching fully-loaded Hammers at close range can be fairly suicidal. However, if you're using a heavy hull or significant protection, by all means, do so - Hammer is incapable of destroying heavy hulls or heavily protected enemies with a single magazine, making them easy prey if they stray too close. Hammer's effective range is also lower than that of Twins, so you should be able to stay safe while destroying them at a distance. A good anti-Hammer weapon in general if you can survive the initial attack or have some unfortunate teammate eat the pellets for you.

 

Against Thunder:

150px-Turret_thunder_m3.png
Thunder can deal high damage from just outside Twins' maximum range and can afford to pop out of cover only once every few seconds, making them problematic at a distance. However, they are especially vulnerable at close range due to their self damage. Try to suppress them with constant fire if you can.
 
Against Railgun:

150px-Turret_railgun_m3.png
Railguns have zero damage drop-off, can fire on the move, and only need to expose themselves for a split second before attacking if they're in cover, so they can be a Twins' worst nightmare at a distance or even at medium range. Avoid areas with lots of Railguns and try to sneak up on them instead. They are much less threatening if you catch them by surprise and without cover. Suppression can also come in handy.
 
Against Shaft:

150px-Turret_shaft_m3_2.png
Shafts are even more annoying than Railguns at extreme distances due to their incredibly high damage and scope. Again, avoid Shaft-infested areas and try to attack from elsewhere. They are typically dead meat up close. Suppression can be useful while approaching them.

 

 

That's it for this guide. Do you have any comments, corrections, or suggestions? Post them here. Thanks for reading, and I'll see you next time!

 

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9NaqjPE.pngZf2b4Q1.png

 

 

3oLgeXN.png

 

 

Twins is, to some, a controversial weapon. Its ability to fire forever with no drawbacks makes many regard it as a "noob" turret fit only for unskilled players who don't know how to aim and are too lazy to take their hands off the spacebar. 

Lazy? Do you even know how hard it is to keep your thumb on the spacebar the whole time? It requires a lot of energy, people that use the noob other turrets can give their thumb some rest, but we never can!

 

What do you mean brick on keyboard :ph34r: 

 

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Ultimate guide to preparing for the use of twins in battle

1.) Lift weights with your thumbs or whatever finger you prefer ( dumbells recommended for weights)

2.) Put a compression sleeve over thumb or preferred finger to reduce sweat getting into keyboard

3.) Finally, always be mentally prepared because there is bound to be comments saying you are a noob ( listen to music or just disable chat in settings) B)

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You need only three things for using Twins...

 

1. A brick.

2. Your spacebar key.

3. Mammoth...

 

 

 

 

Nah, jk! Well done, keep it up! Thorough read. Although I think this guide wasn't directed to high rankers  :mellow:

 

 

Edited by Hexed
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the new articles have ben really good and I really like the new Tanki Online newspaper. talking about this article it was great. a lot of basic tips you pick up on the way but there was a great amount of advice known by very few twin users. I use twins on my other account and I think it is the best m2 out there. but I think the stereo type on twins as lazy with no skill is the exact opposite of what twins is. it uses tactical play and take a lot of kill to direct shots and be effective. also I would say after using twins for a long time you get an instinct. I have played every turret and I have to say the only turret I get a feeling of instinct from is twins. now you may be saying what I am going on about but I do really when 1 v 1 you get a sort of instinct of when the opponent will die. so I start moving my turret away from my opponent before he dies but the remaining shots kill him as I turn. (only works at close range). I think his s the only one you get that feeling for because its the only forever shooting high rate fire gun in the game. not to mention the skill it takes to direct a twins shot. you cant move your hull turret and shot at the same time with any gun. this is why twins and Vulcan are so hard to aim (Vulcan Is harder) but you really have to move your fingers fast when playing with twins. overall it was a great article on  how to use twins but there are some things about twins that cant be taught . but it didn't mention anything about price. Its the most expensive m2. great article! I think I will really help to know which m3 hull t pair with it. 

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Lol did you actually put a brick on your keyboard just for this?

No i grabbed the pic from the internet :ph34r:

Make life easy.

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Thank you. Good guide.

 

Twins is fun. I use twins, as you suggest, with Viking for CTF, and Titan for other. Mammoth is too slow. I'll probably never use it. (I'm not one with the patience for defense.)

 

Mostly, twins is fun. The key is aggression and keeping targets, as you suggest, saying, "Stay in an area with lots of commotion." Kill steeling is key to DM, and twins in a cluster gets many of the final shots. Take pains to aim carefully (during constant fire). Make nearly every shot count, because if half your balls are missing, you can't claim that green-balls rule!

 

I'm beginning to have a significant M3 garage, and I like to take some XP time now and then, but I mostly fight with my twins. (As I fight a lot of Generalissimos now, I need more time (and crystals) to MU my M3 equipment. My MU level for twins is respectable, for viking and titan, decent, but my other M3 equipment just isn't there yet.) I fight with twins mostly because twins is fun. I like it best, at least so far.

 

With viking, especially after completing a few MUs, maximize mobility. Sure, it doesn't help much against some turrets, but it generally helps against most opponents who simply are not used to fighting a brawling, close-in, mobile twins. Circle strafing is important. Also, get good at bumps and nudges, and never be afraid to pin your opponent against a wall. You can often elevate them with the sustained fire and ram, and they can't hit you back.

 

Merciless, I know, but it sure is fun.

 

It is important for twins (and ricos) to remember that plasma does not pass through teammates. Plasma users have a responsibility to avoid shooting teammates, especially long-range turrets. Another reason to avoid brick-techniques is halting the fire as a teammate passes through the stream of balls. Be a good plasma user; don't pound your buddy. All players need to remember to drive to avoid bumping teammates' tanks. Always stay mindful of not diverting a shot of a teammate with a careless bump. Bumps happen, especially when someone is backing frantically, so don't be touchy. Stay mindful. Every little bit helps.

 

I consider twins the middle turret. It is better than half of the others outright. It is better than all of them some of the time.

 

In my experience, twins is exceptionally effective against wasps. The impact makes it hard for them to drive and aim, and they just don't have enough hit points to matter. I also find that twins protection on a wasp doesn't help because the hull is just too light. It gets banged around too much to effectively fight an aggressive twins.

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Thank you. Good guide.

 

Twins is fun. I use twins, as you suggest, with Viking for CTF, and Titan for other. Mammoth is too slow. I'll probably never use it. (I'm not one with the patience for defense.)

 

Mostly, twins is fun. The key is aggression and keeping targets, as you suggest, saying, "Stay in an area with lots of commotion." Kill steeling is key to DM, and twins in a cluster gets many of the final shots. Take pains to aim carefully (during constant fire). Make nearly every shot count, because if half your balls are missing, you can't claim that green-balls rule!

 

I'm beginning to have a significant M3 garage, and I like to take some XP time now and then, but I mostly fight with my twins. (As I fight a lot of Generalissimos now, I need more time (and crystals) to MU my M3 equipment. My MU level for twins is respectable, for viking and titan, decent, but my other M3 equipment just isn't there yet.) I fight with twins mostly because twins is fun. I like it best, at least so far.

 

With viking, especially after completing a few MUs, maximize mobility. Sure, it doesn't help much against some turrets, but it generally helps against most opponents who simply are not used to fighting a brawling, close-in, mobile twins. Circle strafing is important. Also, get good at bumps and nudges, and never be afraid to pin your opponent against a wall. You can often elevate them with the sustained fire and ram, and they can't hit you back.

 

Merciless, I know, but it sure is fun.

 

It is important for twins (and ricos) to remember that plasma does not pass through teammates. Plasma users have a responsibility to avoid shooting teammates, especially long-range turrets. Another reason to avoid brick-techniques is halting the fire as a teammate passes through the stream of balls. Be a good plasma user; don't pound your buddy. All players need to remember to drive to avoid bumping teammates' tanks. Always stay mindful of not diverting a shot of a teammate with a careless bump. Bumps happen, especially when someone is backing frantically, so don't be touchy. Stay mindful. Every little bit helps.

 

I consider twins the middle turret. It is better than half of the others outright. It is better than all of them some of the time.

 

In my experience, twins is exceptionally effective against wasps. The impact makes it hard for them to drive and aim, and they just don't have enough hit points to matter. I also find that twins protection on a wasp doesn't help because the hull is just too light. It gets banged around too much to effectively fight an aggressive twins.

use dictator

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