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[Issue 74] Examined: Twins


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Note: This article was written by a potential EN Reporter Candidate under the supervision of @Flexoo, who until having been officially added as a Candidate will remain anonymous.

 

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The brick turret, the noob turret, the drugger turret. Twins goes by many names. Despite this, usually after purchasing this turret, a user’s hatred towards it is quickly transformed into love. Nevertheless, is the turret indeed as overpowered as it seems? Do its parameters genuinely warrant a purchase? Let's get started!


 

 

History


This turret is almost as old as Tanki itself. Released as a tier 1 turret, it was inferior only to the likes of Railgun. Now, Twins is significantly better in most aspects. Near what’s called the rebalance era, Twins fired slower, had slower projectile speed, and was one of the better turrets at closer ranges. Before the segregation of tiers, the infamous tier 2 Ricochet was the successor to Twins because of the high damage output. Ever since the introduction of Twins, it has seen lots of changes. The two biggest ones would be when Twins had its mid ranged capabilities swapped out for close range devastation and the other one is by far more significant. The addition of self-damage which prevents players from using Twins mindlessly.


Game Modes


Lobby_button_dm.png Death Match

 

Also known as “Twins mode,”  Death Match (DM) is where you will most likely spot the stereotypical Twins; a player who consistently drugs with a heavy hull and appears to have a brick on his keyboard. The message is, Twins is a lethal turret here. DM matches are heavily reliant upon how much damage you can deal and how quickly you can deal it, and Twins excels at the former, and thus makes up for what it lacks in the latter. You should try to stay close to your enemies with Twins, but point blank range should be avoided if the user does not have the Plasma Stabilization Alteration or a hefty Twins protection.


While kill-stealing isn’t an absolute necessity with Twins, it is quite easy to do. Map size is quite a significant thing when using Twins as it will make the most difference to the effectiveness of Twins, thus small and medium ranged maps with little cover are highly advisable for using Twins. If you are going into a medium ranged map with heaps of cover, avoid taking a slower hull such as Mammoth. I’d recommend that you use Viking or Titan for DM matches due to their superiorly balanced stats as opposed to the rest of the hulls in the same class.

 

As mentioned before, Twins protection is an absolute must unless you happen to have the stable plasma alteration. Other than the case above, try to take Firebird and Hammer protection as those are two of the most common turrets and most used in DM games, however, Ricochet, Magnum and Twins protection (against other Twins users) should also serve you well. Twins is a first-class turret to use in DM matches as it dominates the current meta of Firebird, Hammer and Twins. As such, if DM matches are your favourite mode, then Twins is a must-have turret.

 

Lobby_button_cp.png Control Points

 

Control Points (CP) is notoriously famous for hosting the most one-sided battles with Twins druggers. In a CP match, being focused on all the points is extremely important to make sure you don’t get too occupied trying to kill that one sniper who keeps killing you. Make sure you divert your energies towards capturing points more than hunting enemies down. Once more, if you can hold down that space bar and aim at enemies well, you will rack up kills on the leaderboard so kill-stealing isn’t going to take you that far, but it may just give you a nice little boost.  The two play styles you do have access to are flanking and capturing. Flanking is to say you go around near the Control Points and kill as many enemies you can from a reasonable distance. Capturing is when you try to take points rather than vacate them for your team. If you have the Stable Plasma alteration, then feel free to use either style. If you don’t have the Stable Plasma alteration, it is a better idea to flan


Viking and Mammoth are the best hulls for this game mode. Viking and Mammoth are the best choices because both have stability. If you want more speed, choose the former. If you want more armour, chose the latter. The focus of this mode is pretty much sitting on the point, so a durable and fast hull such as Viking or a heavy hull such as Mammoth is the ideal choice.The Plasma stabilization alteration is fundamental here, primarily because CP is synonymous to “Up close and personal,” and Twins won’t do very well against enemies who are up close and personal unless you have some way to prevent yourself from self-destructing.


Regardless of your choice in hulls, Keep in mind that you should ideally take protections against Ricochet, Isida, Smoky, Twins and Firebird. It goes without saying that no currently purchasable module grants you these resistances, thus any combination of the five works well.. Overall, Twins is a great turret, and while it isn’t the sole king in CP, it most certainly is a beast to be reckoned with. It is a must-have for any CP fan.

 

Lobby_button_ctf.png Capture The Flag

 

This is where a Twins user might have some difficulty using Twins effectively. Capture the flag (CTF) means a fast-paced, quick match with blitz skirmishes. While Twins can keep up with the latter very well, it’s projectiles don’t move fast enough to exchange blows with the faster hulls which aren’t too far away. This type of play eliminates the role of support for Twins because you can’t use Twins from a range very well. Thus, the only choice left is attack or defence. If you choose to attack, get close enough to enemies to deal maximum damage but far away enough so that you don’t do self-damage. To efficiently defend, all you must do is go berserk on any enemies who come to your base. When I say berserk, I mean quickly come out of your hiding place and ram them against a wall, pounding their tank apart with plasma the whole time. Sure you’ll get some rude and perhaps even obscene comments, but you’ll also defend very well provided the field is equal. Alternatively, you can also play the role of someone who gets the flag back by going berserk at an enemy once you get to the enemy with the flag. Try to kill steal, but it isn’t necessary as with Thunder. Twins can more than hold its own in that sense.


Viking is the optimal choice here because it lends itself well to speed and armour, giving a reasonable level of competency in either aspect. Hunter or Hornet will be better for attack and Titan for defence, but if you aren’t overly sure about which role you’ll play, Viking is the best choice.


Regarding protection modules, it comes down to the role which you play most. If you’re all for capturing flags, then grab some Isida, Magnum and Ricochet protection for sure. Naturally, the protections above assume that you have the stable plasma alteration. If you don’t have it, then just swap out Magnum protection for Twins. For defence, Twins, Firebird and Hammer are a must because those three turrets lead assaults and raids. Twins is an amazing choice for CTF matches and is a must-have if you love CTF.

 

Lobby_button_tdm.png Team Death Match

 

Team Deathmatch (TDM) is where Twins can use its ability as an SMG turret. Make no mistake; Twins is a great support weapon, but it makes for an even better assault weapon. The hiding teammates in the enemy base will most likely dread visits from you like a child dreads a dentist. Use drugs with psychological warfare, and you get an almost invincible combo. This is not to say that you can just sit back and relax. There’s not so much strategy going on here in this mode, so I can’t offer much other than the basic shoot anything you kill because Twins lacks any real signature killing style (such as the peek-a-boo for the Railgun or the infamous circling for Freeze and Firebird).


For TDM’s, make sure you take a medium hull. A light hull may get you to the enemy base with good speed, but you won’t survive long. If you take a heavy hull, you’ll struggle to get to the enemy base.


Protection wise, try to get an excellent universal module or something with Magnum protection. As always, Twins protection applies if you don’t have the Stable Plasma Alteration. You can’t kill steal very much if at all, only because your team won’t be trying to launch attacks and will focus more on trying to eliminate enemies from a range. Overall, Twins is a decent turret for a TDM lover, however, Shaft or other guns with longer range are much more advisable sheerly due to their ability to rack up kills faster and suffer fewer deaths.

 

Lobby_button_asl.png Assault

 

This mode was recently released and pretty much sums up Twins’ role on the battlefield. An assault weapon. That aside, Twins can perform quite well here. This mode is the polar opposite of TDM; there’s lots of planning which can go into a single match. For example, you can defend by flanking blocking off enemies or just ramming them into walls. Flanking is to say that you stand a distance apart from the rest of your team so that you can take clear shots at your enemy and you attack your enemy as soon as they come with the flag. Ramming enemies into walls is perfect when you are near the entrances to your base, and the basic goal here is to prevent the enemy from converging on your point. If you’re a member of the red team, you will need to sneak up on the blue team if they are defending well. Simply walking into their base won’t cut it. If you’re unexcited by the idea of sneaking into the enemy base, try the more passive flag sitting style. If you can’t wait forever for your enemies to get to your base, attack them first. Granted there’s more to Assault than flag sitting and attacking, those styles seem to be the most prominent styles for Twins users. Overall, Twins’ performance in Assault is somewhat dependent on the user.


In terms of Hulls, you can go with either the slow Titan or Mammoth or you can go with the nimble Hornet. It truly depends on what you want to do. If your goal is to defend, don’t flag sit with Hornet and if your goal is to attack, don’t do it with Titan or Mammoth. If you play depending on the circumstances of the match, or don’t know what you want to do, then Viking is a great idea.


Make sure to protect yourself from Isida, Twins (regardless of whether you have Stable Plasma) and Firebird as those three turrets tend to be the most aggressive and determined to capture flags. For attacking the enemy, Ricochet, Twins and Isida protection will serve you quite well. Kill stealing will be quite hard here because you’ll have to pitch in whatever damage you have to stop enemies capturing a flag or you’ll have to destroy all opposition trying to prevent you from capturing.As such, If the user is skilled with Twins and enjoys Assault mode, then Twins is advisable. If the user struggles with one or the other of the aspects mentioned above, then Twins is a decently powerful turret.

 

Lobby_button_rgb.png Rugby

 

As I mentioned before, thanks to the safety of e-Rugby, I no longer have to risk blood and bone to enjoy some sports. Rugby is almost the same as CTF, but the critical difference is that the “flag” (read: rugby ball) spawns, while it’s always there in CTF matches. Once again there are a few different ways to go about Rugby. You can choose to become a fear-inspiring killer who tears through his/her victims with plasma and double damage. You can also become the solid iron wall-like flag sitter who is virtually immovable with his Titan/Mammoth. Lastly, you can also become the one tanker who almost always scores a goal when he/she gets the ball. I think you get what I mean when I say “different roles.” Kill-stealing is once again not a priority here if you care about your team winning and by extension, crystals.


With hulls, you have a decent amount of choice. Hornet will be virtually useless for all intents and purposes, so don’t use that. Dictator isn’t a great idea either because of the slow acceleration and lacklustre stability. What it boils down to, is Hunter or Viking if you want to attack or you don’t know what you want to do, with  Mammoth or Titan if you wish to defend your base.


Depending on the role you want to play, protections may vary wildly. If you’re looking at a more passive flag sitter, you’ll want Isida, Ricochet and Magnum protection for sure. If you’re going to launch blitz assaults at your enemy to leave them crippled so your team can score points, Firebird, Twins and Thunder protection is ideal. Lastly, If you wish to go around tearing apart enemies, Twins, Hammer and Thunder protection is a good idea. Naturally, there’s quite likely no protection which gives you a specific combo, such as how Thunder and Hammer protections no longer come together. In this case, just take the protection which you find yourself taking a beating from more. Overall, Twins can be a deadly addition to any rugby-lovers garage and is a must-have for said rugby lover.

 

 

Maps

 

Small

Here is where alterations play an important role. If you have the stable plasma alteration, then small maps are where you will most likely rule without opposition. If you don’t have the stable plasma alteration, then you will most likely inflict loads of self-damage from all your enemies fighting you up close and personal. Other than this, Twins will do very well in smaller maps, especially with heavy hulls. Small maps include Island, Hill and Ping-Pong. This map size is the best for Twins, regardless of whether the user has the stable plasma alteration.


Medium

The range problem starts becoming visible in medium maps. You’ll often find yourself trying to pummel apart speedy hulls from a range. While medium maps aren’t a real weakness for Twins, they most certainly aren’t where Twins can genuinely shine sheerly for better mid ranged alternatives. This fact doesn’t mean that Twins is outclassed, instead just that Twins may not perform as well in medium maps as it does in smaller maps. Medium maps include Polygon, Silence and Noise. Twins will be able to do quite well on Medium ranged maps, however, it may not top the leaderboard unless the user has Plasma accelerator core alteration, ranges may pose a problem. Medium maps aren’t a horrible idea, however they aren’t as good for Twins as Small maps.
 

Large

This will be a nightmare. Any Twins user in their right mind should avoid this kind of a map. Twins suffer from lacklustre range as it is. Going into a larger map only further worsens this flaw of Twins. The most significant problem here is that if you flag sit, you’ll get destroyed by snipers. If you attack with a light hull (medium hulls are not an option because the map size is much larger), you will get destroyed before you can do anything. Larger maps include Dusseldorf, Madness and Lost Temple. In a sentence, this map size should be avoided entirely by a Twins user.  

 


Protection Modules

 

Since you’re most likely not Godmode_on, you will most likely require protection modules. Following are my suggestions as both a fellow Twins user and the author of this guide.

 

 

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Kodiak T-C

I don’t have this protection module like most on this list, however, this is another excellent protection module. With it’s Thunder, Twins and Railgun protection, this is a prime example of universal protection. The Twins protection will partly cover you if you don’t have stable plasma or help you stand victorious in any Twins duel. The Thunder protection will tone down Thunder and bring it’s damage to a more bearable level. Lastly, the Railgun protection ensures that you will be able to get to your enemies instead of dying. This protection module is a must-have if the user likes to play at every map size.
 

Lion T-B

This protection is oriented more towards the smaller and medium sized maps. With this protection module, you have protection from Twins, Firebird and Ricochet. Three of the most feared turrets which consist of what I would define to be the current meta of Tanki Online. The Firebird protection will ensure that you have at least a fair chance against a Firebird, the Twins protection will help you win duels against another Twins user, and the Ricochet protection will also serve you well. All in all, this protection module isn’t a must-have, unless the user loves small and medium maps.


Griffon T-G

Yes, this protection module is somewhat, and no, I’m not a hypocrite. This protection module gives you protection against Hammer, Shaft and Magnum. While Shafts are a rare sight nowadays, the vast amounts of Hammer and Magnum more than make this paint worth the purchase. The utility of the Shaft protection is more for larger maps, where Shafts are spotted quite often. More often than not, you will find a maximum of two of the three turrets this protection module protects you against. Overall, This protection module is a must have for players who like larger maps


Badger T-E

This protection module is oriented towards closer ranged combat. Granting you protection against Firebird, Isida and Hammer, this is perhaps the best close ranged protection module crystals can buy. While the Isida and Firebird protection cover you mostly (if not only) for close ranged combat, the Hammer protection will most likely stretch and include the medium sized maps as well. Overall, this module is a must-have for a player who loves smaller maps.


Shark T-G

Unlike the last protection module, Shark T-G is almost exclusively for medium-sized maps. This protection module will save you from Thunder, Ricochet and Striker. These three are some of the most popular turrets, which will save you the frustration of always losing to them. It is unlikely that you will find all three turrets in the same match, however, Thunder, Ricochet and Striker do pose quite a threat to a Twins user for their ability to take you out from a range. To sum it up, this protection module is a must-have for any player who likes medium sized maps.

 

 

Alterations

 

Alterations are another critical aspect of Tanki today. They can take a regular Firebird and put it on double damage permanently. They can also take a turret and completely alter it. After viewing the disappointing alterations Thunder has to offer, let’s take a brief tour of what Twins can show you.


Stable_plasma.png  Stable Plasma

I can tell you for a fact that this alteration is not pointlessly raved about. It is one of the best alterations for any Twins user. To anyone who’s unfamiliar with this, all the alteration does is remove self-damage alongside splash-damage. While this may seem like a minor change, it is, in fact, a very powerful change. This alteration grants you the ability to fight at point blank range without taking a single HP of damage from your own fire. If you love small maps, this alteration will help you fall in love with Twins all over again. It might seem like a waste of 50,000 crystals, however, the result is an amazingly competitive turret which is second to none at mid-ranged and close ranged combat. This alteration is an absolute must-have for any Twins user due to its competitiveness when equipped.


Plasma_core_accelerators.pngPlasma Core Accelerators

This one’s an incredibly forgotten alteration. Rather than having me lecture you about anything with this, I’d like to show you what BlackDrakon300 has to say about it. He said: “I purchased the Twins Alteration for my Twins M2. It is excellent with Mammoth, and heavy hulls as now speed is a smaller issue due to larger range. This Alteration is definitely worth the crystals if you have the crystals spare and use Twins a lot. It reduces close-range capabilities, most notably when flag camping in maps like Noise (Blue Base) or Esplanade. On larger more open maps like Rio or Kungur, the Alteration is outstanding. The new bullet speed makes it very comfortable to use; more like Ricochet without the bounce. The reload is still quite fast, so the drawback isn't particularly bad. I use a close range protection module, which helps me still not lose to opposing Twins and other short-range turrets even when in close range. The most notable weakness is that close range turrets are more likely to kill you as you can't kill them first. Review Rating: 8/10." In simple terms, I would agree with what he highlighted. In short, Plasma Core accelerators is not a must-have unless you love longer range maps.

 

 

Looks

 

Twins is basically a kind of rectangular prism, from which three almost cylindrical shaped “tubes,” appear. As the turret evolves, a metallic finish gives Twins the much more professional and intimidating looks it has at m3. Once again, I’m not that overly superficial, I just decide if I want to purchase a turret if it looks good. Looks are quite significant, and Twins most certainly sports the appearance of a vicious turret which will tear you apart from the first chance it gets. 9/10 for looks.

 

 

Fun Rating

 

Now this rating depends on what type of person you are. If you enjoy challenging yourself and relying on a mediocre turret, this won’t work very well for fun. If your idea of fun is getting people to rage quit, then this is most certainly a turret built for you. I myself have had quite a lot of fun with this turret. Quite a lot of the time, I enter battles with this and my Mammoth m3 and then some m2 Hornet player ends up saying something similar to “Oh god!” and leaves, without me even trolling him. Other than that, I have used Twins in virtually every mode and I can assure you that the turret is a powerful one, capable of dominating in every game mode. Slap this onto a Viking, and you get not only a formidable combo but also a fun combo. This turret is more than just a keyboard and a brick. 8/10 for fun!

 

 

Reviews

 

Don’t celebrate yet, my ranting is far from complete! I decided to add this section upon the suggestion of my great mentor, Flexoo. This section is basically to let you know what people other than me might think of the turret.  In this guide, I chose to interview four of the most respected members of the reporter team, Flexoo, Hexed, Yisroel.Rabin and Blackdrakon30. Following are the questions I asked them and their reply.


What do you think of Twins?


@Flexoo: I consider Twins to be an extremely powerful turret, easily one of the most overpowered weapons in the current game. Unlimited firing power, decent range with alteration, and really forceful impact force guarantee that almost everyone can do well in battle without much effort.


@Hexed: Personally, I think Twins is not only one of the most efficient and effective turrets out there, but it's also one of the deadliest. With its impressive damage and fire rate, Twins can take out anyone on the battlefield. One of the other best features about Twins is it's amazing - albeit being annoying if you end up on the other side of it - suppression capability; which, being a cherry on top of the cake, can severely restrict enemy movement while simultaneously deplete tons of enemy 's health.


@Yisroel.Rabin: I think Twins is a very good turret, as it can easily damage any defender or attacker, little skill required. Enemy defence force? Twins got em’ covered. Deathmatch Mammoth drugger? Twins got em’ covered too. All you have to do is get to your victim(s), but once there, you should be able to take them out with little to no trouble. The only downside of Twins is its surprisingly short range and splash damage. However, the splash damage was added a while back only because without it, Twins is just way to powerful.


@Blackdrakon30: Twins is an excellent turret because of its adaptability. It works on most hulls, the one exception being Wasp because of instability. The turret excels at mid-range combat, but can be specialized for close combat or ranged combat thanks to two useful alterations. It's the perfect turret for raw suppression at medium ranges; it's only equal is Vulcan, which is less adaptable and overheats but has the advantage of being hitscan. The splash damage isn't particularly outstanding on Twins, but it's not completely useless. I personally use the Stable Plasma alteration most of the time, so that I can be more powerful in close combat scenarios, but the other alteration is quite useful too, especially when using Titan or Mammoth. I believe it's one of the most powerful turrets in the game because of the sheer amount of options it has compared to a turret like Shaft, which is extremely situational. If there's one key thing to remember about Twins though, it's this: Healthpoints are equivalent to damage dealt. With Twins, you win if you just outlast the opponent in a war of attrition, through raw sustained firepower. This is why drugging is so good with Twins. However, it also makes drugging excellent against Twins.


How do you feel Twins looks?


@Flexoo: Personally I don't like its look on lower modifications, but the M3 looks good. It's not the turret I would consider the epitome of the beauty, but it's also not the ugliest thing on the battlefield.


@Hexed: I feel it looks quite good. I mean, it's simple and not fancy like Hammer or Striker or anything.


@Yisroel.Rabin: Oh, I think it looks great, especially when M3. I can’t think of anything I’d change about it. It looks like a classic plasma gun to me, and that’s what it should look like.


@Blackdrakon30: I definitely like how Twins looks at all the stages, especially M3 since it gets excellent barrel styling. The appearance looks really fitting, and the sizing is good too.


How much on a scale of 1-10 they would recommend someone to purchase Twins.


@Flexoo: Easily 10/10. It's one of the most powerful weapons in the game, so I recommend everyone buying it. Even if you don't like the gameplay it offers, it's good to have it as a trump card when you need it.


@Hexed: 10/10, highly recommended.


@Yisroel.Rabin:  Well, I never owned Twins M1 or M2, so I’m not so knowledgeable there, but I have it M3 and really like it. I’d give it a 9/10, especially for those who feel they don’t have the time to learn all the top-notch crazy tricks with Railgun or the accuracy skill which is needed for Magnum.


@Blackdrakon30: I have used Twins M1, have Twins M2, and then I MUed my Twins M2 to M3. I highly recommend it at all stages except M0. At M0 it's not terrible, but compared to weapons that are frankly overpowered at the level like Ricochet, it's better to just save yourself the effort. Twins M1 is easily the best M1 turret and can last you well into M2 ranks. Twins M2 is actually disgustingly powerful and is one of the best M2 turrets in my opinion; the only ones I'd place on a similar level of strength are Smoky M2 and Firebird M2. The M3 I'm less familiar with, but seems great too.


Conclusion

 

I hope this review/guide helps you decide whether or not you want to purchase this turret. I’d just like to say that the strategies I have mentioned aren’t merely how to play; they also serve to indicate if this turret is for you. If you hate doing lots of things I said to be strategies, then perhaps the turret is not ideal for you, however don’t think that I am recommending you not to buy it. Twins is most certainly a dominant turret which is feared to this day. It outperforms most turrets in most game modes and lots of maps. The alterations for this turret are also pretty good as opposed to those of Thunder. The only real thing to stay away from is Large maps and Firebirds. With absolutely everything taken into consideration, this turret is a must-have for every tanker.

 

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Ah Twins, my love. Basically you can dominate (even large maps) as long as you know how to engage your opponents combo and when to attack, Highways CTF i just go on the bottom level with the houses and then slaughter all the shafts in the enemy base. You just need to know how to adapt to each map and enemy

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WOW, THANK YOU FOR THE INSIGHT.

 

I could sum up pretty much all you said in a quarter of the words you did and it'd still be a full article, but instead let me go through and review twins for you in aprox. 2 sentences per paragraph.

 

Orange is my edited version.

 

 

Note: This article was written by a potential EN Reporter Candidate under the supervision of @Flexoo, who until having been officially added as a Candidate will remain anonymous.

 

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NSD2c3.png

 

The brick turret, the noob turret, the drugger turret. Twins goes by many names. Despite this, usually after purchasing this turret, a user’s hatred towards it is quickly transformed into love. Nevertheless, is the turret indeed as overpowered as it seems? Do its parameters genuinely warrant a purchase? Let's get started!

 

Twins is op, but should you buy it? (hint:the answer is yes)


 

 

History


This turret is almost as old as Tanki itself. Released as a tier 1 turret, it was inferior only to the likes of Railgun. Now, Twins is significantly better in most aspects. Near what’s called the rebalance era, Twins fired slower, had slower projectile speed, and was one of the better turrets at closer ranges. Before the segregation of tiers, the infamous tier 2 Ricochet was the successor to Twins because of the high damage output. Ever since the introduction of Twins, it has seen lots of changes. The two biggest ones would be when Twins had its mid ranged capabilities swapped out for close range devastation and the other one is by far more significant. The addition of self-damage which prevents players from using Twins mindlessly.

 

Twins is old, and it was bad, then it was good, and now it's op and needs nerfing.


Game Modes


Lobby_button_dm.png Death Match

 

Also known as “Twins mode,”  Death Match (DM) is where you will most likely spot the stereotypical Twins; a player who consistently drugs with a heavy hull and appears to have a brick on his keyboard. The message is, Twins is a lethal turret here. DM matches are heavily reliant upon how much damage you can deal and how quickly you can deal it, and Twins excels at the former, and thus makes up for what it lacks in the latter. You should try to stay close to your enemies with Twins, but point blank range should be avoided if the user does not have the Plasma Stabilization Alteration or a hefty Twins protection.

 

 

Wow. Twins does lots of damage. Use it. (Just like every other turret in the game mind you, so don't use it too much otherwise you're a noob)


While kill-stealing isn’t an absolute necessity with Twins, it is quite easy to do. Map size is quite a significant thing when using Twins as it will make the most difference to the effectiveness of Twins, thus small and medium ranged maps with little cover are highly advisable for using Twins. If you are going into a medium ranged map with heaps of cover, avoid taking a slower hull such as Mammoth. I’d recommend that you use Viking or Titan for DM matches due to their superiorly balanced stats as opposed to the rest of the hulls in the same class.

 

Use medium hulls for maximum damage output and score.

 

As mentioned before, Twins protection is an absolute must unless you happen to have the stable plasma alteration. Other than the case above, try to take Firebird and Hammer protection as those are two of the most common turrets and most used in DM games, however, Ricochet, Magnum and Twins protection (against other Twins users) should also serve you well. Twins is a first-class turret to use in DM matches as it dominates the current meta of Firebird, Hammer and Twins. As such, if DM matches are your favourite mode, then Twins is a must-have turret.

 

When you play dm, use twins and get a twins protection module.

 

Lobby_button_cp.png Control Points

 

Control Points (CP) is notoriously famous for hosting the most one-sided battles with Twins druggers. In a CP match, being focused on all the points is extremely important to make sure you don’t get too occupied trying to kill that one sniper who keeps killing you. Make sure you divert your energies towards capturing points more than hunting enemies down. Once more, if you can hold down that space bar and aim at enemies well, you will rack up kills on the leaderboard so kill-stealing isn’t going to take you that far, but it may just give you a nice little boost.  The two play styles you do have access to are flanking and capturing. Flanking is to say you go around near the Control Points and kill as many enemies you can from a reasonable distance. Capturing is when you try to take points rather than vacate them for your team. If you have the Stable Plasma alteration, then feel free to use either style. If you don’t have the Stable Plasma alteration, it is a better idea to flank.

 

Druggers, have no fear, this turret is perfect for you as well. just make sure you press 2, 3 AND 4 all at the same time for best results. Oh, CP? Just make sure you're all twins titan because mammoth is for isida using noobs.


Viking and Mammoth are the best hulls for this game mode. Viking and Mammoth are the best choices because both have stability. If you want more speed, choose the former. If you want more armour, chose the latter. The focus of this mode is pretty much sitting on the point, so a durable and fast hull such as Viking or a heavy hull such as Mammoth is the ideal choice.The Plasma stabilization alteration is fundamental here, primarily because CP is synonymous to “Up close and personal,” and Twins won’t do very well against enemies who are up close and personal unless you have some way to prevent yourself from self-destructing.

 

 

Contrary to what everyone playing the game actually thinks, viking and mammoth are what you should use (WHAT? I'VE NEVER SEEN THIS. USE TITAN). Also buy the alteration that lets you be not just a drugger, but a noob drugger.


Regardless of your choice in hulls, Keep in mind that you should ideally take protections against Ricochet, Isida, Smoky, Twins and Firebird. It goes without saying that no currently purchasable module grants you these resistances, thus any combination of the five works well.. Overall, Twins is a great turret, and while it isn’t the sole king in CP, it most certainly is a beast to be reckoned with. It is a must-have for any CP fan.

 

Remember to have a protection module for all of the different turrets simultaneously.

 

Lobby_button_ctf.png Capture The Flag

 

This is where a Twins user might have some difficulty using Twins effectively. Capture the flag (CTF) means a fast-paced, quick match with blitz skirmishes. While Twins can keep up with the latter very well, it’s projectiles don’t move fast enough to exchange blows with the faster hulls which aren’t too far away. This type of play eliminates the role of support for Twins because you can’t use Twins from a range very well. Thus, the only choice left is attack or defence. If you choose to attack, get close enough to enemies to deal maximum damage but far away enough so that you don’t do self-damage. To efficiently defend, all you must do is go berserk on any enemies who come to your base. When I say berserk, I mean quickly come out of your hiding place and ram them against a wall, pounding their tank apart with plasma the whole time. Sure you’ll get some rude and perhaps even obscene comments, but you’ll also defend very well provided the field is equal. Alternatively, you can also play the role of someone who gets the flag back by going berserk at an enemy once you get to the enemy with the flag. Try to kill steal, but it isn’t necessary as with Thunder. Twins can more than hold its own in that sense.

 

Twins sucks in CTF, unless you take mammoth and sit on the flag with a mammoth isida friend next to you.


Viking is the optimal choice here because it lends itself well to speed and armour, giving a reasonable level of competency in either aspect. Hunter or Hornet will be better for attack and Titan for defence, but if you aren’t overly sure about which role you’ll play, Viking is the best choice.

 

 

WHO WROTE THIS???? Only use hornet for attack because then the rail gunners can't one shot you but it's also fast, and mammoth for defence because it's big and scary.


Regarding protection modules, it comes down to the role which you play most. If you’re all for capturing flags, then grab some Isida, Magnum and Ricochet protection for sure. Naturally, the protections above assume that you have the stable plasma alteration. If you don’t have it, then just swap out Magnum protection for Twins. For defence, Twins, Firebird and Hammer are a must because those three turrets lead assaults and raids. Twins is an amazing choice for CTF matches and is a must-have if you love CTF.

 

Regarding protection modules, at this point if you don't have one for every single gun, you should just quit tanki right now.

 

Lobby_button_tdm.png Team Death Match

 

Team Deathmatch (TDM) is where Twins can use its ability as an SMG turret. Make no mistake; Twins is a great support weapon, but it makes for an even better assault weapon. The hiding teammates in the enemy base will most likely dread visits from you like a child dreads a dentist. Use drugs with psychological warfare, and you get an almost invincible combo. This is not to say that you can just sit back and relax. There’s not so much strategy going on here in this mode, so I can’t offer much other than the basic shoot anything you kill because Twins lacks any real signature killing style (such as the peek-a-boo for the Railgun or the infamous circling for Freeze and Firebird).

 

Apparently there are now smg's in tanki. What even is this, Tanki online, Tanki X, Tanki COD? Back to twins, it's good. Basically just play like it's a DM but you also have a pocket isida. 


For TDM’s, make sure you take a medium hull. A light hull may get you to the enemy base with good speed, but you won’t survive long. If you take a heavy hull, you’ll struggle to get to the enemy base.

 

 

Depends on the map, but I actually agree with this paragraph. 1 tick for you.


Protection wise, try to get an excellent universal module or something with Magnum protection. As always, Twins protection applies if you don’t have the Stable Plasma Alteration. You can’t kill steal very much if at all, only because your team won’t be trying to launch attacks and will focus more on trying to eliminate enemies from a range. Overall, Twins is a decent turret for a TDM lover, however, Shaft or other guns with longer range are much more advisable sheerly due to their ability to rack up kills faster and suffer fewer deaths.

 

uus al teh portecshun mojuuls git al teh kils

 

Lobby_button_asl.png Assault

 

This mode was recently released and pretty much sums up Twins’ role on the battlefield. An assault weapon. That aside, Twins can perform quite well here. This mode is the polar opposite of TDM; there’s lots of planning which can go into a single match. For example, you can defend by flanking blocking off enemies or just ramming them into walls. Flanking is to say that you stand a distance apart from the rest of your team so that you can take clear shots at your enemy and you attack your enemy as soon as they come with the flag. Ramming enemies into walls is perfect when you are near the entrances to your base, and the basic goal here is to prevent the enemy from converging on your point. If you’re a member of the red team, you will need to sneak up on the blue team if they are defending well. Simply walking into their base won’t cut it. If you’re unexcited by the idea of sneaking into the enemy base, try the more passive flag sitting style. If you can’t wait forever for your enemies to get to your base, attack them first. Granted there’s more to Assault than flag sitting and attacking, those styles seem to be the most prominent styles for Twins users. Overall, Twins’ performance in Assault is somewhat dependent on the user.

 

All I want to focus on in this is the last sentence. "Overall, Twins’ performance in Assault is somewhat dependent on the user." What this means, is are you a super noob, or a super mega big noob? If you're the first, your team won't ask you to change, if you're the second, just use drugs and you'll be fine.


In terms of Hulls, you can go with either the slow Titan or Mammoth or you can go with the nimble Hornet. It truly depends on what you want to do. If your goal is to defend, don’t flag sit with Hornet and if your goal is to attack, don’t do it with Titan or Mammoth. If you play depending on the circumstances of the match, or don’t know what you want to do, then Viking is a great idea.

 

Same as CP.

 

Make sure to protect yourself from Isida, Twins (regardless of whether you have Stable Plasma) and Firebird as those three turrets tend to be the most aggressive and determined to capture flags. For attacking the enemy, Ricochet, Twins and Isida protection will serve you quite well. Kill stealing will be quite hard here because you’ll have to pitch in whatever damage you have to stop enemies capturing a flag or you’ll have to destroy all opposition trying to prevent you from capturing.As such, If the user is skilled with Twins and enjoys Assault mode, then Twins is advisable. If the user struggles with one or the other of the aspects mentioned above, then Twins is a decently powerful turret.

 

uuusussss allllllalalal tetehhh protesrtnscisn motresdfsdselurbafvgetuk

 

Lobby_button_rgb.png Rugby

 

 This game mode can go kill itself.

 

Maps

 

Small

Here is where alterations play an important role. If you have the stable plasma alteration, then small maps are where you will most likely rule without opposition. If you don’t have the stable plasma alteration, then you will most likely inflict loads of self-damage from all your enemies fighting you up close and personal. Other than this, Twins will do very well in smaller maps, especially with heavy hulls. Small maps include Island, Hill and Ping-Pong. This map size is the best for Twins, regardless of whether the user has the stable plasma alteration.

 

Use twins it's good.


Medium

The range problem starts becoming visible in medium maps. You’ll often find yourself trying to pummel apart speedy hulls from a range. While medium maps aren’t a real weakness for Twins, they most certainly aren’t where Twins can genuinely shine sheerly for better mid ranged alternatives. This fact doesn’t mean that Twins is outclassed, instead just that Twins may not perform as well in medium maps as it does in smaller maps. Medium maps include Polygon, Silence and Noise. Twins will be able to do quite well on Medium ranged maps, however, it may not top the leaderboard unless the user has Plasma accelerator core alteration, ranges may pose a problem. Medium maps aren’t a horrible idea, however they aren’t as good for Twins as Small maps.
 

Use twins it's good.

 

Large

This will be a nightmare. Any Twins user in their right mind should avoid this kind of a map. Twins suffer from lacklustre range as it is. Going into a larger map only further worsens this flaw of Twins. The most significant problem here is that if you flag sit, you’ll get destroyed by snipers. If you attack with a light hull (medium hulls are not an option because the map size is much larger), you will get destroyed before you can do anything. Larger maps include Dusseldorf, Madness and Lost Temple. In a sentence, this map size should be avoided entirely by a Twins user.  

 

Don't use twins it's not good.

 


Protection Modules

 

Since you’re most likely not Godmode_on, you will most likely require protection modules. Following are my suggestions as both a fellow Twins user and the author of this guide.

 

 

Module3.png


Kodiak T-C

I don’t have this protection module like most on this list, however, this is another excellent protection module. With it’s Thunder, Twins and Railgun protection, this is a prime example of universal protection. The Twins protection will partly cover you if you don’t have stable plasma or help you stand victorious in any Twins duel. The Thunder protection will tone down Thunder and bring it’s damage to a more bearable level. Lastly, the Railgun protection ensures that you will be able to get to your enemies instead of dying. This protection module is a must-have if the user likes to play at every map size.
 

Lion T-B

This protection is oriented more towards the smaller and medium sized maps. With this protection module, you have protection from Twins, Firebird and Ricochet. Three of the most feared turrets which consist of what I would define to be the current meta of Tanki Online. The Firebird protection will ensure that you have at least a fair chance against a Firebird, the Twins protection will help you win duels against another Twins user, and the Ricochet protection will also serve you well. All in all, this protection module isn’t a must-have, unless the user loves small and medium maps.


Griffon T-G

Yes, this protection module is somewhat, and no, I’m not a hypocrite. This protection module gives you protection against Hammer, Shaft and Magnum. While Shafts are a rare sight nowadays, the vast amounts of Hammer and Magnum more than make this paint worth the purchase. The utility of the Shaft protection is more for larger maps, where Shafts are spotted quite often. More often than not, you will find a maximum of two of the three turrets this protection module protects you against. Overall, This protection module is a must have for players who like larger maps


Badger T-E

This protection module is oriented towards closer ranged combat. Granting you protection against Firebird, Isida and Hammer, this is perhaps the best close ranged protection module crystals can buy. While the Isida and Firebird protection cover you mostly (if not only) for close ranged combat, the Hammer protection will most likely stretch and include the medium sized maps as well. Overall, this module is a must-have for a player who loves smaller maps.


Shark T-G

Unlike the last protection module, Shark T-G is almost exclusively for medium-sized maps. This protection module will save you from Thunder, Ricochet and Striker. These three are some of the most popular turrets, which will save you the frustration of always losing to them. It is unlikely that you will find all three turrets in the same match, however, Thunder, Ricochet and Striker do pose quite a threat to a Twins user for their ability to take you out from a range. To sum it up, this protection module is a must-have for any player who likes medium sized maps.

 

I'll sum all of this up in one sentence.

 

uusususuurusu alitalellla tehtehhtehff preoritosdevcashdun mrsoutshfules gayuehyushgfkuyraghfyukrddshgauyk

 

 

Alterations

 

Alterations are another critical aspect of Tanki today. They can take a regular Firebird and put it on double damage permanently. They can also take a turret and completely alter it. After viewing the disappointing alterations Thunder has to offer, let’s take a brief tour of what Twins can show you.

 

Use alterations they're good.

 

Stable_plasma.png  Stable Plasma

I can tell you for a fact that this alteration is not pointlessly raved about. It is one of the best alterations for any Twins user. To anyone who’s unfamiliar with this, all the alteration does is remove self-damage alongside splash-damage. While this may seem like a minor change, it is, in fact, a very powerful change. This alteration grants you the ability to fight at point blank range without taking a single HP of damage from your own fire. If you love small maps, this alteration will help you fall in love with Twins all over again. It might seem like a waste of 50,000 crystals, however, the result is an amazingly competitive turret which is second to none at mid-ranged and close ranged combat. This alteration is an absolute must-have for any Twins user due to its competitiveness when equipped.

 

 

 

Use this alteration a lot it's really good and means you can be a super big mega noob but get a higher score than pros.


Plasma_core_accelerators.pngPlasma Core Accelerators

This one’s an incredibly forgotten alteration. Rather than having me lecture you about anything with this, I’d like to show you what BlackDrakon300 has to say about it. He said: “I purchased the Twins Alteration for my Twins M2. It is excellent with Mammoth, and heavy hulls as now speed is a smaller issue due to larger range. This Alteration is definitely worth the crystals if you have the crystals spare and use Twins a lot. It reduces close-range capabilities, most notably when flag camping in maps like Noise (Blue Base) or Esplanade. On larger more open maps like Rio or Kungur, the Alteration is outstanding. The new bullet speed makes it very comfortable to use; more like Ricochet without the bounce. The reload is still quite fast, so the drawback isn't particularly bad. I use a close range protection module, which helps me still not lose to opposing Twins and other short-range turrets even when in close range. The most notable weakness is that close range turrets are more likely to kill you as you can't kill them first. Review Rating: 8/10." In simple terms, I would agree with what he highlighted. In short, Plasma Core accelerators is not a must-have unless you love longer range maps.

 

Use super big long filler quotes it's good.

 

 

Looks

 

Twins is basically a kind of rectangular prism, from which three almost cylindrical shaped “tubes,” appear. As the turret evolves, a metallic finish gives Twins the much more professional and intimidating looks it has at m3. Once again, I’m not that overly superficial, I just decide if I want to purchase a turret if it looks good. Looks are quite significant, and Twins most certainly sports the appearance of a vicious turret which will tear you apart from the first chance it gets. 9/10 for looks.

 

*Insert picture of twins here.* Like, seriously, who wrote this. This is just trash. There's a wiki for a reason, go read it.

 

 

Fun Rating

 

Now this rating depends on what type of person you are. If you enjoy challenging yourself and relying on a mediocre turret, this won’t work very well for fun. If your idea of fun is getting people to rage quit, then this is most certainly a turret built for you. I myself have had quite a lot of fun with this turret. Quite a lot of the time, I enter battles with this and my Mammoth m3 and then some m2 Hornet player ends up saying something similar to “Oh god!” and leaves, without me even trolling him. Other than that, I have used Twins in virtually every mode and I can assure you that the turret is a powerful one, capable of dominating in every game mode. Slap this onto a Viking, and you get not only a formidable combo but also a fun combo. This turret is more than just a keyboard and a brick. 8/10 for fun!

 

Contrary to the writers opinion, most twins do in fact just sit on their flag in defence or sit there shooting everyone until the vulcan (better wersion of twins) comes along and kills them. Not fun at all. personally I rate this gun

10/10 its a mastahpeece

 

 

Reviews

 

Don’t celebrate yet, my ranting is far from complete! I decided to add this section upon the suggestion of my great mentor, Flexoo. This section is basically to let you know what people other than me might think of the turret.  In this guide, I chose to interview four of the most respected members of the reporter team, Flexoo, Hexed, Yisroel.Rabin and Blackdrakon30. Following are the questions I asked them and their reply.

 

I asked some other people what they think about twins and I promise they're entirely unbiased.


What do you think of Twins?


@Flexoo: I consider Twins to be an extremely powerful turret, easily one of the most overpowered weapons in the current game. Unlimited firing power, decent range with alteration, and really forceful impact force guarantee that almost everyone can do well in battle without much effort.


@Hexed: Personally, I think Twins is not only one of the most efficient and effective turrets out there, but it's also one of the deadliest. With its impressive damage and fire rate, Twins can take out anyone on the battlefield. One of the other best features about Twins is it's amazing - albeit being annoying if you end up on the other side of it - suppression capability; which, being a cherry on top of the cake, can severely restrict enemy movement while simultaneously deplete tons of enemy 's health.


@Yisroel.Rabin: I think Twins is a very good turret, as it can easily damage any defender or attacker, little skill required. Enemy defence force? Twins got em’ covered. Deathmatch Mammoth drugger? Twins got em’ covered too. All you have to do is get to your victim(s), but once there, you should be able to take them out with little to no trouble. The only downside of Twins is its surprisingly short range and splash damage. However, the splash damage was added a while back only because without it, Twins is just way to powerful.


@Blackdrakon30: Twins is an excellent turret because of its adaptability. It works on most hulls, the one exception being Wasp because of instability. The turret excels at mid-range combat, but can be specialized for close combat or ranged combat thanks to two useful alterations. It's the perfect turret for raw suppression at medium ranges; it's only equal is Vulcan, which is less adaptable and overheats but has the advantage of being hitscan. The splash damage isn't particularly outstanding on Twins, but it's not completely useless. I personally use the Stable Plasma alteration most of the time, so that I can be more powerful in close combat scenarios, but the other alteration is quite useful too, especially when using Titan or Mammoth. I believe it's one of the most powerful turrets in the game because of the sheer amount of options it has compared to a turret like Shaft, which is extremely situational. If there's one key thing to remember about Twins though, it's this: Healthpoints are equivalent to damage dealt. With Twins, you win if you just outlast the opponent in a war of attrition, through raw sustained firepower. This is why drugging is so good with Twins. However, it also makes drugging excellent against Twins.

 

All four said the same thing: Use twins it's good.

 

How do you feel Twins looks?


@Flexoo: Personally I don't like its look on lower modifications, but the M3 looks good. It's not the turret I would consider the epitome of the beauty, but it's also not the ugliest thing on the battlefield.


@Hexed: I feel it looks quite good. I mean, it's simple and not fancy like Hammer or Striker or anything.


@Yisroel.Rabin: Oh, I think it looks great, especially when M3. I can’t think of anything I’d change about it. It looks like a classic plasma gun to me, and that’s what it should look like.


@Blackdrakon30: I definitely like how Twins looks at all the stages, especially M3 since it gets excellent barrel styling. The appearance looks really fitting, and the sizing is good too.

 

All four answered the same again: It looks good.


How much on a scale of 1-10 they would recommend someone to purchase Twins.


@Flexoo: Easily 10/10. It's one of the most powerful weapons in the game, so I recommend everyone buying it. Even if you don't like the gameplay it offers, it's good to have it as a trump card when you need it.


@Hexed: 10/10, highly recommended.


@Yisroel.Rabin:  Well, I never owned Twins M1 or M2, so I’m not so knowledgeable there, but I have it M3 and really like it. I’d give it a 9/10, especially for those who feel they don’t have the time to learn all the top-notch crazy tricks with Railgun or the accuracy skill which is needed for Magnum.


@Blackdrakon30: I have used Twins M1, have Twins M2, and then I MUed my Twins M2 to M3. I highly recommend it at all stages except M0. At M0 it's not terrible, but compared to weapons that are frankly overpowered at the level like Ricochet, it's better to just save yourself the effort. Twins M1 is easily the best M1 turret and can last you well into M2 ranks. Twins M2 is actually disgustingly powerful and is one of the best M2 turrets in my opinion; the only ones I'd place on a similar level of strength are Smoky M2 and Firebird M2. The M3 I'm less familiar with, but seems great too.

 

What a surprise, they said the same thing again: Use twins it's good.


Conclusion

 

I hope this review/guide helps you decide whether or not you want to purchase this turret. I’d just like to say that the strategies I have mentioned aren’t merely how to play; they also serve to indicate if this turret is for you. If you hate doing lots of things I said to be strategies, then perhaps the turret is not ideal for you, however don’t think that I am recommending you not to buy it. Twins is most certainly a dominant turret which is feared to this day. It outperforms most turrets in most game modes and lots of maps. The alterations for this turret are also pretty good as opposed to those of Thunder. The only real thing to stay away from is Large maps and Firebirds. With absolutely everything taken into consideration, this turret is a must-have for every tanker.

 

Conlusion: Use twins it's good, but remember to buy lots of drugs.

 

 

Edited by Flexoo
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Great article!

 

Minor nitpick about Twins is that the stable plasma and long range emitter alterations cannot be enabled at the same time. They are the same Alteration Modification level. IMO stable plasma should be a M2 or M3 Alteration.

.

Edited by austen_pierce

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WOW, THANK YOU FOR THE INSIGHT.

 

I could sum up pretty much all you said in a quarter of the words you did and it'd still be a full article, but instead let me go through and review twins for you in aprox. 2 sentences per paragraph.

 

Orange is my edited version.

I can sum up the whole article in 1 sentence: Use twins it's OP, and use all protections at the same time.

Edited by maryam98
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To the "potential EN Reporter Candidate under the supervision of [member=Flexoo]", .. Agreed RE Twins.
TWINS is OP.  Given that my VIking/Twins time is at least 10X any other turret, I have grown to love my stapler (used since I don't have a brick at work).  Just kidding, my thumb get a good solid workout.

And I LOVE being that pain-in-the-butt, berserk, ram-in-the-wall, just keep shooting person that infuriates members of the opposite team.  Sorry folks, I just enjoy it.  It helps relieve the stress of the day...
:wub:   ~LL.

 

 

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Sure, you buy me the few hundred thousand crystals and I'll buy you the blue sphere, sound good?

Nah, perhaps you buy me the crystals and the blue sphere?

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Nah, perhaps you buy me the crystals and the blue sphere?

PFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFTTTTTTTTTTTTTTTT.

 

You reckon I'm buying crystals on this game?

 

 

 

Edited by personia

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Okay people, for the record. I DID NOT WRITE THIS

 

I was just accepted as an official newspaper candidate and as of yet, have not had anything published. I can't take the credit (or blame if you prefer) for this guide.

 

so you all can stop messaging me about how Zac roasted me hard on my Twins article.... okiety

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Betting money this is by Kaiser, you can tell by the soft white color :P

Could be also GrandExecutioner. Usually good story writers are asked to show they can also write elaborated guides. :ph34r:

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PUBLIC ANNOUNCEMENT: I did not write this guide and seeing as I do not own either Twins or Thunder, I don't know how I could have. I have never had any intention (and possibly never will) to write a guide about these turrets.

 

You can go back to gossiping now. :ph34r:

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While the article is very well written, and the specific protection module advice is good, most players can't afford multiple protections until M3 ranks. Perhaps add a 'top 3 protection modules' section instead of spreading the module advice out across multiple sections? Just my two cents, hope it is somewhat helpful.

 

Anyway, I think Twins is ridiculously OP, and needs a nerf. It's basically pre-nerf Vulcan - minimal aim required, minimal driving skill required, ridiculous impact force, just drive forward blasting and come out on top. Every twins user I see is either an M2 mult who can barely drive, or an M3/M4 drugger.

Now, I'm not saying that everyone with Twins is a skill-less noob, some twins-users drive and aim very well. I'm saying that Twins, as a turret, doesn't increase in performance with skill nearly as much as most other turrets, if not all other turrets.

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