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Twins guide

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{{see also|Guides for Turrets and Hulls}}
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[[File:33w64as.png|400px|right|link=]]
 
[[File:33w64as.png|400px|right|link=]]
  
Twins really is one of the very unique guns in Tanki Online. This will tell you a few things about it, a few tips, and overall guidelines for using this dangerous weapon.
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One of the only two weapons with infinite and high-frequency ammunition, Twins also happens to be one of the two plasma-based turrets in the game. This unorthodox combination of traits grants its unique capabilities in Tanki Online that no other turrets have access to. The purpose of this guide is to define and explain these minute differences and changes, to aid a player in understanding how Twins can be used on the battlefield to the fullest extent.
  
 
=== History ===
 
=== History ===
  
Actually, Twins was one of the first guns to be released. It was also a topic for debate before the rebalance. At first, several tankers noticed that the knock back for twins initially was much too high, and in the end Tanki dropped the knock back. However, it still remained a cheap and effective gun, M3 only being 500 crystals (that was before the currency rate was multiplied tenfold, during the rebalance). Several tankmen wanted it depowered again, but this failed and it stayed as it was. After the rebalance, it became one of the more effective weapons, for several reasons. First of all, it now had more power compared to what it had before the rebalance, when either Railgun or the tier 2 weapons outclassed it in respect to statistics. It now had enough power to compete. However, it had infinite ammo, and didn't slow down. This unique characteristic made it one of the first choices for hard-core supply users, and it effectively replaced Rico as the "Drugger's Choice" weapon. However, several protective paints are specifically used to significantly decrease Twins' effectiveness. We will go over those later.
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Twins have been around for quite some time, being one of the first guns to be released in the game upon its opening. It was also quite the topic for debate before critical rebalance dates. At first, several tankers noticed that the knockback for Twins initially was much too high, barreling over even the heaviest of hulls with a continuous stream of shots. In the end, the developers addressed this problem and dropped the impact force a significant amount. However, it still remained a cheap and effective gun, M3 only being 500 crystals at the time (this was before the currency rate was multiplied tenfold thanks to the rebalance). Several tankers were dissatisfied and wished for the impact force to be dropped even further, but their attempts were in vain, and Twins remained untouched for a considerable amount of time by updates. However, in place of decreased impact force, Twins had now acquired a hefty damage output per shot, performing more of an offensive role than an interference role.
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In many cases, the Fear Machine (i.e. an ancient variant of Railgun) used to Twins in almost every single circumstance, but with the balance change rendering Twins more powerful in terms of raw damage, it now had enough power to successfully go toe-to-toe with the tyrannical turret of the time. The winning mechanic for Twins everywhere was their rapid and steady damage output, a unique characteristic at the time and making the weapon one of the top choices for hard-core supply users. Soon, it effectively replaced Rico as the "Drugger's Choice" weapon.
  
 
=== Statistics ===
 
=== Statistics ===
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[[File:twins3.png|right|300px|link=]]
 
[[File:twins3.png|right|300px|link=]]
  
Game play with this gun is really fast-paced, but it is very fun if you know how to use this fast-shooting, double-barrelled plasma shooter. Most of the time, this gun is used in supplies games, and that is where it can really do some damage. However, it still is deadly in NS battles, and can be the turning point of the game. Due to its unique abilities, it can be both defense, offense and mid field. However, the area that the mid fielder sometimes has to guard is to large and sometimes Twins' range will not be able to play this position.
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Gameplay with this gun is based entirely on the speed of the hull you're using, but it can be quite the experience regardless of which is used. Most of the time, this gun is used in supplies games with a hull of gargantuan proportions, such as Titan or Mammoth. Under close-ranged, minimal cover circumstances with all the supplies, one can need active is where Twins can really shine. However, this isn't to say that it's completely ineffective within the boundaries of PRO Passed No supplies matches, and a skilled artisan of the weapon can turn the tide of a game one way or another. Thanks to its limitless ammunition stocks, the hull is the only item making a difference when one plays offensively, defensively, or trawls the midfield. Bear in mind that on many occasions, Twins will be outclassed as a midfielder on large maps thanks to its limited firing range and slower than average projectile speed.
  
=== How to protect yourself from it ===
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=== Self-defense from Twins ===
  
 
[[File:twins6.png|right|300px|link=]]
 
[[File:twins6.png|right|300px|link=]]
  
This gun is very powerful, and it is highly recommended to equip strong paints to protect yourself from it, especially if you are killed by them often, or seem to meet them many times in battle. Here is a guide to protecting yourself from this weapon, with suggested rank for its use included.
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If a player lets one of these machines get up close and personal, they may as well begin writing out their will, as attacking a Twins at point-blank range is borderline suicide. In order to effectively survive an encounter with one, there needs to be a considerable amount of distance between you and your double-barreled foe. If it can't reach you, it can't do damage; this fact makes Shaft, Railgun, Smoky, Thunder, and even its steel-shelled cousin, Vulcan, make up this weapon's greatest adversaries.
  
* Swamp: Private - Warrant Officer 5
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Another method of survival is outmaneuvering a Twin's projectiles, since unlike Vulcan, bullets do not immediately impact, but instead drift through the air like a dandelion seed. This is one of their most dangerous flaws, since quick hulls like Wasp and Hornet have the potential to dodge many bullets from even moderately close ranges. The variation of the projectile path can also be derived from the namesake of the weapon: its twin barrels, requiring constant changes in targeting if a player wishes for an accurate shot each time.
  
* Roger: Warrant Officer 5 - Colonel
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However, this also gives Twins its greatest asset: suppression. A wall of neon projectiles from one direction means that very little is going to get past it unscathed. In combat versus a skilled Twins user, a tanker will receive respectable damage regardless of what range they're at in Twins' damage spectrum, so the best form of prevention may also be the most passive: modules.
  
* Cherry: Brigadier
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A quick note: should you happen to have the Urban-LGC (if you do, you're probably a bit too seasoned of a player to be reading this guide due to anything but wanton knowledge thirst), you have an incredibly valuable asset in having nearly 50% Twins resistance at a late M2 rank.
  
* Emerald: Major General
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If you're akin to the standard population and can only rely on garage modules, though, your best bets are the Ursa and Lion family, as both works with Twins from acceptable ranges. Ursa T-D is great for a Twins user for its resistance to itself and some ranged weaponry, while Lion T-A is great for combating Twins, with not only Twins resistance, but a great deal of other ''close-ranged'' weaponry resistances applied. Proximity weapons aren't top pick when it comes to defending yourself from these fellows, as close-ranged combat and vicinity sweeping is more or less their specialty, but a decent resistance can get a tank close enough to deal considerable damage with a high CDR (cumulative damage rate) weapon.
  
* Urban: Colonel - Field Marshal
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=== Offense with Twins ===
  
* Graffiti: Generalissimo
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[[File:twins5.png|right|300px|link=]]
  
* Africa: Generalissimo
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Though it may be tempting, plunging into the fight is not exactly the best way to use this gun. Granted, its suppression rate is fantastic for ranged and crowd control alike, so why shouldn't it be considered?
  
* Rock: Field Marshal - Generalissimo
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There's a pretty important reason for that: damage division. with each bullet spent on one enemy and then another, you're just dealing low damage to many foes, instead of dealing high damage to one foe. Situationally, the aforementioned tactic can be useful, but in most circumstances, there won't be enough damage output to injure everyone enough. It's wiser to just focus on one enemy at a time, finish them off, and then immediately lock onto the next imminent threat.  
 
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These are only the highest protection for their rank. There are several paints that also could pass, and work well like Emerald or perhaps Taiga. However, if you want massive protection from this very pesky gun, these paints would be the best choice. Most of them, as well, are top-class twins protection for several ranks, and you won't need to worry about getting new paints every five ranks or so. If you have the crystals, and want huge protection against this one gun, those paints above are the way to go. However, in selecting a paint, you might also want to consider including protections from other guns besides just Twins. Though it is dangerous, there are a lot of other guns out there! However, don't get protection against more than three guns. Usually, it spreads the protection out too much. which can lower the effectiveness of the paint. (Please note one exception, Picasso)
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=== How to use it ===
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[[File:twins5.png|right|300px|link=]]
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Though it may be tempting, plunging into the fight is not exactly the best way to use this gun. Admittedly, it does have two barrels, but you always have to remember, when you have one barrel hitting one tank, and the other barrel another tank, your damage is cut in half instantly. This is exactly what we don't want to happen right? So, it is best to use all your damage on one tank, even though your two barrels may make it look like it can handle two enemies, or more. Deal with each enemy one-on-one, and you will be much better off. Another common mistake Twins' users make is the mistake of thinking that Twins can only be equipped with a big tank, and that equipping it with Hunter or Hornet is not good. This is a big error. Though maybe equipping it with Wasp is going a bit overboard (due to the knock back), Wasp and Hunter certainly aren't that unstable, and can be very dangerous to the enemies' defense if equipped. It can also help to back out of range of enemy Isidas, Firebirds, and Freezes, using Twins' knock back to push them away from you. Another thing to remember - four is better than two, and when you get a companion, you are nearly unstoppable.
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Another word of advice: Twins do not automatically translate to "equip to Titan". As a matter of fact, in a lot of cases, Hornet/Twins or Wasp/Twins can be quite the pain in the stern to defend yourself from if they know how to aim. High speed, a cumulative damage output, and impact force to boot -- it's akin to a less damaging but more annoying version of Wasp/Firebird. Not only do they have the speed to be useful for more than defending, but they can also get themselves out of rocks and hard places involving other close-ranged weapons by using their impact force while driving away to slow them down drastically.
  
=== Conclusion ===
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A last, more obvious note: if you have a buddy with Twins as well, you're likely to be unstoppable on the field without any resistances. The greater the amount of suppression on a specific location, the more control that team has over the field. This is especially important in the event of a CTF.
  
As this is the only gun in Tanki that has two barrels, this is also one of the most unique ones. I hope you have learned a little of the basics about Twins, and I hope also that you will be able to use this information to grab more crystals than ever.
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For more information, check out the Pro's advice on Twins in the Tanki Online V-Log [https://youtu.be/LzrJVKytebg?t=3m55s here].
  
For more information, check out the Pro's advice on Twins in the Tanki Online V-Log [https://youtu.be/LzrJVKytebg?t=3m55s here]
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[[Category:Guides]]

Latest revision as of 07:55, 13 February 2020

Twins 04.png

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A guide to Twins

33w64as.png

One of the only two weapons with infinite and high-frequency ammunition, Twins also happens to be one of the two plasma-based turrets in the game. This unorthodox combination of traits grants its unique capabilities in Tanki Online that no other turrets have access to. The purpose of this guide is to define and explain these minute differences and changes, to aid a player in understanding how Twins can be used on the battlefield to the fullest extent.

History

Twins have been around for quite some time, being one of the first guns to be released in the game upon its opening. It was also quite the topic for debate before critical rebalance dates. At first, several tankers noticed that the knockback for Twins initially was much too high, barreling over even the heaviest of hulls with a continuous stream of shots. In the end, the developers addressed this problem and dropped the impact force a significant amount. However, it still remained a cheap and effective gun, M3 only being 500 crystals at the time (this was before the currency rate was multiplied tenfold thanks to the rebalance). Several tankers were dissatisfied and wished for the impact force to be dropped even further, but their attempts were in vain, and Twins remained untouched for a considerable amount of time by updates. However, in place of decreased impact force, Twins had now acquired a hefty damage output per shot, performing more of an offensive role than an interference role.

In many cases, the Fear Machine (i.e. an ancient variant of Railgun) used to Twins in almost every single circumstance, but with the balance change rendering Twins more powerful in terms of raw damage, it now had enough power to successfully go toe-to-toe with the tyrannical turret of the time. The winning mechanic for Twins everywhere was their rapid and steady damage output, a unique characteristic at the time and making the weapon one of the top choices for hard-core supply users. Soon, it effectively replaced Rico as the "Drugger's Choice" weapon.

Statistics

Twinsstat.jpg

Game play

Twins3.png

Gameplay with this gun is based entirely on the speed of the hull you're using, but it can be quite the experience regardless of which is used. Most of the time, this gun is used in supplies games with a hull of gargantuan proportions, such as Titan or Mammoth. Under close-ranged, minimal cover circumstances with all the supplies, one can need active is where Twins can really shine. However, this isn't to say that it's completely ineffective within the boundaries of PRO Passed No supplies matches, and a skilled artisan of the weapon can turn the tide of a game one way or another. Thanks to its limitless ammunition stocks, the hull is the only item making a difference when one plays offensively, defensively, or trawls the midfield. Bear in mind that on many occasions, Twins will be outclassed as a midfielder on large maps thanks to its limited firing range and slower than average projectile speed.

Self-defense from Twins

Twins6.png

If a player lets one of these machines get up close and personal, they may as well begin writing out their will, as attacking a Twins at point-blank range is borderline suicide. In order to effectively survive an encounter with one, there needs to be a considerable amount of distance between you and your double-barreled foe. If it can't reach you, it can't do damage; this fact makes Shaft, Railgun, Smoky, Thunder, and even its steel-shelled cousin, Vulcan, make up this weapon's greatest adversaries.

Another method of survival is outmaneuvering a Twin's projectiles, since unlike Vulcan, bullets do not immediately impact, but instead drift through the air like a dandelion seed. This is one of their most dangerous flaws, since quick hulls like Wasp and Hornet have the potential to dodge many bullets from even moderately close ranges. The variation of the projectile path can also be derived from the namesake of the weapon: its twin barrels, requiring constant changes in targeting if a player wishes for an accurate shot each time.

However, this also gives Twins its greatest asset: suppression. A wall of neon projectiles from one direction means that very little is going to get past it unscathed. In combat versus a skilled Twins user, a tanker will receive respectable damage regardless of what range they're at in Twins' damage spectrum, so the best form of prevention may also be the most passive: modules.

A quick note: should you happen to have the Urban-LGC (if you do, you're probably a bit too seasoned of a player to be reading this guide due to anything but wanton knowledge thirst), you have an incredibly valuable asset in having nearly 50% Twins resistance at a late M2 rank.

If you're akin to the standard population and can only rely on garage modules, though, your best bets are the Ursa and Lion family, as both works with Twins from acceptable ranges. Ursa T-D is great for a Twins user for its resistance to itself and some ranged weaponry, while Lion T-A is great for combating Twins, with not only Twins resistance, but a great deal of other close-ranged weaponry resistances applied. Proximity weapons aren't top pick when it comes to defending yourself from these fellows, as close-ranged combat and vicinity sweeping is more or less their specialty, but a decent resistance can get a tank close enough to deal considerable damage with a high CDR (cumulative damage rate) weapon.

Offense with Twins

Twins5.png

Though it may be tempting, plunging into the fight is not exactly the best way to use this gun. Granted, its suppression rate is fantastic for ranged and crowd control alike, so why shouldn't it be considered?

There's a pretty important reason for that: damage division. with each bullet spent on one enemy and then another, you're just dealing low damage to many foes, instead of dealing high damage to one foe. Situationally, the aforementioned tactic can be useful, but in most circumstances, there won't be enough damage output to injure everyone enough. It's wiser to just focus on one enemy at a time, finish them off, and then immediately lock onto the next imminent threat.

Another word of advice: Twins do not automatically translate to "equip to Titan". As a matter of fact, in a lot of cases, Hornet/Twins or Wasp/Twins can be quite the pain in the stern to defend yourself from if they know how to aim. High speed, a cumulative damage output, and impact force to boot -- it's akin to a less damaging but more annoying version of Wasp/Firebird. Not only do they have the speed to be useful for more than defending, but they can also get themselves out of rocks and hard places involving other close-ranged weapons by using their impact force while driving away to slow them down drastically.

A last, more obvious note: if you have a buddy with Twins as well, you're likely to be unstoppable on the field without any resistances. The greater the amount of suppression on a specific location, the more control that team has over the field. This is especially important in the event of a CTF.

For more information, check out the Pro's advice on Twins in the Tanki Online V-Log here.