Twinoid | |
---|---|
Available: |
Levels 1+ |
Ability: |
<Trooper> gains +500 Initiative and status, poison takes 5 HP. |
Used: |
Occasionally (once). |
Quote: |
"No pain, no gain." |
Boosted: |
Twinoid is unlockable equipment which can be used in one of three equipment slots available per trooper. At some point during the battle the Trooper will swallow the pill and gain +500 Initiative, at a cost of being poisoned. Poison takes 5 HP and after that poison status dissappears.
Analysis[]
A good addition to the Shock Trooper role, allowing a single trooper to inflict some major Damage to the enemy, and letting the rest of the team to clean up, if there's anything left by then. Even in prolonged multi-wave battles losing one trooper to take out a wave is a reasonable trade. However, less suicidal troopers preferring long range engagements can be saved by a Doctor.
The greatest productivity can be achieved when the trooper doesn't need to run or reload, as successive shots depending on Recovery require less time to aim while raining a volley of rounds. A Support Trooper armed with a fully loaded CK-Magellan and Hydroshock Shells is a sterling example. However, numerous Speed boosts and lack of heavy weapons can effectively reduce time cost for running and Melee. And reload times can be negated with Loader once per battle.
Counter Poison[]
As poisons do not stack the poison from aTwinoid can replace the poison from the Gas Grenade or from Toxic Shells and vice versa. For more on this effect please see the poison page.
Trivia[]
- The Twinoid pill is used as part of promotion and it is a recurring theme among their other games, for example see Die2Nite. This goes as far as a recently intoduced nexus for the games the company produces.