Talk:Twin Laser Turret/@comment-174.79.50.198-20180409165418/@comment-454133-20180409185212

The TLT is used a lot, all over the place. Scurrgs, Ghosts, Y-Wings, HWKs... it's the default turret unless you have a specific reason to use Autoblaster Turret, Synced Turret, or Ion Turret instead.

It's the only range 3 turret upgrade, making it a lot easier to use every round and at a safer distance, and as Nate says it's relatively consistent damage. It can waste the enemy's tokens if they want to avoid the damage, it plays the odds against their rolls over the longer term, and some abilities like Selflessness aren't useful against it because of how it deals damage.

And there are evil exploits like Miranda.

The TLT occupies the same role as Harpoons in many ways (though not quite as much as harppons): it's the default option, generally superior to other choices, and you usually don't field a different turret without a specific reason in mind. Unlike Harpoons, the 6 cost is a matter of consideration though.

In terms of how to use it, stay at range 3 when able. Ships with low agility and low to moderate health can be chipped to death with 2 damage per round (especially if the rest of the team is also firing on them; the TLT is just very hard to avoid). High-agility foes are worried because they have to defend against 2 shots to avoid getting their health chipped down, and this can waste their tokens (so well-modified TLT attacks can put a lot of pressure on them). Effects that let you have dice modification for both shots like Horton Salm, R4 Agromech, Recon Specialist or Rey, or Maul + Ezra on a Ghost (if you're evil), etc also work pretty well. Though even naked TLT shots can be effective at harassing and wearing down a foe, if they're low agility.