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Double up for me is kind of a no brainer. Grit on the other hand isn't very high on my list of skills since I went with a grenade build and spec into Do or Die. Its fairly easy to second wind with Axton with Do or Die and Fastball grenades. I could see with a gun build that Grit might have more appeal, but I think that I would still want to be chucking grenades in FFYL.
I know Nuke doesn't do a lot of damage, but the knockback buys you some precious seconds for either getting to cover or to fire while not taking return fire. The problem with taking Nuke and Doubleup is that it leaves you a point short of taking Mag-Lock. There are definitely situations where Mag-Lock is more benificial to Nuke. I usually repec my character based on what I think will work better on a particular map.
Personally, I'd also find another skill (Steady, especially) in which to spend a point, instead of Scorched Earth.
Also, as others have written earlier, you need to change your perception of the role they play in the third play through.Turrets are in some ways similar to Maya's phaselock from a battlefield shaping/control perspective.
As C2H5SH indicated for their own play, Double-Up is key when used properly. It will be your trusty friend all the way to OP8.
When paired with a Legendary Engineer and, later as you accumulate more points, both Longbow and Mag-Lock, two turrets are fun, effective, and quick to redeploy.
Often, being able to throw two turrets is a real boon to your tactics for a given map, baddie, or mobs. There are four scenarios especially where Double-Up shows its worth to me:
1. Quick turret recall to shorten cool-down time. There are many times during mobbing that baddie numbers threaten to overwhelm. I'd throw a single turret off in the distance near the back of the approaching mob, thereby attracting and splitting the hoard. It would give me more time to dispatch those nearest to me while occupying a critical number of their friends. I'd then throw the second turret at my feet and recall both right away, thereby shortening the cooldown time for the next throw.
If you are in a map where there are walls or appreciable terrain, Mag-lock will help in prolonging the turret's longevity.
2. Rabids or other hard-to-contain baddies. Being able to "sandwich" a baddie between two turrets is often useful. Sometimes a rabid skag (for instance) is foaming at the mouth so hard for you that they will ignore a single turret. But if you are able to quickly throw a second at them, it can help to pin them in place for you to dispatch.
3. More graceful retreats. There are times where the pressure is too intense that you need to retreat against the face of a pair of particularly nasty baddies. Think of the turrets as speed bumps that you can throw down to slow the progress of what is chasing you. A single turret thrown between you and the baddies may not hold out long against them as you back up (or they may bypass it). But as you retreat, throw the second at or near your feet and continue to back up while continuing to fire. If one of the baddies has run past the first turret, they'll stop at the second, allowing you more time to pump lead into them, or more time to escape.
4. Attention! My fleshy bits are showing. Ever find some baddie, say, Scorch, a challenge? Perhaps Mad Mike? Throw both turrets behind the baddie, preferrably against a wall and separated from each other. Not only do the turrets occupy the attention of the baddie(s), but they turn their backs to you as they attack your trusty friends. Wail away on the said baddie as the turrets graciously, reliably, and without complaint help you.
One baddie with two turrets means that if they manage to destroy one of the them, there is still the second to give you more time to pound away at their critical spots. Two baddies, say, dual Scorches, each can have a turret to occupy their own attention. Focus your fire on one to take it down. When done, if you can't take down the second as well, retreat....and since the redeploy time is short, repeat for the straggler.
I almost continuously use Double-Up during play, especially at the Peak.
Contrast this with Grit and it's unreliable nature.
I'd rather take the chance of going into FFYL and being able to get back up on my own b/c I'd weakened/slagged enough nearby enemies that I can finish them off to regain my feet either with a Tediore chuck, Harold, Lyuda, Ravager or Swordsplosion, or even a (sigh) launcher. Especially if this means that I've been able to use the points elsewhere for skills more reliable, flexible, and useful during general play.
P.s how do you know grit worked? Does it show it by the xp bar with other skills? Tbh I've never noticed it, but that may just be me
http://bl2skills.com/commando.html#50050100003205010000005544100130
You can also read that vaccines cause autism, or that the Earth is a flat disk. Doesnt make those statements true just because someone posted them to the internet. Every time you take damage that would put you down, Grit will or will not save you, the odds being determined by how you are configured. I think max is around 45% or something with 10/5 from a classmod. When it happens there is a sound like a metallic clang. Problem is, Grit is expensive to reach, and offense becomes crucial in UVHM where enemies have regen. You are better off spending those points upping your damage, shields, or killskills if you are mobbing. Reducing enemy numbers is job 1, and damage, shield and turret buffs are how you do that.
Well, kind of, but its not that bad. You can rig it a bit to where it works.