Both of the Twins dieing after just one is killed is really boring, and kinda unrealistic.
What should have happened is the remaining twin gets enraged and starts to firing homing rockets. You would have to then dodge these rockets in such a way that they come back towards the Twin and hit him, resulting in another "power downed" stage where you can attack him. Of course, the rockets would have slightly adjusted targeting AI so that it would be easier to hit one of the Twins.
Course, other ideas could work (I'd be happy to hear suggestions). Im just saying that the ending was kinda lame. The boss fight was awesome overall though.
"As you inflict irreparable damage to the chassis of the Roarmulus twin, it turns to you. One of its sensors dangles from its socket, the baleful glow reduced to sputtering sparks. The groaning of stressed metal heralds the collapse of its supports, but its jaws open wide for one last attack...
The energy that the mechanical beast vomits forth goes wide - half-blinded and falling in upon itself, the beam obliterates the neck of its twin. The gaping maw of the ruined machine seems to be open in surprise. Not even the Gremlins can salvage them now, as they collapse into the darkness. The wind rushing through the rends you've made in their steel hides sound like a mournful howl, cut short by one last knell as they reach the end of the depths."
Like this?
I think that would have been awesome. I was also totally expecting that i have to beat BOTH twins in order to move on. But i just destroyed one and then I beat it. It was very surprising. But then, I believe we should either 1) get a bigger fighting field, or 2) all gates are disabled and drop into the floor. Becuase to be honest, it would be bloody difficult if you had to manage switches, crawlers, bullets AND homing missiles. While it was difficult to just manage the crawlers, switches, bullets and regular missiles. Also, i wish the missiles did damage, instead of just a way to stun the boss.
Where'd you come up with this?!
The bosses are connected, thus they share the damage each takes.
One malfunctions horribly and explodes, so this causes fatal damage to the other as well.

They're twins, let them die together :P
Homing rockets really would make this stage unplayable with others. Don't forget the shieldswitch thingies. Dodging through those shields with 3 other people while trying to make it aim for the last twin would be annoying, perhaps impossible.
Besides...its a video game, starting any argument with unrealistic just doesn't cut it for me...I mean enemies pop into smoke upon death...and to go with what Loki said, I mean they're twins, what if they're the kind that shares the same body somehow (assuming that the fact they appear to float is just because we can't see that far down). I don't think its that easy to live with a dead neck hanging on ya.
Exactly what Loki said, they're connected to each other. They probably have the same power source ultimately, thus when one explodes it damages that source and leaves the other unable to do anything. The power source exploding would cause the malfunction in the second one easily. Its not like the leftover turret was in any good condition at the end of the battle anyway.
It is very important to notice that Spiral Knights developers have as priority one to make this game as realistic as possible. It is strongly based and inspired in our every day real life. No metaphors, no science fiction. We deserve better.
Right so maybe the unrealistic part was a bit un-thoughtout, but it's still kinda lame how after killing one, the other one just dies. I was expecting something more.
@Dasparian: I love that idea. An epic scene to end the long fight!
@Loki: I dont quite think they share the same hp, as when one of the turrets reaches its second phase, the other doesnt go to the second phase automatically.
The other one saw his brother get killed, and he died of sadness. :(
I hope you're happy with yourself.
If you killed one and the other were still alive, how would you get it stunned?
Your solution doesn't make any more sense then the fight does now. If one becomes enraged and shoots homing rockets after you whack him below phase 3 why wouldn't the other one? You essentially just want a phase 4. Eventually we're going to run out of strata to fit bosses into, in a tier if not the whole game, so it might be nice to have bosses eventually appear more randomly so you can have a larger pool of bosses than there are strata that get cycled in and out with gate construction and have them appear in a random tier where their mechanics are slightly altered to be appropriate, maybe a phase 4 in this case's tier 3 or just ending at phase 2 for tier 1.
Did I just see someone calling a video game unrealistic? riiiight.

I don't think any of us want to have our boss battles any more difficult or tedious. This is not a realistic game. If you want realism, play games of the following genres: Sports, Action, Adventure, Simulation, Casual, Racing, and most strategy games. Realism is NOT for MMOs.
Well the mechanic works as one is only vulnerable when the other is hit by team kill rockets correct? Well if there's only one left, how are you gonna knock it out? Sure homing missiles, but they'd have to be slow and it'd be annoying to get the last one to teamkill it self, OR you make it so it's not invincible anymore but that doesn't make sense considering all you have to do. They die like this not only cause bonded twins thing because it's a simpler game mechanic that makes it easier, so basically it stays Tier 2 difficulty.
I'm on board with this concept.
Since this game is fully animated, for the most part, all this fight really needs is a slightly different death animation to reflect them both dying at once.
Rather than have them both gasp in shock and descend, exploding, I quite like the idea of the one collapsing face first onto the platform, knocking out the defensive barriers, which all disengage and drop into the floor, just in time to fire one last round of channelled energy that knocks us aside and completely wrecks his brother.
That would be satisfying.
>Also, i wish the missiles did damage, instead of just a way to stun the boss.
I actually had the hilarity occur where one of the twins got hit by a rocket after it got stunned before we could reach it and entered the next phase and threw a shield in our faces. I think they do damage, or maybe it's something that has been patched up now. I remember this being shortly after the update.
I also quite like what was mentioned before me, I'd love to see that happen.
Well, if one of your legs is chopped of, you are gonna complain.
Using the laser or forward-rockets to kill the other twin during the death animation... would require tricky special programming since they move randomly and you can't predict where each twin will be when they die-- the angle and distance are both variable. How about using the vertical scalp-rockets instead, since they fly up off the top of the screen where players can't see them "teleport" anyway?
First twin blindly fires its vertical scalp-mounted rockets in its death throes as it falls. Stray scalp rocket drops back onscreen and blasts the other twin's mechanical head right off.
The Roarmulus Twins have the deadliest dandruff ever.
the boss is challenge enough i count my blessing just beating it