Author Topic: Tin can + shotgun?  (Read 5475 times)

Bodriiik

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Tin can + shotgun?
« on: November 24, 2023, 11:26:12 am »
does tin can + shotgun work?
If yes, tell me how to do this.

Valor

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Re: Tin can + shotgun?
« Reply #1 on: November 24, 2023, 11:28:28 am »
Its kinda meh, as you want to have a degree of mobility. But get sprint + temporal manipulation and it should work. Or combine it with snipers to get range option before enemies close in.

PaposikG6

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Re: Tin can + shotgun?
« Reply #2 on: November 24, 2023, 12:41:32 pm »
All builds are viable
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Valor

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Re: Tin can + shotgun?
« Reply #3 on: November 24, 2023, 03:46:03 pm »
All builds are viable

I heavily disagree.

PaposikG6

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Re: Tin can + shotgun?
« Reply #4 on: November 24, 2023, 06:51:39 pm »
I heavily disagree.
If you can beat the game on DOMINATING with a crowbar, you can beat it with anything
https://www.youtube.com/watch?v=zOelfujNbY0
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Valor

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Re: Tin can + shotgun?
« Reply #5 on: November 24, 2023, 06:57:51 pm »
But thats decent build, you had melee skill. Imagine you put points equally into all skills ...

Fins

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Re: Tin can + shotgun?
« Reply #6 on: November 24, 2023, 10:06:18 pm »
does tin can + shotgun work?
If yes, tell me how to do this.
Why, it should work even in Dominating, if you get and do these:

- enough chemistry (was it 45 effective?) to craft Cryogas grenades. Always carry a good amount of 'em, then
- enter some map, find nearby corner, place a cryogas grenade to where enemies will be coming from, and go agro one or few;
- get back behind the corner once you agro enemies;
- stand your ground, blasting off enemies as they come, chilled, around the corner. Some few might still do an attack or two, but that's what your armor is for;
- have and use Pseudo-spatial Projection as needed, which is excellent against snipers and crossbows (which are the most penetrating weapons vs a tin can build);
- have and use Stasis for last resort "i need an extra turn here", and all the other usual time manipulation stuff for good measure;
- plasma and EMP grenades, both crafted mk3s with some 90sh or so effective Throwing for an extra high damage 15 AP AoE attack - meaning you'll need 105 (iirc) effective Electronics;
- Sturdy Vest for crafted armors, and possibly some extra Con on top if you'd want extra health;
- for particularly hard fights stay near an exit zone, and if things get too tough, just bug out of the map. When reentering with all cooldowns refreshed, have your shield activated and Stasis yourself as needed then finish off remaining foes and/or exit again.

Considering you're supposed to craft your armors, plus grenades, and obviously also shield emitters since you go with 105+ Electronics anyway for grenades, with some Chemistry on top - i'd say at least 7 Int for the build would be a good idea to do. I'd even take 8 for extra psi slot (this would be dual psi school build, per above), even more effective crafting, Hacking and Mercantile skill point bonuses. 8 Str for armors, 8...10 starting Perception for having good accuracy/damage shotguns, 3 Agi, 3 Will - meaning some 2...4 starting stat points left for Dex and Con both. 6 Dex gets you Grenadier, which is always good, and 7 Dex gets you that feat which allows grenades to crit, so that's one way. Or can go some 6...7 Con instead. Getting some good amount of skill points into Evasion - even with 3 Agi - is most likely a good idea to reduce AoE damage taken. No Stealth, as it's a tin can anyway. Or can get 6 Agi and Sprint, too.
« Last Edit: November 24, 2023, 10:09:38 pm by Fins »
our lifestyles, mores, institutions, patterns of interaction, values, and expectations are shaped by a cultural heritage that was formed in a time when carrying capacity exceeded the human load. (c) William R. Catton, Jr

Bodriiik

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Re: Tin can + shotgun?
« Reply #7 on: November 25, 2023, 11:54:21 am »
does tin can + shotgun work?
If yes, tell me how to do this.
Why, it should work even in Dominating, if you get and do these:

- enough chemistry (was it 45 effective?) to craft Cryogas grenades. Always carry a good amount of 'em, then
- enter some map, find nearby corner, place a cryogas grenade to where enemies will be coming from, and go agro one or few;
- get back behind the corner once you agro enemies;
- stand your ground, blasting off enemies as they come, chilled, around the corner. Some few might still do an attack or two, but that's what your armor is for;
- have and use Pseudo-spatial Projection as needed, which is excellent against snipers and crossbows (which are the most penetrating weapons vs a tin can build);
- have and use Stasis for last resort "i need an extra turn here", and all the other usual time manipulation stuff for good measure;
- plasma and EMP grenades, both crafted mk3s with some 90sh or so effective Throwing for an extra high damage 15 AP AoE attack - meaning you'll need 105 (iirc) effective Electronics;
- Sturdy Vest for crafted armors, and possibly some extra Con on top if you'd want extra health;
- for particularly hard fights stay near an exit zone, and if things get too tough, just bug out of the map. When reentering with all cooldowns refreshed, have your shield activated and Stasis yourself as needed then finish off remaining foes and/or exit again.

Considering you're supposed to craft your armors, plus grenades, and obviously also shield emitters since you go with 105+ Electronics anyway for grenades, with some Chemistry on top - i'd say at least 7 Int for the build would be a good idea to do. I'd even take 8 for extra psi slot (this would be dual psi school build, per above), even more effective crafting, Hacking and Mercantile skill point bonuses. 8 Str for armors, 8...10 starting Perception for having good accuracy/damage shotguns, 3 Agi, 3 Will - meaning some 2...4 starting stat points left for Dex and Con both. 6 Dex gets you Grenadier, which is always good, and 7 Dex gets you that feat which allows grenades to crit, so that's one way. Or can go some 6...7 Con instead. Getting some good amount of skill points into Evasion - even with 3 Agi - is most likely a good idea to reduce AoE damage taken. No Stealth, as it's a tin can anyway. Or can get 6 Agi and Sprint, too.
Thank you very much for such a detailed answer.
I've played Underrail before, but not under the AR + Tin Can license.
I got to Liteynaya and bought the game at a discount, now I have to go through it again.
In the guides they said that a shotgun is weaker in the assembly of a tin can, but is much more interesting in gameplay than machine guns, is that true?
It’s just that now there’s a choice: play with the machine gun again because it’s better for the first playthrough, or take a shotgun?

Eidein

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Re: Tin can + shotgun?
« Reply #8 on: November 26, 2023, 06:44:41 am »
does tin can + shotgun work?
If yes, tell me how to do this.
Why, it should work even in Dominating, if you get and do these:

- enough chemistry (was it 45 effective?) to craft Cryogas grenades. Always carry a good amount of 'em, then
- enter some map, find nearby corner, place a cryogas grenade to where enemies will be coming from, and go agro one or few;
- get back behind the corner once you agro enemies;
- stand your ground, blasting off enemies as they come, chilled, around the corner. Some few might still do an attack or two, but that's what your armor is for;
- have and use Pseudo-spatial Projection as needed, which is excellent against snipers and crossbows (which are the most penetrating weapons vs a tin can build);
- have and use Stasis for last resort "i need an extra turn here", and all the other usual time manipulation stuff for good measure;
- plasma and EMP grenades, both crafted mk3s with some 90sh or so effective Throwing for an extra high damage 15 AP AoE attack - meaning you'll need 105 (iirc) effective Electronics;
- Sturdy Vest for crafted armors, and possibly some extra Con on top if you'd want extra health;
- for particularly hard fights stay near an exit zone, and if things get too tough, just bug out of the map. When reentering with all cooldowns refreshed, have your shield activated and Stasis yourself as needed then finish off remaining foes and/or exit again.

Considering you're supposed to craft your armors, plus grenades, and obviously also shield emitters since you go with 105+ Electronics anyway for grenades, with some Chemistry on top - i'd say at least 7 Int for the build would be a good idea to do. I'd even take 8 for extra psi slot (this would be dual psi school build, per above), even more effective crafting, Hacking and Mercantile skill point bonuses. 8 Str for armors, 8...10 starting Perception for having good accuracy/damage shotguns, 3 Agi, 3 Will - meaning some 2...4 starting stat points left for Dex and Con both. 6 Dex gets you Grenadier, which is always good, and 7 Dex gets you that feat which allows grenades to crit, so that's one way. Or can go some 6...7 Con instead. Getting some good amount of skill points into Evasion - even with 3 Agi - is most likely a good idea to reduce AoE damage taken. No Stealth, as it's a tin can anyway. Or can get 6 Agi and Sprint, too.

Why would you have maxed thought control for pseudo-spatial projection on a tin can shot gun build?

Fins

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Re: Tin can + shotgun?
« Reply #9 on: November 26, 2023, 12:58:53 pm »
1st, no need to max it, even 80 effective is good protection vs snipers / crossbows. 2nd, because its chance to work does not depend on user's Will nor user's skill, but instead on attacker's resolve. 3rd, because tin cans are low mobility, meaning it's sometimes difficult or impossible to get into proper cover vs out-of-line-of-sight attackers, which is, again, often sniper rifles and crossbows for their long range.
our lifestyles, mores, institutions, patterns of interaction, values, and expectations are shaped by a cultural heritage that was formed in a time when carrying capacity exceeded the human load. (c) William R. Catton, Jr

Valor

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Re: Tin can + shotgun?
« Reply #10 on: November 26, 2023, 01:17:59 pm »
Saying that crossbows are most penetrating weaponsversus tin cans is strange ....

PaposikG6

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Re: Tin can + shotgun?
« Reply #11 on: November 26, 2023, 03:58:47 pm »
Crossbows and sniper rifles are weapons that work rather weak against tincans because they deal mechanical damage and with metal armor you can easily reach mech 95% resistance by end game. Psi enemies are ones that are most dangerous to tincans and against them best defense is a thrown grenade in their face.
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PaposikG6

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Re: Tin can + shotgun?
« Reply #12 on: November 26, 2023, 04:31:50 pm »
Thank you very much for such a detailed answer.
I've played Underrail before, but not under the AR + Tin Can license.
I got to Liteynaya and bought the game at a discount, now I have to go through it again.
In the guides they said that a shotgun is weaker in the assembly of a tin can, but is much more interesting in gameplay than machine guns, is that true?
It’s just that now there’s a choice: play with the machine gun again because it’s better for the first playthrough, or take a shotgun?
Shotgun tincan is perfectly viable and is certainly more interesting than machine gun or AR, although shotguns are a bit weaker because they have lower range.
Here is some example build:
https://underrail.info/build/?HgkFAwoJAwfCoAAAAAAAAAAAAAAPAAAAAAAAAEYAAAAIYivCsB7CllNVwofCmGPCkMKPKMK1wqTit7AF374
temporal manipulation is here just to make things easier, skippable
sixth shell and leading shot are the most important shotgun feats, grab them when you can
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Fins

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Re: Tin can + shotgun?
« Reply #13 on: November 27, 2023, 04:18:27 am »
Crossbows and sniper rifles are weapons that work rather weak against tincans because they deal mechanical damage and with metal armor you can easily reach mech 95% resistance by end game. Psi enemies are ones that are most dangerous to tincans and against them best defense is a thrown grenade in their face.
All true. Though crits and W2C ammo / special bolts is still a thing here and there, hence the suggestion for that extra layer of defense. Experienced players can sure go without, but OTOH the whole deal of tincans is to pile up all possible defenses, so it's sorta thematic thing.
our lifestyles, mores, institutions, patterns of interaction, values, and expectations are shaped by a cultural heritage that was formed in a time when carrying capacity exceeded the human load. (c) William R. Catton, Jr

Lowin Bayrod

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Re: Tin can + shotgun?
« Reply #14 on: November 27, 2023, 04:51:55 pm »
With nimble & armor sloping, you can get good enough metal armor without too much armor penalty(less than thirty penalty) as long you stay single plate and go Ti-Chrome /Super-Steel.  Not full Tin Can, but with a good energy shield and the raw power of shotgun (hint : spec sixth shell) you can get the job done. For headwear I would go seeker goggles  or psiband depending of if you're going psi or not, and for footwear either tabis or ti-chrome striders if you wanna use caltrops. I did a build like this once but I played in normal, so I can't guarantee on how it fares on harder settings.