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I am talking about the early game where you need to send whatever you can to the Wasteland to get caps, clothes and weapons. Training E only comes later. I got James and Alistair early and they were the guys jumpstarting my vault with wasteland loot, but due to the quick leveling on low E means they are crippled now and only good in the vault. You cannot use them for questing, cannot use them for wasteland runs because they chew through stimpacks like candy and when they get to a location, they have a good chance to die if low on stims (last encounter pitted James against deathclaws and he died in no time due to being very low on stims).
This mechanic is stupid and should either go, or new feature should be added to the game to correct it. Dunno, new room? Personal quest? At the moment those legendary dwellers do not feel like a reward when a level 1 fully trained normal dweller is outperforming them (minus the weapon and armor they come with).
Depends. In normal, the need for having 17 E from level 1-50 is far less than being needed in survival. The role they play will matter as well. Wasteland explorers will benefit the most from max HP as they fight solo in random encounters. At 50, those fights can be tough when it's versus multiple deathclaws at once, including a boss. The max HP dweller wont need to chug stims. If the dweller is 1 of 6 in a non defence vault room, it won't matter as much. So it's up to you where you draw the line to keep them or not.
For me, once the E training room is unlocked, don't keep any dwellers that can't reach 13E per level on average. My vaults don't expand past 50 dwellers on normal and 35 on survival till all the substandard dwellers have been replaced. This is in conjuction with my other two rules. Not upgrading rooms to level 3 and not leveling dwellers that stay in the vault. Makes incidents less of an issue.
I do not like the way this mechanics work and it is unfair.Basically we need to give a lv 1 max Endurance lv 10 + max Endurance gear and now we are able to lv upp from 1 to lv 50 and now we get max hp and that sucks.
The mechanics should be based on the lv your warrior got ( 1 - 50 ) and on each lv you are at you get a hp bonus depends on lv endurance ( 1 - 10 ) and + lv endurance gear your warrior use.
This way nobady get crippled but i guess the devl never gonne changes the mechanics so whay not writhe down al new dwellers afther they got max endurance lv and gear and now you lv them upp to lv 50 and all your other bad dwellers you just send them to wasteland whitout any gear and weapon and just let them die and now you breed new kids ,-)
https://www.reddit.com/r/foshelter/comments/3ibkjj/endurance_affects_hp_only_during_leveling_not/
( sorry my english by the way )
Basically if you feel to swap out any dwellers whay not doit at the time when you reach max population.
There are actually only 2 things that actually really take time in this game. Training up stats and getting equipment. If you spent a whole 2 weeks max-ing out a dweller, just to have subpar hp on it because it was level 20 two end before stat train, then it's possible that you may not liek it so much. It's possible that you don't care, they can still function; but I'd say that there's really not much to this game, so wai not get 10+ end level 1 dwellers? It's not that hard to set up for it. You can be sentimental and not throw away dwellers if you want. You're free to play the game your way, but for me, I'd prefer better stats.
As for legendary dwellers, liek I said, they're not special. You can rename your generic dweller and give him/her a makeover, and voila, legendary dweller, with better stats...
Longer answer: It doesn't really matter once dwellers hit lv30+. If they stay in the vault, you can easily have them deal with any vault threat provided they have good weapons (16+ damage). So, no, you don't need to replace your old dwellers or throw away legendaries. The only time it will matter how much health they have is defending the vault door from death claws on higher average dweller level and sending dwellers on quests.
For quests, you want 17E dwellers, as the toughest quests in the game are pretty damn crazy, especially if you're playing on survival. Bosses can one-shot even 15E, lv50 dwellers if you're not prepared. For defending the vault door 10E is about as much as you would want. I generally take the 15E dwellers, that I sent on quests and later replaced, to guard the door, the first level, and the second level. The rest don't really matter and are up to you if you want to replace or not.
The stuff that attacks the vault via the front door, that is determined by the avg level. The stuff that spawns inside the vault is determined by the room size and upgrade level.