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Have no one made a video of it? Ought to shut people up. Especially if its survival mode where it seems you should expect raids every 3 minutes.
On the other hand, it seems they always move through the rooms in a certain order, so I could just have my defenders on the second floor instead, if the rooms above are empty they will move through them very fast.
From my experience, the raiders will move to each room on 1 floor so long as there's people on that floor. If not, they'll take an elevator down to the next floor.
So, once you see the raiders attacking the entrance, move 2 guards to that room, then have 2 or 3 more in the room after the entrance, for my layout, it's the living quarters.
If they survive those 2 fronts, then they'll move to the next room which is my Stim Pack room (again filled with 1 or 2 people before the initial attack), and then if they survive that, they go to the Rad Away room which I have 1 or 2 people there as well.
Whether I have people in these rooms or not, when the invaders enter, they go from the entrance, to the second room on the first floor, then the second room on the first floor. I only assign people to these rooms during attacks. After that, they take the first elevator they get to, which is the elevator on the right, down to the second floor, and go left from there, when they reach the left end, they seem to go back right, to the right end of the floor, then continue doing this as far as they can get. But so far they have not gotten below the 4th floor.
I am pretty sure the invaders always move in the same pattern, but it might depend on whether they are raiders, rad mutants or the big beasts.
That would be very interesting. I've never read nor seen someone mention this before. Are you sure it isn't simply because the raiders moved rapidly from the door room to the next room? Animations do happen either you are actually fighting at that moment or not. Actualy fighting only happen when you see your dwellers HP go down slowly.
That's exactly what I do too.
ok so just let all the dwellers in the vault die.
together
Or you could tell those you "evict" that they are on a quest for a water chip. It should keep them busy for a long while.
And really, I have no clue why someone would want to st00f their vault with 12(?) dwellers so they can have perma-prego women in their vault. At that point, I don't think it's possible to get pwnt either way, and you're wasting rushes and #$%^
I am not sure what happened. The last few attacks it did not seem to happen even though I tried to recreate it. But they got killed in in the gate room before getting to the next room, and some of the people in the next room stood in the door and shot them. I guess it must have been a bug or something.
The whole point is getting established before you get to that point. How is that so hard to understand?
In survival I think the point of no return for deadclaws is like 45? Way, WAY before you get there you'll want highly leveled dwellers with good weapons in your vault. And preferably many explorers already out and exploring.
Also... Man is it hard for most people to wrap their head arond the obvious. You don't want your whole vault to be full of pregnant women. What will you do with the extra dwellers? What you want is one, fully isolated room. One room you don't care at all about production. Then you rush after rush after rush. The event timer get reset every time and you get no attacks meanwhile.
So hard to do... It's more like childplay.
At this point, you're just a fail troll. You didn't bother to do proper research, and you didn't even bother to read this thread at all. I'm done with you.
Stop pulling arguments out of your #$% and stop using outdated webpages for sources.
All raiding creatures, raiders & Deathclaws that get past the guards at the gate enter the 1st store room and fight the assigned dwellers there. At this point, I hit the door guards with stim patches and send them into the store room for support, maxing the no of dwellers to 6. Supporting the dwellers with stim patches is crucial to keep them fighting, so better zoom in on the action.
If any attackers survive, they hit the 2nd storeroom which is either empty or fight with the 2 dwellers I stationed there (adding 2 from the previous room if need be). If empty, they have to turn back into the 1st store room where 6 dwellers await them. If any monsters make it past them again (usually that means ony 1-3 deathclaws, everything else is dead by then), they have to use the elevator and fight with the dwellers in the basement below, who are usually armed with better weapons than those in deeper levels.
So my best (high dmg common or rare) weapons are assigned to my exploring and questing dwellers, followed by the vault and store rooms guards, followed by the dwellers in the production rooms below the entrance level. That is merely a safeguard against particularly though attacks.
So the monsters fight in the same room (the 1st topfloor store room) twice and thus are usually stopped dead in their tracks there, pun intended. The only downside appears to be that dwellers assigned to gaterooms and storerooms (and radio stations, but that's only an observation on the side) don't gain XP unless in combat. Which means rotating them between guard duty, training rooms to boost S, E, A mainly (the earlier E the better) and production rooms to level up between battles.
Which is, in itself, another classic troll tactic.
*roll eyes*