Fallout Shelter
Andrius227 Apr 23, 2017 @ 10:17pm
How to stop (or delay) raids ???!!!
Pls help. I get raided every ~3 minutes or so. And not just by regular raiders (they are easy), but by bloody feral ghouls and death claws. It's devastating. I used up all my stimpacks and radaways in a few minutes.

46 dwellers. Survival mode.
Last edited by Andrius227; Apr 25, 2017 @ 5:01am
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Showing 61-75 of 77 comments
Caldor Apr 26, 2017 @ 8:36am 
Originally posted by Eagle_of_Fire:
*Picard facepalm*

Good thing I didn't actually do what I said in my own game so I had proof to back it up.

Oh wait. I did!

I don't think I'm willing to lose more time on you here.

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.
Caldor Apr 26, 2017 @ 8:39am 
About two guards at the entrance... yes they would be doing nothing, but I experienced that the dwellers in the next room would actually shoot at the invaders while two two in the entrance are fighting them. Was a bit surprised to see this. They got killed so fast, since it was now 8 dwellers attacking them. I still just have a barracks there though, but I sure am thinking about replacing it.

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.
Mr. Rain Apr 26, 2017 @ 9:28am 
My strat has been to keep something of value on the first floor. Example, I have my Stim Packs and Rad Away rooms up there at the far right with 2 or 3 people.

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.
Caldor Apr 26, 2017 @ 10:01am 
I have two elevators all the way down, making it a 3 length room to the left, 3 length room in the middle and a two length room to the right, with an elevator separating these rooms.

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.
Eagle_of_Fire Apr 26, 2017 @ 2:09pm 
Originally posted by Caldor:
About two guards at the entrance... yes they would be doing nothing, but I experienced that the dwellers in the next room would actually shoot at the invaders while two two in the entrance are fighting them. Was a bit surprised to see this. They got killed so fast, since it was now 8 dwellers attacking them. I still just have a barracks there though, but I sure am thinking about replacing it.

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.

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.
That's exactly what I do too.
aardvarkpepper Apr 26, 2017 @ 2:15pm 
Originally posted by Andrius227:
Kicking dwellers is not an option. I'm not a monster.

ok so just let all the dwellers in the vault die.

together :steamhappy:
Last edited by aardvarkpepper; Apr 26, 2017 @ 2:16pm
Eagle_of_Fire Apr 26, 2017 @ 2:17pm 
Originally posted by aardvarkpepper:
Originally posted by Andrius227:
Kicking dwellers is not an option. I'm not a monster.

ok so just let all the dwellers in the vault die.

together :steamhappy:

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.
Last edited by Eagle_of_Fire; Apr 26, 2017 @ 2:17pm
Tetsuri Apr 26, 2017 @ 4:45pm 
Originally posted by Eagle_of_Fire:
Originally posted by Hat21:
Rushing to stop raids? The events from rushing are probably worse than most raid types.
Not if you have absolutely zero repercution and you can just rush indefinitely.

That's not something you should do when you have a well established vault. A well established vault will not care about a raid every 90 seconds. Not that I ever experienced a raid every 90 seconds, it's always way more spaced than that.
obviously had no idea wdf you were talking about from the start. OP wants to not get pwnt by deathclaws. If there are deathclaws, there are radscorps. "Not well established vault", ya okay. You're just digging the hole deeper and deeper.

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 #$%^
Last edited by Tetsuri; Apr 26, 2017 @ 4:47pm
Caldor Apr 26, 2017 @ 5:43pm 
Originally posted by Eagle_of_Fire:
Originally posted by Caldor:
About two guards at the entrance... yes they would be doing nothing, but I experienced that the dwellers in the next room would actually shoot at the invaders while two two in the entrance are fighting them. Was a bit surprised to see this. They got killed so fast, since it was now 8 dwellers attacking them. I still just have a barracks there though, but I sure am thinking about replacing it.

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.

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.
That's exactly what I do too.

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.
Eagle_of_Fire Apr 26, 2017 @ 8:26pm 
Originally posted by packor:
Originally posted by Eagle_of_Fire:
Not if you have absolutely zero repercution and you can just rush indefinitely.

That's not something you should do when you have a well established vault. A well established vault will not care about a raid every 90 seconds. Not that I ever experienced a raid every 90 seconds, it's always way more spaced than that.
obviously had no idea wdf you were talking about from the start. OP wants to not get pwnt by deathclaws. If there are deathclaws, there are radscorps. "Not well established vault", ya okay. You're just digging the hole deeper and deeper.

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 #$%^

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.
Tetsuri Apr 27, 2017 @ 2:48am 
Originally posted by Eagle_of_Fire:
In survival I think the point of no return for deadclaws is like 45?
LOL
Originally posted by packor:
obviously had no idea wdf you were talking about from the start.
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.
Last edited by Tetsuri; Apr 27, 2017 @ 2:53am
Captn Morgrim Apr 27, 2017 @ 5:06am 
I have 2 store rooms on the top floors next to the entrance and only 1 elevator (the one you usually begin with) down, with 4 well-armed dwellers in the 1st store room. You 'll see why ;)

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.

BDK Apr 27, 2017 @ 5:11am 
2 people at the front door carrying fatmans.
Eagle_of_Fire Apr 28, 2017 @ 4:14am 
Originally posted by packor:
Originally posted by Eagle_of_Fire:
In survival I think the point of no return for deadclaws is like 45?
LOL
Originally posted by packor:
obviously had no idea wdf you were talking about from the start.
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.
I love when people use classic trolling tactics to try to discredit people who actually have a clue, by no less calling them trolls themselves.

Which is, in itself, another classic troll tactic.

*roll eyes*
Diarmuhnd Apr 28, 2017 @ 4:17am 
Originally posted by Eagle_of_Fire:
I love when people use classic trolling tactics to try to discredit people who actually have a clue, by no less calling them trolls themselves.

Which is, in itself, another classic troll tactic.

*roll eyes*
yarp ~ you do that well :steambored:
and you're still wrongt
Last edited by Diarmuhnd; Apr 28, 2017 @ 4:18am
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Date Posted: Apr 23, 2017 @ 10:17pm
Posts: 77