Fallout Shelter
spaceweezle Apr 26, 2017 @ 4:50pm
Upgraded Medbay - What's was the point ?
So I just blew my wad upgrading the Medbay, but now I am scratching my head as to what was actually gained.

Normal Medbay was cranking out 3 stims per 7 minutes and after upgrading it now makes 6 stims every 14 minutes ... I seemed to have gained nothing in terms of efficiency.

So what was the point of spending 1500c on the upgrade ?
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Showing 1-15 of 16 comments
red255 Apr 26, 2017 @ 5:13pm 
yeah mainly its so when you come back after half an hour you fill up your stimpacks instead of sitting there clicking for 20 minutes.
spaceweezle Apr 26, 2017 @ 5:28pm 
Hmm okay I think I understand the *coming back* mechanic a little better now.



Originally posted by Freqsync:
And as your int goes up to make them the time will drop so rather have to keep clicking that room ever minute for 3 or ever minute for 7?

But wouldn't the increase in Intelligence give the same reduction in production time relative to the production cycle itself ?


So 5 Int would reduce a 7 minute production cycle by 2 minutes and 5 Int would reduce a 14 minute production cycle by 4 minutes ?

Wouldn't the Intelligence bonus be irrelevant, wouldn't it work out to be the same efficiency ?
Prpich25 Apr 26, 2017 @ 6:22pm 
When it comes to upgrading its more about storage and production, not efficiency. Efficiency is based on the amount of dewellers and the Intel stat. Having a 1x1 or a 2x1, with no upgrades or just one, with just one dweller inside wont do much. As you guys can see in your own game play.

You guys really should make them 3x1 and fill the room with 6 people, that have the best Intel. As many dwellers that you can spare. Even throw on the best Intel gear as well. Once you get 6 people in there with good Intel you can pump the stims out quickly, to the point where you never run out.

Right now every 5 mins or so im pumping out 24 stims. Same with Radaway.

-Edit- 24 ever 5 mins and 12 seconds, thats with two 3x1 for both Stim and radaway, full dwellers.
Last edited by Prpich25; Apr 26, 2017 @ 6:26pm
Battleseed (Banned) Apr 26, 2017 @ 6:27pm 
Game has been around on IOS for 2 yrs. It's no secret that a 2x3 medbay is more efficient than a 3x3. Enjoy your testing, but you could have just looked it up and saved yourself the time and effort.
Prpich25 Apr 26, 2017 @ 6:39pm 
Originally posted by Battleseed:
Game has been around on IOS for 2 yrs. It's no secret that a 2x3 medbay is more efficient than a 3x3. Enjoy your testing, but you could have just looked it up and saved yourself the time and effort.

Not here for PC, on IOS it might of been but not here.
Prpich25 Apr 26, 2017 @ 6:44pm 
I mean i have a 2x3 and a 3x3, max dwellers in both. While both have the same amount of time in which they will turn over stims, the 2x3 only does 9 while the 3x3 does 12.

Now if your talking about saving room, having more space to build? That would be subjective. Im constantly sending out quests, and dwellers to explore. I like laoding them to the max 25 each with stims and radaway. So space isnt an issue for me.
Prpich25 Apr 26, 2017 @ 6:55pm 
Originally posted by Freqsync:
3M 56s 82 INT FULL upgraded 3 MErge room medbay for 12.

Im training my guys up right now, already have a full set of lab coats +7 INT. Want to see that time drop down to 3 min flat or just under.
aardvarkpepper Apr 26, 2017 @ 7:00pm 
Originally posted by Prpich25:
Originally posted by Freqsync:
3M 56s 82 INT FULL upgraded 3 MErge room medbay for 12.

Im training my guys up right now, already have a full set of lab coats +7 INT. Want to see that time drop down to 3 min flat or just under.

gez what you need that many stimpacks for
spaceweezle Apr 26, 2017 @ 7:37pm 
Originally posted by Freqsync:
Originally posted by spaceweezle:
Hmm okay I think I understand the *coming back* mechanic a little better now.





But wouldn't the increase in Intelligence give the same reduction in production time relative to the production cycle itself ?


So 5 Int would reduce a 7 minute production cycle by 2 minutes and 5 Int would reduce a 14 minute production cycle by 4 minutes ?

Wouldn't the Intelligence bonus be irrelevant, wouldn't it work out to be the same efficiency ?


Think I might be going into madness so I am gonna run this test right now for you.

1 Dweller with 10 INT. lvl 12 at start is now 13 from this testing.

3 ROOM MERGE 1 upgrade
18M 4S for 8 stims.

3 ROOM MERGE FULL UPGRADE 1 Dweller with 10 INT.
32M 4S for 12 stims.



The next upgrades.


2 ROOMS merge no upgrades
7M 15S for 3 stims.

2 ROOMS merged 1 upgrade
13M 22S for 6 Stims

2 ROOM MERGE FULL UPGRADE
23M 42S for 9 stims.

best I could gather for information atm since I ran out of caps. WIll try to get the rest of the info for single rooms and the rest of the triple merge if you want

1 Room no upgrades
2M 49S for 1 stim.

1 Room 1 upgrade
5M 7S for 2 stims

1 Room FULL UPGRADE
7M 2S for 3 stims

This was brought to you by the death of 3 of my dwellers from trying to make up some caps rushing which brought 6 radscorpions into my basewhich cost 1000+ caps to revive another 7000 caps to make the rooms a good hour of my time and I still ran outta caps again after paying 7!!!! nuka colas to rush a dweller from the wastes to bringin 5000 caps to do this all.

Mathematically if you just had 1 dweller with 10 INT the 1 room full upgrade would net you something like 13.5 stims in the time the 32 minutes went by but since you would only receive 12 is cuts unless your working witha MR.Handy you could use those shaved time to add on a jump over time. NOPE. Its all the same basically for effiency. Just with a full upgrade 3 room you can put more INT people in and cut the time then you would in a 1 or 2. and since the best gear you can get is +7 that means 14 int plus the 10 for the dwellers themselves meaning a total of 24 INT increase to drop the time down to who knows.

102 INT worth of dwellers in a 3 merge full upgraded medbay is = ?????

Haha! Thanks for your heroism and info. Good to see there is some efficiency gain there. I was beginning to feel sad that I wasted all my caps.

Your dwellers didn't die in vein!

Originally posted by Prpich25:
When it comes to upgrading its more about storage and production, not efficiency. Efficiency is based on the amount of dewellers and the Intel stat. Having a 1x1 or a 2x1, with no upgrades or just one, with just one dweller inside wont do much. As you guys can see in your own game play.

You guys really should make them 3x1 and fill the room with 6 people, that have the best Intel. As many dwellers that you can spare. Even throw on the best Intel gear as well. Once you get 6 people in there with good Intel you can pump the stims out quickly, to the point where you never run out.

Right now every 5 mins or so im pumping out 24 stims. Same with Radaway.

-Edit- 24 ever 5 mins and 12 seconds, thats with two 3x1 for both Stim and radaway, full dwellers.

Hmm, yeah I never thought about the storage capacity bonus. Cheers!
Battleseed (Banned) Apr 26, 2017 @ 7:50pm 
Originally posted by Prpich25:
Originally posted by Battleseed:
Game has been around on IOS for 2 yrs. It's no secret that a 2x3 medbay is more efficient than a 3x3. Enjoy your testing, but you could have just looked it up and saved yourself the time and effort.

Not here for PC, on IOS it might of been but not here.
It's the same mechanics on both platforms. You're re-testing the exact same thing that has been figured out already. GLHF
Battleseed (Banned) Apr 26, 2017 @ 7:58pm 
Originally posted by Freqsync:
Originally posted by Battleseed:
It's the same mechanics on both platforms. You're re-testing the exact same thing that has been figured out already. GLHF


The box says these things might kill you and people still light ehm up. I don't always trust what i read. If all I had to do is read, then why play the game?

yeah it is a non parrallel metaphor but it is a good one.
Wow, was that an off base metaphor. Anyway, playing the game and re-testing things that are already established, known and documented, are not the same thing in my book.
Prpich25 Apr 26, 2017 @ 8:08pm 
Originally posted by Battleseed:
Originally posted by Prpich25:

Not here for PC, on IOS it might of been but not here.
It's the same mechanics on both platforms. You're re-testing the exact same thing that has been figured out already. GLHF

Nothing is being retested. You're just wrong to say that a 2x3 is better than a 3x3. Now if one has 3 2x3 vs 2 3x3, which would be the same amount of space and people. Then yes, you would make more.

I know all about it. But one on one, it never works out.
Prpich25 Apr 26, 2017 @ 8:10pm 
Originally posted by aardvarkpepper:
Originally posted by Prpich25:

Im training my guys up right now, already have a full set of lab coats +7 INT. Want to see that time drop down to 3 min flat or just under.

gez what you need that many stimpacks for

Ive got a lot of people, almost at 200. I send a lot of people out on missions. Like to load them all up with 25 when i do. Its amazing what some XI power armor and a Fire Hydrant can do on explore.

Freaking butch went to 50 in 2 days. Freaking always coming back with Legendary schems and crafting items.
Centipede Apr 27, 2017 @ 4:02pm 
Originally posted by Prpich25:
Originally posted by aardvarkpepper:

gez what you need that many stimpacks for

Ive got a lot of people, almost at 200. I send a lot of people out on missions. Like to load them all up with 25 when i do. Its amazing what some XI power armor and a Fire Hydrant can do on explore.

Freaking butch went to 50 in 2 days. Freaking always coming back with Legendary schems and crafting items.
But can your crafters keep up with that pace of collecting?

For me just starting to craft, legendaries take a good 5-6 days.
Prpich25 Apr 27, 2017 @ 4:49pm 
Originally posted by Centipede:
Originally posted by Prpich25:

Ive got a lot of people, almost at 200. I send a lot of people out on missions. Like to load them all up with 25 when i do. Its amazing what some XI power armor and a Fire Hydrant can do on explore.

Freaking butch went to 50 in 2 days. Freaking always coming back with Legendary schems and crafting items.
But can your crafters keep up with that pace of collecting?

For me just starting to craft, legendaries take a good 5-6 days.

For sure. It takes about 2 days and X hours before they have the max carry. Its another day and X hours travel time back. Its a three day turn around.

Then with my crafting itself, its between 4 days almost 5, all depends on what is being crafted.
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Date Posted: Apr 26, 2017 @ 4:50pm
Posts: 16