Fallout Shelter
DanGerous Apr 2, 2017 @ 11:57am
Combat is not combat
Am I doing something wrong or is the combat really this terrible? :steamsad:

How come your character can go for over 20 hours, encounter countless beasts and raiders by themself and take no more than single figure damage but then as soon as you are in control of them on a mission, they suddenly stand there and take bullet after bullet relying on the player to pay attention to hit them up with a health pack before they die.

That is not combat, that is being a bullet sponge! :gearthumbsdown:

There should be a way that you are actually telling your dweller what to do in order to deal strong damage and avoid fire (i.e. actual combat)rather than let them be a stupid bullet sponge and waste all your health packs that seem to only deplete properly when you are in control of the dweller in a mission. Or at the very least some balancing to reduce the damage taken during 'combat' to more accurately correlate to similair scenarios when the dweller is in the wasteland.
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Showing 1-9 of 9 comments
DanGerous Apr 2, 2017 @ 12:06pm 
This is out on a mission from the wasteland. Only one dweller. I'll have a video up in a bit, my WIFI is not very good.
Crixus Apr 2, 2017 @ 12:17pm 
I was surprized by that too. I sent a dweller out and was reading the logs, he was killing giant scorpions and stuff and only taking one damage. He later found a location, I went in thinking it would be easy and he got destroyed in seconds by some ghouls lol.
Pyke Apr 2, 2017 @ 12:41pm 
Originally posted by Marauder:
I was surprized by that too. I sent a dweller out and was reading the logs, he was killing giant scorpions and stuff and only taking one damage. He later found a location, I went in thinking it would be easy and he got destroyed in seconds by some ghouls lol.
same thing happened with me but raiders lol!
Diarmuhnd Apr 2, 2017 @ 12:48pm 
cause its not that 'deep'
it relies on much basic math to get the job done.

So your un-geared & un-trained dweller is a pile if brahman dung in a fight.
Give him a bunch of Agility & some other specials.
Give them wicked boom-sticks & armour.

Then they will still stand there like bullet sponges ... but most of the bullets will bounce off while they terminate everything near them with extreme prejudice.
Eagle_of_Fire Apr 2, 2017 @ 4:26pm 
Originally posted by DubWine:
Am I doing something wrong or is the combat really this terrible? :steamsad:

How come your character can go for over 20 hours, encounter countless beasts and raiders by themself and take no more than single figure damage but then as soon as you are in control of them on a mission, they suddenly stand there and take bullet after bullet relying on the player to pay attention to hit them up with a health pack before they die.

That is not combat, that is being a bullet sponge! :gearthumbsdown:

There should be a way that you are actually telling your dweller what to do in order to deal strong damage and avoid fire (i.e. actual combat)rather than let them be a stupid bullet sponge and waste all your health packs that seem to only deplete properly when you are in control of the dweller in a mission. Or at the very least some balancing to reduce the damage taken during 'combat' to more accurately correlate to similair scenarios when the dweller is in the wasteland.

Perhaps because both modes are not even related to each other?

In normal exploration they only get XP from encounters and minimal damage (RP reason could be they can use their environment to their advantage) while in quests it is a one on one duel to the death in a very enclosed room, from which you almost always get items worth your while as aditional loot. In comparison to fighting a Radscorpion and getting squat but XP?

Heck, I almost always get out of a "quest". with more stimpacks than without. What's exactly the problem here?
Romeo Deluxe Apr 2, 2017 @ 4:43pm 
Combat is rather simple. I load up my wasteland explorers with stimpacks and radaway. Give them the best armor and weapons I currently have. Log out and next day I play they are likely dead but I just revive and they bring back so much loot LOL.

Stats do make a difference. Still learning about them. There is a wiki but I haven't looked at it.
Agility is rate of fire
Endurance is HP
Perception is critical chance, the yellow target thingy
Strength is damage(?)

There is more I bet. However, the main thing is loading up on stimpacks and radaway.
FuBar Apr 2, 2017 @ 5:02pm 
Maybe it's because this game was designed for 10 yr olds.
DanGerous Apr 2, 2017 @ 11:25pm 
Originally posted by snoclown:
There is a wiki but I haven't looked at it.
Thanks, I'll go check that out.
Bad 💀 Motha Apr 3, 2017 @ 1:08am 
Yes you really need for find them good armor, weapon and maybe a Dog too before you send them out for long periods. Otherwise use common sense and avoid settlements, but settlements give you those chances for rare finds, so there is there.

If you don't have plenty of meds/anti-rads to give them, then you generally won't do well at settlement combat areas. The settlers generally are terrible anyways below level 10 or so.

Dog helps alot because the bad guys tend to focus on a Dog in combat, and this can help you quite a bit.

If you really want to venture to settlements in a more battle-ready state; get the Overseer Office and upgrade it. Then do quests. Before you do such quests, its better to have your settler choices already picked in your head, then equipped them properly already first. Then choose quest and pick those well equipped settlers. Overall settlements done via these kinds of quests, you'll be able to send out settlers in a group; combat will fair much better for you when you have multiples.
Last edited by Bad 💀 Motha; Apr 3, 2017 @ 1:11am
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Date Posted: Apr 2, 2017 @ 11:57am
Posts: 9