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I think by achievements you meant objectives (?) - yes cycling through them to get your lunchbox, pet, etc ones faster is a fun mini-game. One thing I would stress is don't forget to use your free skips you get every 24 hours to clear out annoying objectives.
Mr. Handys: I consider them to be only moderately exciting because:
- you can only have one per floor (hard limit on number you can use)
- sending them out to collect caps is completely unexciting (if you value caps a lot I would gander you may be over-upgrading rooms. Upgrading a room to level 3 (max) gives you a small increase in the resources rate but also increases the timer, while also hugely increasing the difficulty of any incidents there. A radscorpion in a 3x3 room is an absolute killer even on normal mode - yes some rooms you must go 3x3 like the weapon and outfit crafting room but the rest not really).
- you don't really need them to collect resources but its a welcome luxury.
However, one thing they really shine at is incident control. Mr. Handy sucks at fighting but what he does do is stop monsters and fires when they spread, giving you precious time to reinforce the spread room with dwellers. He is also immune to rad damage from feral ghouls. It is for this reason I disagree with not putting it on the 1st floor, in fact, I say if you only ever got 1 Mr. Handy ever he should be on the 1st floor. In my current survival playthrough, I have only 1 Mr. Handy and he's on the 1st floor. He has been repaired at least 20 times so far, worth every penny.
Junk/weapons/outfits:
normal - best weapon is rusty laser pistol (7 damage) and enhanced sawed-off shotgun (6-8 damage). In early game I try to get all dwellers equipped with these and scrap/sell the rest. Later you can keep them stored for later scrapping to get alarm clocks and desk fans for future rare crafting. best outfit is *wasteland gear* (+3 END, really great) and leather armor (+1 STR and +2 END). Wasteland gear, see a dweller with a lvl icon? equip this and then click the icon for big max HP gain. Leather armor, put them on your power staff and when you misclick a level or have to do it to avoid them dying in a incident, at least they got 2 END out of it and the +1 STR helps your power generation rate, and it looks cool to boot. Later, store your wasteland gears for scrapping down to magnifying glasses for future rare crafting.
rare - best weapon is hands down a plasma rifle (17-18 damage) - needs alarm clocks, microscopes, and globes; scrap down your old rusty laser pistols for alarm clocks. Keep your eyes sharp for early game quests that give globes/microscopes. Scrap rare scoped .44's (useless) for microscopes and rare shotguns (not combat shotguns, those are good) for globes. best outfit is sturdy wasteland gear (+5 END, wow). Train a promising level 1 dweller to 10 END, then out to the wasteland with the sturdy wasteland gear and a plasma rifle... they come back high level with an impressive max HP.
legendary - eh. yeah really good, whatever. I hope I don't get bored again when I reach this. In any case the conventional wisdom is Dragons Maw because it has the best raw damage. However IMO it is a plasma thrower weapon which like flamethrowers suck because they have a horrendously low rate of fire and are single-target with no overflow damage. I would never use these types of weapons on a quest, ok in the vault though. Heavy Wasteland Gear outfit (+7 END) is shangra-la because you can finally make 17 END, max HP level 50 dwellers and stop obsessing about who has maximally efficient HPs.
If you checkerboard your rooms, that's alot of floors to man with robots, even with restrictions of one per floor. And objectives is the only way to get them for free that I know of. Sure latter when you got plenty of caps put your robot there, but not when you don't have enough to go on all the floors you want it anyway and still need more caps instead of spending it on reviving.
Another tip,
Possibly don't make your second elevator reach the very top floor(or put it right next to the first one if that allows more characters through at a time? I doubt it makes a difference though), that will make raiders stick around in that first room much longer and thus really get the most out of having all your best weapons there.
Another tip
There is a way to check how much time left to next stat in a training room. Click on the room so it is highlighted, then zoon in till you see the time counters. Frustratingly in this mode you can't actually properly access the dwellers. But you can pay bottles to rush training if you want. To get out of this mode zoom out and select another room.
tip And while we are on the topic, training progress is remembered if the dweller leaves and comes back latter.
On the flip side, if you are cycling through alot of them, you'll find some annoying and some just gruelingly long.(like 5 wasteland quests and only caps as a reward) So don't dismiss them too easily, you might just find one much worse and wishing you still had your free dismiss.
It can be very hard to pull them out between dancing and sex. Especially if you got them loaded with charisma clothes, and if you don't, then it takes a super long time and you can miss it out of boredom of just waiting for it. Also I have had it where they don't get the happiness from the dancing and need the sex for the happiness.
Unless they died, or running around with loads of Rads, happiness doesn't seem to go down a lot. Putting dwellers in wrong rooms is also rather unlikely to happen, if you've played the tutorial...
Yes, i think raising happiness without making babies, only works once per couple. Not sure if that is reset after they've made a baby.