Fallout Shelter
DrBrogbo Jun 20, 2018 @ 4:42pm
Radscorpion attacks NEED to be fixed
The way they work now is completely stupid.

I had 2 invasions back to back. First one was in a 1-cell room with two people of middling stats and passable weapons, and the scorpion was dead within 10 seconds.

Second invasion was in my 3-cell Super Reactor stuffed full of 6 of my highest stat people armed with my best weapons and the scorpion went from room to room, apparently healing every time it did, since it got bored after 5 rooms or so and left, taking half my entire power supply with it.

It's idiotically brain-dead stupid. It makes absolutely no sense that an invader should be stronger just because they invade a bigger room.

Please, devs, fix the stupid events. Either remove the whole thing of enemies being stronger because the room is bigger, or fix it so that 3 weaker radscorpions invade instead of 1 triple-strength one so that they can eventually be killed off. Having one unkillable super-scorpion go from room to room until it gets bored, wasting all my stimpacks and rad-a-ways and leaving me power-crippled is almost enough to make me quit.

I've set my vault up quite nicely, and I'm not rushing my population numbers up or anything, but one stupid scorpion can leave me completely crippled while deathclaws barely make it to the second room.
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Showing 1-12 of 12 comments
B✪✪tsy Jun 20, 2018 @ 4:53pm 
1, Dont have 1-wide rooms.
2, Don't upgrade rooms till end game
3, Don't expand unless you have all dwellers with at least max endurance + secondary maxed stat and have fitted them with decent weapons and buffing outfits.
4. Do all quests (with good trained dwellers)
5. Have the best/strongest dwellers on the top floor.

There are more tips, but this top 5 should get you a long way.
Last edited by B✪✪tsy; Jun 20, 2018 @ 4:55pm
smf5576 Jun 20, 2018 @ 5:15pm 
Originally posted by B00tsy:
3, Don't expand unless you have all dwellers with at least max endurance + secondary maxed stat and have fitted them with decent weapons and buffing outfits.
Seriously, what? You HAVE to expand some just to GET to that point. Stupid, STUPID "advice" right there.
DrBrogbo Jun 20, 2018 @ 5:36pm 
Originally posted by B00tsy:
1, Dont have 1-wide rooms.
2, Don't upgrade rooms till end game
3, Don't expand unless you have all dwellers with at least max endurance + secondary maxed stat and have fitted them with decent weapons and buffing outfits.
4. Do all quests (with good trained dwellers)
5. Have the best/strongest dwellers on the top floor.

There are more tips, but this top 5 should get you a long way.


It's weird, though, since my 1-wide level 3 room has no issues with radscorpions, but my much better equipped 3-wide level 3 rooms can never EVER kill the scorpions.

I have no problems with raiders, ghouls, fires, mole rats, or deathclaws, it's just the stupid radscorpions that screw me over. If 3 equal-strength scorpions spawned into 3-wide rooms instead of one triple-strength scorpion (or the scorpion didn't move around, healing itself every single time), I wouldn't have any problems either.

Radroaches in a 3-wide room spawn a lot more individual roaches. Makes sense.
Molerats in a 3-wide room spawn a lot more individual molerats. Makes sense.
Radscorpions in a 3-wide room don't spawn more scorpions but instead spawn a lone triple-strength scorpion? Nonsense. Infuriating nonsense.
killer_Foxy Jun 20, 2018 @ 5:44pm 
the whole point is to get stronger with lots of resorces so do it so these attacks are nothing but a waste of time
DrBrogbo Jun 20, 2018 @ 6:37pm 
Originally posted by killer_Foxy:
the whole point is to get stronger with lots of resorces so do it so these attacks are nothing but a waste of time

That's not my point. If the radscorpion didn't move as long as it was engaged (like all other internal events), I could easily kill it. Or, if the radscorpion didn't fully heal every time it moved (like all other events, since they don't move), I could easily kill it. Or, if the radscorpion spawned multiple enemies instead of 1 super-enemy (like all other internal events), I could easily kill it. If any ONE of those 3 things were true, radscorpions wouldn't be a huge deal. Still a bigger deal than radroaches and molerats, but not the joy-killing, edge-of-annihilation frustration fest that it is now.

It's like the radscorpion was specifically-designed to be as frustrating as possible. It's to the point where I fire up the game, quickly gather resources and level up dwellers, check to make sure my wasteland explorers aren't dead, and close the game as fast as possible. I'd really love to leave the game open and actually play it more, but the radscorpion attacks alone completely kill any fun I have. I don't even have to pay attention to deathclaw attacks, but radscorpions completely bone me, because of infuriating developer choices.
Ryuu Jun 20, 2018 @ 9:23pm 
Originally posted by DrBrogbo:
It's like the radscorpion was specifically-designed to be as frustrating as possible.
^ This. I presume they were added to the game because people were Molerat-proofing their vaults. And making isolated rooms/sections. It's a counter to those designs.
There were no scorpions before one of the major last updates.
Last edited by Ryuu; Jun 20, 2018 @ 9:23pm
paugus Jun 21, 2018 @ 12:53pm 
If a single radscorp is completely crippling you, your vault isn't set up as nicely as you think.
Stukky Jun 22, 2018 @ 10:50am 
yeah i really go thro rad and stims and lose 70% of my power if i cant control the situation and fast. im sure i could improve my vault but i find these attacks quite draining. after it happens im too scared to rush my power rooms bc it can fail and spawn another rad scorp. so instead of sitting here trying to get my power back i just turn the game off : /
Ryuu Jun 22, 2018 @ 11:00am 
Demolish rooms, rebuild them, and don't upgrade. Yes, lower production, but you can rush more often with less risks. Worth it?
memarquez Sep 17, 2023 @ 1:24am 
Originally posted by Ryuu:
Demolish rooms, rebuild them, and don't upgrade. Yes, lower production, but you can rush more often with less risks. Worth it?
Yes, but that is not the point, the point is its illogical game design. Yes there are canned excuses and workarounds to dismiss any complaints players have, but the point is simply that it is dumb design to scale enemies to such a steep degree based on the size of the room. It's the opposite of fun, and I have a near perfect vault, sometimes the scorpions keep going to my empty rooms, there is not much I can do. By the time I move my dwellers there, they run around the room to get into position, and then the radscorpion leaves before they can start attacking, it's not feasible, the time constraints are too tight. If they kept the scorpion there for longer I'd bother moving my dwellers there more often, as it is, it's not even worth the time to chase it, just wait for it to go into a populated room. It's bad design and not fun, and it makes no logical sense. They could easily do everything in the game exactly as they do, but tune it so it is more fun to combat them. Make it a fun chase where you need to chase them around to kill them, and not scale their health based on room size, rather just on health in general. Just scale it to avg level like it is done for external threats. My level 1x1 room with 10mm pistols should not be killing them near instantly while my 3x3 room with Dragon's cant take them out before they move to my storage rooms.
Last edited by memarquez; Sep 17, 2023 @ 1:28am
Mardoin69 Sep 17, 2023 @ 10:47am 
@memarquez
Yes, the RadScorps are a big pain in the arze! And, you 'have' to use some tips and tricks to reduce the pita of RadScorps. For one, NEVER move dwellers from one room to another trying to go after them (or any disaster) because they will almost ALWAYS be too late to the party. The exception is when you are already anticipating something coming to a room and then you could consolidate some dwellers to that room to be ready for it. And, usually only doing this with dwellers on the same floor level. If they have to use an elevator, they're NOT likely to get there in time. And, since you can't anticipate where RadScorps will go next, there's no point doing this when it comes to their attack.

Next, do not have a bunch of empty rooms or rooms with very few dwellers. The obvious exceptions will be Residential rooms and storage rooms obviously... since you shouldn't have enough dwellers to be occupying those non-production rooms anyway. Then there's the Radio room... really only needs to be one block room with one dweller in it to operate. Just be sure they have a real good weapon and an outfit which boosts their endurance or they already have a high endurance. And, that brings me to my next point... Endurance.

Endurance is the key factor to survival in FOS. All your dwellers need to have their endurance points increased. I'm not saying you need to max them... that's only sort of needed for questing dwellers or wasteland explorers. But, you should be getting their endurance built up a ways for every dweller. A good tactic is have a 3 block wide set of endurance rooms (merged) and cycle dwellers through it getting their Endurance trained up as quickly as possible (as early into the vault as possible.) I usually just get them up to at least 4 for starters cuz training time is considerably quick compared to the amount of time it takes for higher endurance numbers. Doing this, you can get them all cycled through fairly quick. And the lower level they are when getting Endurance higher, the more Hit Points they will gain while leveling. Also, another good reason to outfit them with gear that increases Endurance.

Having said all that, there is a 'cheat' method for dealing with RadScorps. This is to either kick dwellers from the vault till you are under the threshold population which enables RadScorp attacks on the vault (see wiki for exact number) or, download the mod pack from Nexus which has a cheat where you can disable random encounters... at least till you get dwellers geared up with good weaponry and outfits. Also, see wiki for type of weapon most effective against RadScorps for even more defense against them.
mikeydsc Sep 17, 2023 @ 1:34pm 
One other point to above is vault design when approaching end game.

Place all the production rooms together and when it comes to the non populated rooms (bedrooms, storage) place those at the very bottom separated by a blank floor of dirt.

production
production
elevator only (rest is dirt)
bedrooms
storage
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Date Posted: Jun 20, 2018 @ 4:42pm
Posts: 12