Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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.
There were no scorpions before one of the major last updates.
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.
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