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Second, build extra End traiing rooms. Get dwellers up to 10 End, then send them out exploring to level them up a bit.
So only level one rooms huh, so where do you get all the dwellers to staff these level one rooms??, I mean you don't get crap for production out of a level one room, for storage you will have to have level 3 rooms to physically have enough room. I hear all these lame ideas about single or double width level one rooms, might work for med bays or science labs that don't have storage that scales with room level and production, You train in level one rooms?? What's the purpose in that, just takes that much longer...................
The attacks are deterrents that make the player keep a certain weapon and gear level based on population. By the time you start to collect Legendary recipes from the waste land your vault dwellers need to all be equipped with rare armor and weapons. The vault dweller that has a basic weapon strength of 16 + will fend off all threats.
Design of your vault also plays into the ease of defense, some advocate a 3 wide power room followed by a 2 wide power room and no elevator. Best weapons and gear are given to workers in these rooms. I built my vault as a 3 wide and 2 wide PP elevator down into another 2 wide, then 3 wide PP. I don't have problems with having to revive dwellers, even with Deathclaws, that first power room has fire hydrant bats and Dragon Maw's.
I will agree with you though that the amount of attacks and the frequency of them has made me cuss this game before. While others may see it as a necessity, you acquire weapons from raiders that you use up untill a point in which you can craft better weapons than they drop, after that the attacks are nothing but an annoyance and pain in the a$$. My money counter is maxed out at 999,999 so I get absolutely nothihng from incidents. Just a bad taste in my mouth and a hatered of Bethesda............................. yeah, the game is a load of laughs!!
but again do you even have the right weapons so they can defend themself ?
depend on populations
all weapons on people under 5damage is level 1 rooms
weapons on people under 5-8 damage is level 2 rooms
weapons on people under 7+ #+ damage is level 3 room ( i upgrade to soon and was in alot of trouble, ( deathclaws, radscorpion, molerats, they was so tough and it took several roming rooms before i could kill them ) almost had a wipe, with several attacks, so watchout for level3
do have +3 gear on them and better weapons, and have basic traning with +3 to skill and luck and work on endurance as i am now. i just recover my vault and got through it. no RUSH for me that also help me with lesser chance for a attack. this happend at population at 60 im 70 now just got garden at 70 peeps.
so it is what it is, dont upgrade room to level3 if you dont have right weapons on many peeps, that is also vital, i think i was lucky had 2-3 higher weapon that guard the vault door 10-13 damage sniper and a plasma blaster at 17damage.
even those rusty laser 7 damage help alot, so do sort best weapons + gear at top rooms, but radscorpion is random spawn, and this was my clue , my peeps in low part of vault had crappy weapons.
so dont have any weapons under 5 then going to level3 rooms, try aim for better weapons then me, you should be alot better to recover from it, do also have medic room*3 =35stipack and rad 3*room =35, this is vital, because crappy weapons use more health fixing on peeps after attacks or doing attacks.
feral gouls, dont get past first 2 room now. ( so weapons and gear ) + minor "special skill" upgrade on peeps should be made then you can, and have surplus in productions, it takes time to get there. i spent alot of cokecola on stupid tiny 1 level, done is done and you should see this game as a online game , with slow playing and upgrades, and not fast forward though the game as i did, that will lead to DOOM
You need to train up your dwellers, and have weapons strong enough.
How many Dwellers do you have?
Just from reading his OP I knew we played the game totally different. I meant to ask him why no gear or weapons for dwellers in training rooms. What is the purpose in that?? Does it make them easier to identify?? Might want to learn how to use the roster for that................
He would not only have dwellers which would do much better in incidents, he might also improve his out of space inventory....................
Kid did you read any guides for this game?? Most suggest issuing weapons and armor as soon as the dweller enters the vault!!
http://steamcommunity.com/sharedfiles/filedetails/?id=919641684
The only three things that can affect in-vault combat are hit points, the dwellers equiped weapon, and dwellers pets. Any stat bonuses from outfits don't directly affect what happens during an in-vault fight. So yes, they should be equiped with weapons. As for outfits, I only do that to remember what a particular dwellers room assignment is going to be after their training (End + production room stat).
So, what you can do do is this: I build a level 1 room (say, a diner), put two dwellers in it with good guns and rush that room every 3-4 minutes repeatedly, until it fails. Also rush that room until it fails just before you log off.
That will prevent any disaster from occuring. Ever.
If you want to be fancy than you build a second level 1 room next to the first level 1 room.
And when you are finished with solving the disaster in the first room, you move your dweller to that second room.
That way, his happiness doesn't go down with 10: when you move a dweller out of a failed-rush-room, his happiness stops dropping.