Fallout Shelter
Smoggylamb Jun 25, 2017 @ 6:27pm
Disasters are such BS. WTF game?
http://steamcommunity.com/sharedfiles/filedetails/?id=955757035
Every time I start my vault I get a disaster 2 minutes in. Bottle 'n Cappy show up, and there's a freakin' Deathclaw raid. And now recently, every other time Mystery Guy spawns in a room someplace, some random Radscorpions show up. What's even worse is, I have mostly unarmed, Level 1 dwellers in regular Vault Suits in training rooms and they're mostly the first ones that get wiped out while the rest of the Vault blast the ♥♥♥♥ out of whatever thing got into the vault (Radscorpion, Radroach, Mole Rat, etc.). There is an objective where I have to fight Radscorpions unarmed, but with the amount of radiation they produce inside the Vault, they are killed off before they land a punch anyway. It's ♥♥♥♥♥♥♥♥!
Originally posted by JPMcMillen:
First off, don't upgrade your rooms. They make in-vault emergencies like radscorpions harder when they spawn in them. Armed lvl 1 dwellers can usually take out a radscorpion if they are in a level one room, even one that's 3 wide.

Second, build extra End traiing rooms. Get dwellers up to 10 End, then send them out exploring to level them up a bit.
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Tetsuri Jun 25, 2017 @ 8:32pm 
Originally posted by SmoggyLamb49:
I have mostly unarmed, Level 1 dwellers in regular Vault Suits in training rooms and they're mostly the first ones that get wiped out while the rest of the Vault blast the♥♥♥♥♥♥out of whatever thing got into the vault (Radscorpion, Radroach, Mole Rat, etc.).
means you should fix your average lvl. Well that problem's not uncommon, according to forum posts.
Last edited by Tetsuri; Jun 25, 2017 @ 8:33pm
The author of this thread has indicated that this post answers the original topic.
JPMcMillen Jun 25, 2017 @ 9:15pm 
First off, don't upgrade your rooms. They make in-vault emergencies like radscorpions harder when they spawn in them. Armed lvl 1 dwellers can usually take out a radscorpion if they are in a level one room, even one that's 3 wide.

Second, build extra End traiing rooms. Get dwellers up to 10 End, then send them out exploring to level them up a bit.
DrDoomNGloom Jun 25, 2017 @ 11:23pm 
So send those dwellers out to level them up a bit, huh ...... Do you reckon he might want to put those dwellers in some type of Extra Heavy Duty Wasteland gear?? I mean if you want max health those lvl one dwellers need E7 gear to achieve full potential. He needs at least 100 dwellers just to have the ability to upgrade an armor crafting room to even produce legendary gear. What should he do till then??

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!!

Last edited by DrDoomNGloom; Jun 25, 2017 @ 11:25pm
Iceira Jun 25, 2017 @ 11:39pm 
there are many way to solve it and i agree with above post's ?

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
Last edited by Iceira; Jun 26, 2017 @ 12:13am
Raptor Jun 26, 2017 @ 1:38am 
If you are having trouble defeating radscorpions, you obviously expanded too quickly.
You need to train up your dwellers, and have weapons strong enough.

How many Dwellers do you have?
Der Hexer Jun 26, 2017 @ 1:58am 
Originally posted by Raptor:
If you are having trouble defeating radscorpions, you obviously expanded too quickly.
You need to train up your dwellers, and have weapons strong enough.

How many Dwellers do you have?
131
Battleseed (Banned) Jun 26, 2017 @ 8:36am 
OP, from that pic can see you have 3x3 training rooms with dwellers with no wepaons in them. No wonder your having problems. Sure, blame the game for your own F ups.
DrDoomNGloom Jun 26, 2017 @ 8:41am 
Originally posted by Battleseed:
OP, from that pic can see you have 3x3 training rooms with dwellers with no wepaons in them. No wonder your having problems. Sure, blame the game for your own F ups.

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!!
Sugar Show Jun 26, 2017 @ 8:49am 
Build a desolate room, equip two dwellers with shotguns, rush and fail, do it to pr3event another accidents.

http://steamcommunity.com/sharedfiles/filedetails/?id=919641684
Tetsuri Jun 26, 2017 @ 10:08am 
sound borin and lame
JPMcMillen Jun 26, 2017 @ 10:52am 
Originally posted by DrDoomNGloom:
Originally posted by Battleseed:
OP, from that pic can see you have 3x3 training rooms with dwellers with no wepaons in them. No wonder your having problems. Sure, blame the game for your own F ups.

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!!

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).
rubyismycat Jun 26, 2017 @ 12:49pm 
if it makes you feel any better i just got all 51 of vault dwellers wiped out buy about 300 mole rats followed by a huge fire most of them were well armed and nearly lv 30
Yogol Jun 26, 2017 @ 1:09pm 
Disasters occur every 4-5 minutes or so.

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.
Last edited by Yogol; Jun 26, 2017 @ 1:09pm
ThatzYoAzz Jun 27, 2017 @ 3:20am 
One way to prevent your entire vault from getting slaughtered, is placement of your rooms. I build out stay on level 2 for awhile till i get things built up and reinfroce my dwellers, with weapons and armor. Sometimes you do get the ♥♥♥♥♥♥ end off the stick tho. I seperate every level with a layer of dirt. So that way, when molerats, fires, or radroaches happen, they can only spread so far, and only do limited amount of damage. I have found that's the most efficient way to keep things from getting out of hand and you can only get so many rooms in when you split floors up with a space. So there should be an elevator with nothing to stop on every other level. This also makes fighting the harder enemies that raid your vault easier to fight if you keep your strongest guys in the 1st few floors, and they go thru the vault the way YOU want them too.
Last edited by ThatzYoAzz; Jun 27, 2017 @ 3:24am
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Date Posted: Jun 25, 2017 @ 6:27pm
Posts: 14