Fallout Shelter
Raptor May 13, 2017 @ 4:45am
Best room for entrance
I have already checked the forum, but the question is not answered correctly.
I currently have a reactor room as my first room. All enemies die in the power room, but if they die at the back, they have to stumble to the front, which takes ages.
What is the best room that I can have 3 wide, and have 6 dwellers in it that does not have a back part for raiders to get to?
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Showing 1-15 of 16 comments
Unseen May 13, 2017 @ 5:50am 
Who cares raiders are pathetic, Deathclaws go where they want, upgrade your weapons and keep a surplus and don't worry about that.
Diarmuhnd May 13, 2017 @ 6:23am 
Originally posted by Raptor:
? Best room for entrance
yarp ~ it really does not matter. Some people use a water resource room claiming it kills feral ghouls faster, but i saw no diference. Some people like Power rooms, others like nuka rooms.

I like rooms that are empty (ish) so i can put idle dwellers who are returing from quests & the wasteland close to the gate ; since i will eb sneding them out soonish most likely. Plus they allways have the ebst E gear & Dmg wpns , so anyone up top is hard to kill.
I use a weapon crafting room now ; even at lvl 3 upgrade for Legendary, raiders dont seem to move deep into it ; and it has the very best dwellers in it, so it being lvl 3 is np.
edit ^ : ^ (seems some didint read deep enough to see this line)

I do make sure of 3 things though for that first floor.

1st: It is a dead end floor with a 3 wide then a 2 wide. This forces raiders back into the group of 6 so my best of the best fight Deathclaws 2 times in a row. Even deathclaws never make it down to the 2nd floor.

2nd: That 3 wide room on the first floor is NOT upgraded (if it was power/water/etc). So any reiders killed in it do Not have room to travel deep into it. Makes them die faster once they are 'killed'. Note: since i swithced to a wpn craftinig room, it is upgraded to lvl 3, and still works good.

3rd: I do no bother having 2 gate guards (unless i have to buy time to move dwellers for defense)
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specific answer to the question
Originally posted by Raptor:
room... that... does not have a back part for raiders to get to?
rooms that are Not upgraded are not deep.
Last edited by Diarmuhnd; May 13, 2017 @ 9:07am
Tetsuri May 13, 2017 @ 6:28am 
you misunderstand, he wants a room where the raiders will not wander into the background.
Diarmuhnd May 13, 2017 @ 6:28am 
Originally posted by packor:
you misunderstand, he wants a room where the raiders will not wander into the background.
lol, no i understood. ugh.
Tetsuri May 13, 2017 @ 6:34am 
fine,be that way D=
Diarmuhnd May 13, 2017 @ 6:35am 
Originally posted by packor:
fine,be that way D=
okies :steamhappy: jsut to explain.. it was a ~looong~ answer :)
Roswelll May 13, 2017 @ 7:09am 
power rooms go first cause strength goes to the front lines above all else :)
aardvarkpepper May 13, 2017 @ 7:18am 
1. water treatment early
2. nuka cola late

Why Water Treatment: Even fully upgraded it hardly has any "depth", so raiders don't run into the background (because there really isn't much background).\

You need to have one of the basic rooms at the entrance (living quarters, power, water treatment, dining). Moving dwellers into empty living quarters to fight off an attack is no good (they might start to breed :steamfacepalm: ) also moving takes time; power rooms when upgraded are deep and besides you don't want power disruptions because losing power means other rooms lose functionality (AND contrary to reports as I understand it Strength doesn't affect weapon damage anyways in-vault - which lines up with my own experience; as far as I can tell dweller health and total dweller weapon damage is compared to an "incident" strength and the "incident" loses hit points until it's over whether that "incident" is fire, radroaches, raiders, feral ghouls, or deathclaws (or mole rats or whatever). Dining same; you might think higher A increases attack speed like it does on Wasteland quests but as far as I can tell that's not the case in-vault. (also goes with reports).

So why Water Treatment? Because theoretically you're sending a lot of your high-P dwellers into the wasteland to explore. Your dining area can keep its high A dwellers, your power rooms the high S dwellers, but most of your powered P is out exploring. So you pack more dwellers into your Water Treatment room so their P can add up. So you expand your water treatment pretty quickly, and you have lots of dwellers in there consistently (as opposed to other rooms).

Why Nuka Cola late: Well you're switching over to S and E dwellers (for power and nuka cola respectively); you don't want it to be power or something else, so it's nuka cola.

Why Not Training Room: because finishing incidents gives experience, and you want training rooms generally to stay at 1st level. Could be exceptions, but those generally are exceptions

Why Not Crafting Room: Actually crafting rooms are usually fine, except you probably won't have them fully staffed until quite late in the game.
Darth Cannabis May 13, 2017 @ 7:27am 
I use a storage room. As a non crafting room, that really does nothing but provide storage, its a perfect staging area for my quest teams when not training attributes, and since its full of my questers, is full of the 6 dwelllers with the best weapons automatically.
Roswelll May 13, 2017 @ 7:27am 
Hopefully this youtube video should help you its Fallout Shelter Best Tips and Layout 2017> https://www.youtube.com/watch?v=JbyonnKon5c :)
Redbeard May 13, 2017 @ 8:12am 
Originally posted by Raptor:
I currently have a reactor room as my first room. All enemies die in the power room, but if they die at the back, they have to stumble to the front, which takes ages.
What is the best room that I can have 3 wide, and have 6 dwellers in it that does not have a back part for raiders to get to?

If you a really after a room with no depth/back area, then - as Aardvarkpepper said - a Nuka-Cola room will do the trick, as - even when it is fully upgraded - it has no back area.

Whether it is the best room for just inside the entrance is a matter for debate. But it seems to be the best answer to your question. If you want a staffed room, that is.
Diarmuhnd May 13, 2017 @ 9:03am 
that nuka cola room makes soooo much noise :( qq ,lol

But yeah , its not a deep room by design ; but i still prefer a lvl 3 weapon crafting room. Its so quite. hehehe
Last edited by Diarmuhnd; May 13, 2017 @ 9:08am
Gurggulk May 13, 2017 @ 9:27am 
"Q: How does combat work in the vault?
A: There are only two things that affect your dweller's performance, and that's their health and weapon damage. Pets can also affect combat if it's a relevant effect (+X damage, +X% damage resistance, etc.). Weapon damage is what you see, and health is explained in 4.1. SPECIALs do not affect combat, and outfits do not act as armor in any shape or form."

https://github.com/therabidsquirel/The-Fallout-Shelter-FAQ/wiki/*6.-Incidents#61

Personally I like the Water Plant at the doorway with the overseer next to it. Then right below the Water plant, the Cafeteria, with a storeroom to the left. It allows me to judge the threat and act. I don't like my Power supply interrupted by those pesky invaders. Its not perfect but it works for me. Beside i like the invasions. Makes my dwellers hardcore badasses. (with the best weapons) :albedobeer::steamhappy:
usually i started by keeping all my power rooms in the top most layer as the way the raids go, they go to the rooms on the right, then if theres an elevator, drop down 1 floor and start on the room on the far left again.
howerver now, i keep usually a dinner as my first room next to the vault, followed by the overseer's office to give me a breather to prep and heal my settlers that just fought as well as the ones that are about to fight.
then i keep at least 2 floor lots for extra time.
although it really doesn't matter since alll my settlers are armed to the teeth with rare weaponary, outfits, and above, as well as maxed stats. Still better to keep max lvld and special stat characters on the rooms closest to the vault incase they falter or the raids somehow get through for whatever reason
df1307 May 13, 2017 @ 2:51pm 
The best room just after Vault door is fully upgraded Nuka-Cola (or Dinner on early stage)
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Date Posted: May 13, 2017 @ 4:45am
Posts: 16