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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 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
rooms that are Not upgraded are not deep.
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
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.
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.
But yeah , its not a deep room by design ; but i still prefer a lvl 3 weapon crafting room. Its so quite. hehehe
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)
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