Fallout Shelter
Radscorpion spawn and teleport too often
I am not someone who post on forums often, but I have to put my thoughts out about the Radscorpion on non-survival mode.

There are two big problems: 1) The timer on the Radscorpion is way too short before it teleport into another room. 2) It spawns way too often, to the point that my power levels go down to critical. Hell, each third fail rush result in a radscorpion and it's devastating if it appears at red power levels, making me afraid to use the rush button to recover power faster.

Due to the short timer on the Radscorpion, it's almost impossible to kill it fast enough unless it literally spawn/teleport into a room of six dwellers with heavy firepower (14-15+ gun each) and have a Mr. Handy to help out. God help me if it appears on the farside of a base on a level where none of my best dwellers hang out in. And for some reason, it seems to love attack my training students and I have to panic move them first before I can send reinforcements in and often it gets away scot-free easily.

And worst part for me? This is after I had to kick out alot of dwellers because the Deathclaws were too tough for me. I am trying to get my dwellers trained up so they can replace my old first gen dwellers, but this radscorpion appear way too often for me and I am at just 59 dwellers for crying out loud! I could understand it appear very often if I had a very well developed base of over 100+ dwellers or so, but at just 59 struggling to train my people up and get good equipment ready? Just too much.

I have even read that Deathclaws are easier to handle than a frickin' Radscorpion, because Deathclaws seem easier to kill and handle (doing the gauntlet style room setup with good dwellers in them) than the Radscorpion whose timer is so short, that barring it spawns into a room with lethal firepower ready to blast it, that it is impossible to stop it once it appears.

And I have noticed that the Radscorpions seem way tougher than a Deathclaw in terms of HP or what?
< >
Showing 1-10 of 10 comments
Xpliciit Oct 11, 2018 @ 6:53am 
TBH I am at 103 dwellers, built everything, almost all quests done, every diner and living quarter themes built almost every recipie discovered for outfits and weapons. Most of my people have 17-22 or whatever the plasma weapons are with a few especially near the entrance with gattling guns and I still have problems killing a scorpion quickly too.

Recently I have been training super soldiers, 10 on all stats at level 1 then making them wear the Heavy Wasteland Gear with +7 endurance and giving them Poppy - a Rottweiler that gives +65% health and send them to the wasteland until level 50. The health difference is significant and while their damage won't increase they are practically unkillable.
Slayer9112 [SWE] Oct 11, 2018 @ 9:16am 
I know about the E17 effective health training. But it isn't really dwellers dying that is my problem, but how difficult it is to pin it down and kill it.

I am quick enough to evacuate my lower level dwellers to other rooms if it pops up there. And my toughest dwellers can last long enough to either kill it or survive the fight before it makes the jump.

My biggest problem is how often it appears as an incident and how short of a timer it has before it jumps. My dwellers dont got enough firepower or time to simply kill it in one go, unless it literally pops into their arms as the first spawn.

Otherwise I never have time to hunt it down before it moves into another room.
Xpliciit Oct 11, 2018 @ 9:50am 
Yeah I understood that it is the teleporting around and I agree even I at late mid game struggle to keep up with them. One thing to note that is probably too late now but worth noting is that you should probably either,

not build anything else at all now, not upgrade anything at all & don't extend rooms to triple room size.

or

Only invest in a couple of single size power rooms for extra power storage and supply until you train up / level up dwellers high enough to cope.

I built up my 103 dwellers over the last year or so probably and built up the base over that time, I have a whole youtube series on it so you can see the progression but it was way slower than I could have. The higher upgraded rooms and further down you dig the more dangerous and high level the enemies become so I don't know if reducing the size of your rooms and replacing them with level 1 versions would retract the higher enemy cap that you must have but that would be a last resort I guess.
Slayer9112 [SWE] Oct 11, 2018 @ 1:15pm 
At this stage, resorting to that would cripple me. I have to simply tough it out.

But honestly if you ask me.. if the Radscorpion is to be this difficult to even deal with, it should be an enemy that appears much later than the darned Deathclaws (who are easier to kill than that monstrosity <.<). I mean it can steal up to 50% of your power, no matter how many generators you build.

And if it must steal that much power and be such a ♥♥♥♥♥ to deal with, then honestly I rather have it appear at 100 dwellers, 90 if we are to push it. This if nerfing it isn't on the table for Bethesda.

Otherwise they seriously need to nerf one of these things: 1) It's health pool, so it can be killed fast if you catch it in time.

2) Raise the time it takes to teleport to another room, so people can have a chance to pin it down and deal damage to it before it teleports away.

3) Nerf the ratio it appears in random or failed rush incidents. Let it have a chance to appear so it is a looming threat, but make it rare so it doesn't become a crippling threat to the vault once you hit 50 dwellers.

4) Nerf it's power stealing capability so it doesn't steal 50% of my power each time it appears. Make it 20-25% as that is much more managable if it must appear as often as it does now and have no other nerf tossed on it.
Xpliciit Oct 11, 2018 @ 2:12pm 
I agree with all your points about nerfing but Bethesda no longer support this game so there will be no updates to any part of the game unfortunately.

Also at my stage in the game the scorpion is not an issue at all when it comes to resources, my power supply is greater than any scorpion can take, it is just simply an annoyance to deal with because it moves around so much and takes such time to kill. I have three of the best version of the power plant at 3 room size and they are all upgraded max with three 2 room sized normal power plants fully upgraded.
Slayer9112 [SWE] Oct 12, 2018 @ 8:53am 
For real? Bethesda abandoned this game?

:( Fun. Guess I am stuck with the radscorpies then. I sure hope they pick up interest with Fallout Shelter once Fallout 76 is out. But here's to hoping atleast..
Xpliciit Oct 12, 2018 @ 9:00am 
Originally posted by Slayer9112 SWE:
For real? Bethesda abandoned this game?

:( Fun. Guess I am stuck with the radscorpies then. I sure hope they pick up interest with Fallout Shelter once Fallout 76 is out. But here's to hoping atleast..

Yeah I am fairly sure it is, especially since Bethesda recently sued the people who actually made this game (and probably were updating it) for using the same code in another game they made.

Would be nice to see another update for this if Bethesda are able to or if they release a new better version of the game maybe that would also be cool.
Slayer9112 [SWE] Oct 12, 2018 @ 9:47am 
I saw that report.. and wow. You mean the ones who were making Westworld also made Fallout Shelter? That's just insane if that is true.

And honestly.. This game could use updates to make it alot better. IE SPECIAL stats have some good relevancy and alot more melee weapons (especially if Strength determines damage in melee and Perception plays a big role in ranged damage). But that is my thought.

Atleast... if they do update this game, can they atleast nerf the darn Radscorpion or atleast make it appear later if they dont want to nerf it. I mean as it is now, it feels like it should appear in a vault where you got 100+ dwellers, so you can atleast cover the rooms alot easier with alot of firepower.

But who knows... at this point we can just hope and wish.
gareeth Oct 13, 2018 @ 1:24am 
I am not a fan of the radscorpion. What I have found does help with the potential to cripple your power supply may not be ideal but I ensure I have enough power so that even if the thing goes from one unfortunate location to an other I can't drop below what I need to keep things running.

It isn't ideal because it's both expensive and of course you wind up needing more levels of vault potentially making for a tougher time. Still it has worked.

I haven't been playing long so the kind of super duper dwellers all wielding amazing weapons isn't happening yet. I do have a crop of dwellers who hit adulthood and hit thetraining rooms and while it's weirdly hard to evict the originals who had to keep the vault running before those were unlocked ( I feel a liitle evil ... ) you kind of have to.

I do think they come too often and suck up too much power but having an excess so they can snack away is all that kept me from brownouts stalling things and of course the awful cycle of needing to rush power and potentially getting another one.

Although at least they pose an aggravating challenge. Feral ghouls just seem a bit pointless. Come into the faut hand out some radiation sickness and collapse...

Onwards to radscorpion extermination.
Slayer9112 [SWE] Oct 13, 2018 @ 5:23am 
Feral Ghouls are a pushover as Vault Raiders and rather prefer them than a Radscorpion incursion. Sure low levels are gonna get rad sick and damaged very fast. But several level 30+ can tank them easily, especially if they are leveling up with 15-17 Endurance.

But Radscorpion? They are a nightmare. And honestly, far more suited for vaults with 100+ dwellers, as you will have the manpower to atleast catch it relatively quick. THANKFULLY... you can get the Fitness Room at 35 dwellers already.
< >
Showing 1-10 of 10 comments
Per page: 1530 50

Date Posted: Oct 11, 2018 @ 5:31am
Posts: 10