One way to mitigate the damage caused by raiders is to station two very well-armed Dwellers right at the Vault door as guards. The Raiders’ strength and damage output seems to scale in accordance to the amount of Dwellers you have in your Vault. The door won’t be repaired until the raiders are dead, so make sure to respond to them rapidly and with well-armed Dwellers. They can directly cause damage by attacking your Dwellers, and they cause indirect damage by letting radiation in through the broken door. At this point in the game, there are 5 different types of incidents, each with a unique set of concerns.įight Raiders – Wasteland thugs that break down your Vault door and mess your day up. You can set up well-armed response teams and organize your Vault to optimize travel paths for quick response all you want Radroaches will still drive you crazy. They are the bane of my existence and they will be for you too. I love the smell of Radroach in the morning…Īctually, I totally don’t. How to fight Radroaches, Raiders, Molerats, fires, and Deathclaws Bring your heaviest guns to bear and eradicate them as soon as they appear. The small creatures create a huge nuisance and should be stomped out as quickly as possible. If you have even heard of this game, you know that these seemingly innocuous creatures are the second greatest threat to the safety of your Vault. This is also usually not a big deal, but molerats have a nasty penchant for spreading quickly and gnawing at your wires, sapping some of your much needed Power. This only happens in rooms that are touching dirt, i.e. This isn’t that bad, and the dwellers inside the room can usually handle it no problem. If you do fail, one of three incidents can occur: The chance of failure increases about 8-10% with each following attempt, regardless of success or failure. You can place Dwellers in these rooms to train their respective stats.ĭepending on the stats of the Dwellers assigned to the room, the percentage for failure can range anywhere from about 15% to 30% for the first attempt. Dwellers with high Luck can be placed anywhere, in accordance with their other skills, and they will be a valuable asset.Įach Dweller has a particular spread of stats when you first receive them, but that doesn’t mean they have to be that way forever! Once you get about two dozen Dwellers, you begin to unlock Training Rooms. Luck also affects the odds of successfully rushing a room and increases the amount of Caps received if you succeed. Another underappreciated skill, Luck increases the odds that you will get Caps when gathering resources from a room. Evidently, all Vault dining areas are either kung-fu dojos, with cooking ninjas flying through the air, or elegant opera houses, with the cooks practicing ballet on the way to the tables. Dwellers with high Agility scores should be in the kitchen, flipping burgers with poise and grace. Perhaps the most comical of the skills, Agility is used in Food rooms. Dwellers with high Intelligence should be sequestered away in Med-Bays and Science Labs, making Stimpaks and RadAways for the rest of the Vault.Ī – Agility. Another simple and intuitive stat, Intelligence shows how smart a Dweller is and thus, how effective they are at science-related tasks. Charisma also affects the chance that your Radio Room has of bringing in wanderers from the Wasteland. Breeders should have high Charisma to allow them to breed more rapidly, as the time they spend flirting is reduced before they do the deed. Plain and simple, Charisma is necessary for getting it on. It has little benefit inside the Vault, but this is irrelevant, as a Dweller with high Endurance should be spending most of their time traversing the Wasteland in search of items.Ĭ – Charisma. An oft-underappreciated skill, Endurance affects how long a Dweller can explore the Wasteland. I also try to keep Water Purification rooms in the center of my vault to, again, rapidly respond to outbreaks of Radroaches or molerats.Į – Endurance. For this reason, I try to place my Water Purification rooms close to my Vault door to allow rapid response to Raiders by my best marksmen. A Dweller with a high Perception can run double-duty as a Water Purifier and a Guard. It is also the necessary stat for effectively using firearms. Perception affects how well a Dweller can operate Water-type rooms. Presumedly, this is so they can crank whatever sadistic human-powered dynamo Vault-Tec had installed before the bombs fell. Strength is the required stat for Dwellers who work in Power-type rooms.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |