The need to buff up is real...Had two missile launchers by the door, killed one deathclaw and the rest ran past and killed my beautiful Nuka Cola workers. DEATHCLAWS THIS MEANS WAR!
LOVE IT BETHESDA KEEP UP THE GOOD WORK!
The need to buff up is real...Had two missile launchers by the door, killed one deathclaw and the rest ran past and killed my beautiful Nuka Cola workers. DEATHCLAWS THIS MEANS WAR!
LOVE IT BETHESDA KEEP UP THE GOOD WORK!
What size/population vault? This an end game encounter or something that can wipe my 53 pop. vault?
I never put people in the Entrance way. I always put a 6 size Cafeteria near the entranceway (Wanderers gotta eat!) , with the best armor/weapons I have. Normally works fairly well
Deathclaws move very fast from room to room, compared to raiders. Raiders appear to be unchanged post patch, the 4 raiders with mostly plasma weapons still did not make it past entrance with two level 50 all catergory level 10s geared guards with 22 to 24 damage weapons. Deathclaws, 4 or 5 of them, I didn't get a good count, break into the vault at least 3 times as fast, and move from room to room at least 3 times as fast as raiders. They killed a Diner room full of 6 quantity level 50s with only agility maxed wearing ninja outfits and wielding combat shotgun level weapons. This is after running through two rooms with 2 each guards geared up and 22 to 24 damage weapons.
They are a pretty good challenge.
Yeah, they are a lot tougher ... I have only had one attack so far but it made it down 3 levels before I got them all (and this is with no weapons less than 10 minimum anywhere) ... they also killed two of my lower level dwellers ... I have done a little rearranging since then and stationed two permanent gate guards with Flamethrowers at the entrance and 6 well armed dwellers in first room after the gate ... we'll see if they go down easier the second time ... haven't seen the molerats yet
The following happened against level 50's with maxed special.
Entrance, 2D with missile launchers=dead,
next room radio, 6D with weapons doing 19-23 damage=all Dwellers dead 2 deathblows down,
Next room, nuclear power right below radio, 6D with weapons doing 13-19, 1D died, final deathblow dies.
These things are no freakin joke.
this is ridiculous. level 50 dwellers maxed special wearing max mark VI power armor, wielding vengeance gatling lasers and the death claws just blew past them like paper. same for the mole rats. what a freaking joke. whats the point of spending so much time leveling dwellers to have it mean nothing. the vault fires now burn these same characters like they were in their skin. How bout the raiders still stealing resources for several seconds even after all of them are dead. Oh I know lets "fix" what isn't broken and destroy the hopes and dreams of overseers everywhere.
LOL LOL LOL on the DANGER!!! These should be called "Steroid Deathclaws" considering one of our dwellers can smoke em in the wasteland! LOL!!!
I have to agree the Deathclaws are a little over the top...they blew through my two level 50s with gatling laser and MIRV no problem. I admit, the people after the vault room were weak because nobody'd gotten by them before, but I'm not sure the deathclaws need a nerf per se, but what I'd like to see is the ability to put more than two people on guard in the vault room. How are they supposed to do anything but be a mild speed bump if it's 2v5 where each of the 5 are more powerful than any of the 2?
Just saying, but my first (and so far only) deathclaw attack blew through two full rooms of level 50 / max stat meat sacks, each and every one of which were wearing power armor and carrying 20+ weapons. Killed 2-3 meat sacks per room, also, before they were stopped.
So, the thought that -- if only you could stick more meat sacks in the vault room, things would be OK -- is not correct.
The strategy (on top of all that Kbricley has stated) is to keep your stims flowing!
Ha-ha-ha so true ROFL-LMAO! That's DLC I'd pay for!