So as much as I enjoy resurrecting my top floor every 5 minu

Post » Sun Feb 14, 2016 5:50 am

Can we stop with the neverending deathclaws? I mean, seriously! I haven't opened the door in the past hour (at least), I have no radio stations! If you want to have those deathclaws do something useful and kill the 10 waiting dwellers outside my door, great! Otherwise, you're making it near impossible to keep any sort of happiness in here!

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Shianne Donato
 
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Post » Sun Feb 14, 2016 12:42 pm

Having something as ephemeral as 500 caps being amongst the "guaranteed rare" potential cards in lunchboxes is why I didn't ever buy any.



Deathclaw attacks every five damn minutes is why I stopped playing entirely.

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Sabrina Schwarz
 
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Post » Sun Feb 14, 2016 6:44 am

Yeah.. I'm almost done with this game. I've earned almost 200 lunch boxes and can't use any bc of the line of waiting dwellers. Have max caps, which is good with having to resurrect everyone all the time.


I'm seeing that Bethesda doesn't seem too interested in supporting the game at all, which makes me concerned for fallout 4.
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Gemma Woods Illustration
 
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Post » Sun Feb 14, 2016 1:40 pm

That 500 caps crap is just infuriating, especially when the typical other cards are things like 50 food, a rusty BB gun and my 20th set of initiate's robes.



Fortunately I've done well with the deathclaw attacks - I've had countless of them but have only lost one dweller to them. The damned molerats, OTOH ... :swear:

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Liii BLATES
 
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Post » Sun Feb 14, 2016 6:09 am

DC are very very very easy to kill, multiple threads on here that show you how to design so this is never an issue. I have never lost a single dweller to a DC and they have never got past the top floor.

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Tina Tupou
 
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Post » Sun Feb 14, 2016 11:43 am

I've created a Death and Whipping boy room to mitigate events and kill off unwanted dwellers.



Events scale with the upgrade state and size of the room, so, if you create a basic small room that you can Spam the Rush on, to make failure events happen on purpose, plus put dwellers inside the room with decent armor and weapons, you can create events on purpose, small events that only last a few seconds, but events none the less which can keep other random events from happening.



Creating events on purpose by spamming Rush on one room until it's failed Rush a few times, a small basic room where the event only lasts a few seconds with two well armed and outfitted dwellers, keeps random events from happening.



Want deathclaws to stop showing up every time you open the door?


Spam Rush on the basic room until it fails a few times (with 2 dwellers to keep the event only a couple seconds) before opening the vault door and also a little bit after it's closed.



Too many dwellers?


You can use the same room to kill unwanted dwellers.


Strip the ones you don't want down to vault suit with no weapon, and spam Rush that basic small room you've made until it fails and keep doing Rush until they die.


You might want to have another room close to this room, so, when you kill the dwellers inside it, you have other dwellers waiting to put out the fire, kill roaches, or stop molerats from spreading to other rooms.



Having a room like this is also handy for those objectives like "Stop # fires", "Stop # events", whatever. Spam the Rush on the room you've created just for that purpose, and heal the two dwellers, over and over and over until you've stopped however many fires, or events are required.



Don't upgrade the room and keep the room small.


If you upgrade the room or make it bigger the events will scale to be stronger and longer.


Keep the room basic and small and eachevent only lasts a few seconds if you've put two leveled dwellers will good weapons and outfits. Since events only last a few seconds, you can do Rush over and over and fail over and over many times in just a very short time.



Also, if the room is kept isolated and not next to any other rooms, like two levels down with dirt all around it, molerats, fire, and rad roaches won't spread because theres no other rooms touching it.



:smile:

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Pants
 
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Post » Sun Feb 14, 2016 8:11 am

Just get some high lvl, high stats (most important are end, per, str) good outfitted dwellers on your first floor working, they will also kill deathlaws before they reach your weaker dwellers.



also to reduce deathclaw attacks just let nobody work in the radio room. it decreases the chance like 90% (thats what it feels like)

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Dalley hussain
 
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Post » Sun Feb 14, 2016 11:47 am


And this is an issue I have and I consider it a bad design. I feel the game is made in such a way that it "punish" the player if they do play it the way the developers did not anticipate or follow their way. Upgrading rooms and joining them to increase efficient is a natural progress in any building management and yet this indicates that if this is done, the punishment is the critters will be more powerful.



It is for this reason that I have stopped playing the game. The amount of time and caps I spend to revive dwellers due to molerat attacks has gone beyond being funny or enjoyable. They spread way too fast and multiple way too quickly. Unless they can be contained in a room, which is not always possible since they storerooms, it is just becomes a waiting game. Keep those that I can alive, let molerats run amoke killing the others. That 5000 caps I managed to accumulate is now spend on reviving dwellers. And the cycle repeats. All because I decided to upgrade the rooms to increase efficiency.



I like to know why they decided to have molerats or critters scaled by the rooms.

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Thema
 
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Post » Sun Feb 14, 2016 5:20 pm

deathclaws aren't that hard. just have some stimpaks, reserve money and high level dwellers working upstairs. without deathclaws the game is like peacefull difficulty

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Stay-C
 
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Post » Sun Feb 14, 2016 9:22 am

the creatures get harder as you upgrade the rooms to make the game more difficult. If you never upgrade rooms then everything is super easy. you are supposed to upgrade rooms when you have dwellers who are capable of handling the situation. Most of my dwellers are poorly trained, usually only maxed on the special stat needed for the room that are working in with maybe End. and Luck if I have had the time to train them. with 5 people, around lvl 30 with low End. in a room with 6 - 8 dam weapons I have few issues with molerats or anything else other than deathclaws. Raiders were super easy as I kept my top room (3x fully upgraded) with decent dwellers and my best weapons.



Before I passed 60 dwellers I redid my top floor to have 5 single rooms, not upgraded at all with lvl 50 dwellers and decent END (4 - 6 while they leveld up) with my 10 best weapons and they have had little trouble with death claws. They use 1 stim-pack each and have never died from a deathclaw attack.



I have now started upgrading all Special stats on my new level 1 dwellers to 10. Sending them out to the wasteland with a +3 or +5 END gear, a good weapon and 25 stimpacks and a few rad-away. The first 2 I have sent out made it to level 50 after being out for 4 days and still have stim-packs to spare. when they get back they will be going in my top floor rooms and should be able to keep the death claws at bay without needed to be healed. I've also been re-arragning my vault to prevent mole rat attacks (elevators on each end of the level). I've removed all rocks and dug down about 5 rows below the current "bottom" of my vault and put all of my storage/residence rooms down there so if they have an indecent it can't spread to my main vault. With that set-up everything is pretty easy. The only time my dwellers have died is when I get mole-rats in the training rooms with 6 lvl 1 dwellers and I can't heal them quick enough



I'm guessing with Max Stat dwellers, with 10+ End. from level 1 given 15+Dam weapons. I could probably max upgrade a 3x room and still not have issues with deathclaws or mole-rats. The game isn't hard, it just takes a little stradegy and planning. Grow the vault to large or upgrade it too much with weak/untrained dwellers and the game will punish you for it. Prepare yourself for what is coming before you upgrade/grow and FOS is not challenging at all.



Learn from your mistakes and adapt or you are doomed to failure. This is true of most decent games that are not P2W. This is not a design flaw

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Symone Velez
 
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Post » Sun Feb 14, 2016 8:35 pm

I get (and appreciate) the various tips and strategies. My issue is more with the buggy gameplay. I just don't see any situation where it would be 'correct' to get a Deathclaw attack every 5 minutes for at least 2 hours. I ended up having to restore an earlier save to get rid of whatever flag was stuck on to get rid of the constant DC.

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laila hassan
 
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Post » Sun Feb 14, 2016 11:37 am

I have seen people post about non-stop deathclaw attacks but I personally have not had this issue. With no radio, unless you are constantly opening the vault door there is no reason for that many deathclaw attacks. I guess this really is a bug. I can imagine, even being well prepared for deathclaws this would get annoying really quickly

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Spencey!
 
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Post » Sun Feb 14, 2016 12:03 pm

Lol, I went through a period where I had 9 deathclaw attacks in one hour. It hasn't happened since, but was very troubling when it did.

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Vickytoria Vasquez
 
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Post » Sun Feb 14, 2016 3:27 pm

Yeah, no radios here and the last time the door was opened was about 3 hours prior to the DC Armageddon...

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Nancy RIP
 
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Post » Sun Feb 14, 2016 7:37 am



If you line your vault with elevators, you can get rid of them altogether. That's what I did and I haven't had a molerat since.
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Sheila Esmailka
 
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Post » Sun Feb 14, 2016 8:56 am

It is a shame the game does not reward good vault design.


All these gaming the system tricks, killing dweller rooms is very discouraging.



An what the hell's up with that upgraded vault door where 3 bandits with cheap (<7) guns can bust thru with very little effort.


Maybe that was vault-tec's experiment on us...fault front door. haha

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Jerry Cox
 
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Post » Sun Feb 14, 2016 9:24 am

As far as I'm concerned, I don't think that "killing room" business is necessary. Sure, your older dwellers are going to be weaker than the "supermen" and "superwomen" who you max endurance on before you let them start leveling up, but as long as you give them decent weapons and heal them up after molerat and radroach incidents, they hold their own pretty well when they're part of a crowd of dwellers in a room. The ones who are at the most risk are those who are still low level.



I'm in the process of changing the layout on my biggest vault to minimize incidents by moving unoccupied rooms (living quarters, storage rooms, power/food/water/stimpak/radaway rooms that you don't use but need for the resource storage capacity) to the bottom of the vault, away from the occupied rooms near the top. The incidents that start in unoccupied rooms (particularly the molerat attacks) are the ones that really hurt you.

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Robert Jackson
 
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Post » Sun Feb 14, 2016 1:40 pm

All 3 of my radio rroms are in 'limbo' because of this. EVERY DAMN TIME I open the door to let in new dwellers, it's a Deathclaw attack.



I can easily defend mind you, as my entire top floor has dwellers outfitted with the best weapons, and the Deathclaw make it to the last room on the end of the top floor before dying. However, it IS annoying to have attack after attack after attack.

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Lance Vannortwick
 
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Post » Sun Feb 14, 2016 3:43 pm

I have also redesigned my vault around surviving DC attacks. So I hope it helps the OP out.


They seem to like sweeping a vault lvl and always move down.


I have 3 elevators down from my door and a complete row of power generation rooms with my strongest soldiers making pwr and two training rooms just for these soldiers to work on S and E.


At the right end of that row I have a single elevator up to all my new dweller training rooms since DC's never seem to move up.


All my new vault dwellers are in training above the pwr gen row. They wear wasteland (3E) outfits and are armed with lever action (4-5) rifles for radroaches or mole rats.



This setup has worked pretty well so far I can survive DC attacks with no loss of life. Big mole rat attacks can still wreak havoc in the lower lvls so another row of pwr generation and soldiers is needed


to protect my doctors, nurses, food prep, the lucky lounge, bar, and radio room.



To get the required arms and outfits I have a crew of 8 wasteland explorers with 5S/5E/5-7L armed with sawed off shotguns. I currently have 76 dwellers not quite read for 80 yet...

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carly mcdonough
 
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