Pro Tips...

Post » Sun Feb 14, 2016 7:32 am

Let me see your pro tips!

1.) highest level characters on top level

2.) gear out your high levels on first floor with your best weapons

3.) start with 3 water plant on top floor to improve accuracy (assign your highest level characters with high perception, obviously) but don't level the plant up. I replaced mine later in game with Nuka Plant for the endurance (health) aspect.

4.) if you receive a Mr Handy from lunchbox, build a floor with the 3 resources (I chose 3 powers to the far left, 3 food to the middle, and 2 water to far right) so that you can assign him to it to collect your resources to stay afloat, and when you log back in your bars won't be in the red.


That's all I have so far, let me see your opinions and tips!
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Dominic Vaughan
 
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Post » Sun Feb 14, 2016 6:46 am

And to add to the gearing out your highest levels part, save your p+ e+ gear for them, since they will be taking the brunt of attacks.
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Veronica Martinez
 
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Post » Sun Feb 14, 2016 6:56 pm

My pro tip:

- Train full S.P.E.C.I.A.L (or 10E and 10 for their new job) for new level 1 dwellers, give them some 5+ outfit depending on the new job and let them explore to level-up. I like the 4E 1L horror fan outfit for explorers ... After reaching level 50 you can swap the outfits.
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patricia kris
 
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Post » Sun Feb 14, 2016 7:13 am

Does Perception actually matter during vault defense? I see no difference when comparing battles and it leaves me to believe that total damage/time are the only variables.

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KU Fint
 
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Post » Sun Feb 14, 2016 8:35 am

My pro tips:


Tip 1

If your vault's resource generation rate is good, consider keeping rooms at lvl1 instead of upgrading to lvl3.

Incidents in lvl1 rooms end ALOT faster then lvl3 rooms.


Tip 2

Send ALOT of explorers to explore for a short time compared to sending only a few explorers to explore for days.

Eg: 70 lvl1 explorers exploring for 2 hours seems better chance to yield better quality loot then 10 lvl50s exploring for 2 days. That said, having 70 explorers will cause your game to lag like hell.


Tip 3

If you are on Android, remember to backup your save files!!
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Ross Zombie
 
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Post » Sun Feb 14, 2016 10:37 am

My pro tip would be: play the game casually, as it was meant to be. Dont try to finish the game in just 1 day long. The fun will end, and you will hate the game so much.


Join the game, take resources, move a dweller here and there, build a room, take more resources until you have a good quantity after the limit mark, send someone out to explore and come back hours later to see how things are. Rinse and repeat.


Done!
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roxanna matoorah
 
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Post » Sun Feb 14, 2016 10:37 am

If I could thumbs up that comment, I would.... oh wait


:tops:

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Shannon Lockwood
 
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Post » Sun Feb 14, 2016 5:37 am


And completely ignore the 60 hour event? No.


And completely ignore that rare chances increase the longer an explorer is out there? No.



Consider upgrading your top level rooms and equipping them with your best weapons since they will take the brunt of the hardest incidents.



Endurance train your entire 1st floor whatever it may be.

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Marta Wolko
 
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Post » Sun Feb 14, 2016 2:02 pm

Lvl 1's should be, if possible, always be first trained in Endurance. This is because if you level up, the HP you gain each level will be higher depending on the E-value. So if you train E from lvl 40 upwards you'll have about 1/3 less HP than if you train it when they're lvl 1.



Also, the 60 hour event (National Guard Depot) isn't dropping legendary weapons/armor, only rare (variants of combat shotgun, plasma pistols, sports fan outfit and other blue gear) at least for me.


If you can, send out dwellers with maxed out Endurance and put a suit on that amplifies Endurance (heavy wasteland gear/advanced radiation/some types of power armor). They'll have max HP. One of mine has reached 90 hours twice now, collecting a bunch of goodies.



The longer the explorer is out there, the higher the chance of rare loot. True. HOWEVER. It should max out near 25 days.... haven't got a dweller that good :D



More tips:


I wrote a small guide on the workings of the vault... http://www.gamesas.com/topic/1533794-guide-easy-incident-no-molerats-right-room-and-more/

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Veronica Flores
 
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Post » Sun Feb 14, 2016 3:56 pm

Agreed but still a guaranteed rare is definitely worth going for alone. The increased chances are icing on the cake.



Sending dwellers out for short excursions is *NOT* a pro tip. It's exactly what I wouldn't recommend doing.

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Damien Mulvenna
 
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Post » Sun Feb 14, 2016 6:49 pm

Well my best weapons (missile launchers, alien blasters, gauss rifles) were gotten within mere minutes after sending them out, so yea.


Also, remember that explorers exploring for 60 hours are gonna need 30 hours to return. (And even so i understand they MAY not even get any good stuffs) Why not structure them to return at a shorter time so you can go back to the game at a shorter time?


Up to you if you wanna do what I did. It worked for me. Tho I really really dun recommend 70. 20 - 30 is a more manageable number.
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Marine Arrègle
 
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Post » Sun Feb 14, 2016 7:30 pm

That's the point... it's NOT guaranteed! Most of the time I get 125XP and that's it. 9/10 times it's just a tiny bit of XP...

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JAY
 
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Post » Sun Feb 14, 2016 11:05 am

Sorry to keep it off topic, but my very optimistical thought is that they want us to acquire legendaries trough some new upcoming content rather than waiting on expeditions (it's just a boring timer after all). Yeah, as things look right now it sounds impossible, but it would make some sense i guess.
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anna ley
 
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Post » Sun Feb 14, 2016 5:27 pm


Really? It might not be the 60 hour event for me but whenever I check my dwellers past that mark they have at least 1 rare.



And as the rare chance increases for being out later I seem to get streaks of rare items. Probably just because they are getting more and more likely.



I've similarly gotten all of my higher level items past the first day mark, and pretty much junk before then. But hey we're both anecdotal evidence.



https://docs.google.com/spreadsheets/d/1Nai09D_aM2syl3iPP5hkveDcOUwhsoUDR6s1lwC0e8c/htmlview?usp=sharing&sle=true# Going for the long haul will statiscally be superior.



Once you get 54 hours out you have a 10% chance at a rare as opposed to 1% in the first 6 hours.



So unless you want to check the game every hour and spend time bringing the dwellers back it's an inferior system.

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Devin Sluis
 
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Post » Sun Feb 14, 2016 1:02 pm

Assuming this data is correct,


That means the guy that explored 54 hours, will need 27 hours to return. Thus total is 81hours. 81 hours for 10% chance at a rare.


The guy that explored 6 hours will need 3 hours to return. Thus total is 9 hours.

So it's 9 hours for 1% chance at rare or Legendary.


Assuming the guy with shorter exploring time explores till he reaches 81 hour mark, he has 9%. (Because 81 / 9) It's only a shortage of 1% but he has chance at not only rare but also legendary. And if you have 30 such people exploring, your chances become exponentially greater.


Fringe benefit: it's also psychologically tiring to see a guy take a longer time to return (worse if he didnt gather any good loot) compared to a guy who is gonna return faster.


(My maths could be wrong lol someone pls correct it if it is lol)


I personally send the bulk of explorers to explore on short hours and only send a few for long hours. That way, i get the best of both worlds.
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Heather Kush
 
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Post » Sun Feb 14, 2016 5:53 pm

Most probably, all those people that "have gotten the best gear minutes after they sent dwellers to the wastes" just hit the NTG (most common), or were extremely lucky "critting" both the 00:00 Broadcasting tower event and the loot.

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Janine Rose
 
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Post » Sun Feb 14, 2016 5:14 pm

Just a note: a level 1 dweller, whether by birth or called from the wasteland, has 105 HP. This number doesn't change, whether the dweller has a natural endurance of 1 or 3.

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Dan Scott
 
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Post » Sun Feb 14, 2016 4:14 am

Here are a few tips I used on my vault:



- Constantly keep your females pregnant and send the new advlts to the wasteland to die. Your population will boom, and won't cost you much food or water since dwellers in the wasteland don't use any. This way, you can unlock the higher level rooms faster, and revive and recall the children as you need them.


- Build disaster choke points, such as a row of level 1 rooms, occupied by dwellers, so that any fire, radroach or molerat attack must pass through to continue spreading. Also, consider skipping a row, or leaving a space between rooms (elevator shafts do not count)

- If you have a dweller with very high skill, you can send them into empty rooms and rush them, 1 at a time, for a resource boost with almost no chance of incident.


- Create a dead end room for Deathclaws to bounce back from and fight your elite guards again.

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Timara White
 
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Post » Sun Feb 14, 2016 8:18 am


It's been reverse engineered by fiddling with the clock on android simulators. They found the point that was equal to 100% rare chance and worked backwards. 100% is at 25 days, but good luck getting that far.



Your math is off though on the shorter explore probabilities.



You're looking at 1- (.99)^9 which is 8.6% of rare. Similarly worse for legendaries as well.



The chance of legendaries increases with time too so the guy out at 54 hours has a 1% chance. While the short explorers are sitting at 1 - (.999)^9 = .89%



And lets not forget they get to *sustain* that increased rate for as long as they can last out there. And it increases with every hour.



If dwellers were only able to carry a limited amount of loot your strategy would actually not be bad based on the probabilities. But with infinite inventories it eventually falls behind because after that 54 hour mark my dwellers last another 6-12 hours and have 6-12 more chances at rare loot at the increased 10% rate. My likelihood of getting a rare at just 6 hours past the 54 hour mark is 46% at 12 hours it's 71%.



That's huge.



And I'm actually not recalculating the chances, they are higher than that since they increase with every hour so these are lowballs for my numbers. And it's only the probability of getting at least 1 rare.


I'm pretty convinced by the math that longer hauls are superior if you have the dwellers and resources to sustain them.



The best way is to send a fully trained lvl 1-9 dweller out with a fat man and the best endurance equipment you have.



Their level ups are free stimpacks on the road. They end up not using any stimpacks until the 2 day mark or 48 hours. From there it's a breeze to get past 54 hours and keep going for a long while.

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Crystal Clear
 
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Post » Sun Feb 14, 2016 8:09 pm

I just got a gatling laser from a one of the dwellers that i started my vault with, no SPECIAL training at all, got the laser less than 4 hours into the wasteland. Better then what she got going for 24 hours several times. I agree that sending a bunch out for small times in creases teh chances of finding epic loot. But also sending a few out for teh 60 hour mark if you can do that is also valid. Do a little of both

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Red Sauce
 
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Post » Sun Feb 14, 2016 12:44 pm



Gratz! That epic feel when you got a legendary loot....it's such a rush!! :D
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Alkira rose Nankivell
 
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Post » Sun Feb 14, 2016 10:00 am

The chance for legendary is ten times smaller, so if you have 1% chance for rare, you have 0.1% chance for legendary...

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Pumpkin
 
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Post » Sun Feb 14, 2016 11:45 am

I'm not sure if Deathclaws start showing up at 60 or 61 population, but I strongly recommend taking it slow and being prepared prior to hitting this population. I took it slow, and still managed to reach 73 population before deciding to kill off people in order to get below 60 so I could be more prepared. Currently, I can sustain my vault with two 3 room power plants, one 3 room diner and one 3 room water plant. This gives me more than I need in order to train up 34 people in SPECIALs to better prepare for the Deathclaws. I was able to survive the Deathclaw attacks, but they typically wiped a few of my dwellers, and it cost me a chunk of caps and time to get everything back on track each time. It's just not worth it. Now that I've dropped back below the Deathclaw zone, life in my vault has become far less stressful and I'm currently enjoying a stress-free build-up.



Also, if you're a min/maxer like I am...training endurance to max at level 1 increases the amount of hp your dwellers can have. Wish I knew this from day 1.

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ezra
 
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Post » Sun Feb 14, 2016 9:49 am

Question about the original tips: do dwellers indeed benefit from high perception when firing weapons? I tend to build a power room on the top floor instead of a water filtration plant, the power room is the first to get filled up with 6 dwellers which I provide with the best weapons to stop the pesky raiders.



Oh, and on a semi-related note: can you get Mr Handy's from lunchboxes you earn or do you have to buy them?

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evelina c
 
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Post » Sun Feb 14, 2016 9:45 am

I have no idea if dwellers inside the vault benefit from increased perception when defending. It would be very hard to test since the vault is always changing, making the deathclaws change as well.



A power room will be just fine. The main thing is to have dwellers with good weapons (the best weapons if they are defending against deathclaws) and good HP. Good HP comes from levelling up with the highest endurance you can get, including wearing outfits that give a bonus to endurance. After a dweller is level 50, any additional endurance doesn't matter as far as HP goes.



Mr. Handy can be bought in his own special lunchbox, or can appear in a regular lunchbox.

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Lou
 
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