![]() They usually never reach the first living quarters (right under the entrance). They hit the cafeteria, and voila, there the final deathclaw gets croaked by massed shotgun fire. They hit the elevator on the far right, go down, then hit the other store room, which also has at least two, preferably four guys there. I should stuff the room full (4 guys) but even two guys is enough. They hit the first storeroom, and usually here the first Deathclaw will die. They hit the power plant room (at least 2 heavy weapons here), and everybody goes down to 1/3 HP. The two guys are not super-enhanced, but they will survive the encounter (w/ 1/3 HP left). I just built another 3-wide medbay making more stimpaks, so my stimpack capacityshould be up to 60-65, which means I can send out 2 expeditions, keeping each stocked with 20+ stimpaks, AND still have 20-30 to deal with emergencies in the vault. Need a couple stims to watch out for deathclaw aftermath, but nobody dies. I don't have the tens of thousands of caps around that I can afford to train up folks willy nilly.īut my current system works. When I breed next gen of vault dwellers (I'm calling off any breeding at 107, and that's mainly by accident as I meant it to be at 100) I'll keep that tip in mind. An image I posted before of my layout:Īh, but you're maxed out. Their health was high enough, and their combat stats made them effective enough that a three pack of death claws would die on the first floor without really touching their health. Attackers would cross the first floor, then have to turn around and cross it a second time. My top floor had an elevator on the left side, but none on the right. The top floor wasn't there to produce, it was there to kill.įor weapons, all I really remember is to avoid the splash damage weapons (launchers, etc), as the way they calculate damage cripples them for anything but packs of ghouls. And it honestly didn't matter what rooms were on the top floor. Endurance does absolutely nothing at max level (HP gain is only determined while leveling, not retroactively, so I'd put them in gear for the other stats. Agility, Strength, Perception, and Luck, as I recall, all contribute to combat effectiveness. This gave them the highest possible health. A character leveled from 1-50 at max Endurance would have more than double the health as one leveled with default Endurance. I'd then put them in the highest +End gear I had and level them to max. My method, as I recall, was to take a set of new level 1 dwellers, crank their Endurance to 10 in the training room before they leveled at all. I always trained dwellers specifically to be guards. Technically I lose nobody unless I screwed up and left one guy with a major injury from a previous attack (feral ghouls with radioactive wounds prevents healing.) By the time they went all the way right, drop down, then next floor come all the way left, with 3-6 guns per room gunning for them, they don't survive past 2nd floor. Three deathclaws can't kill any one in each room (but left them heavily wounded, lost at least half health) and each encounter wore them down. I've optimized the intruder path by adding an elevator shaft at the far right so they can drop down to 2nd floor and let them run the gauntlet. Before then, my heaviest weapon I can make is a 'rusty laser pistol' (7 damage).įor now, I'll dedicate my resources of outfitting 2 teams with heavy weapons (I've found 1-2 sniper rifles, and I got lucky on a lunchbox that came with Alistair Tenpenny who comes with a sniper rifle.) and I'll sprinkle each room with at least one heavy weapon per room, and more as I can find them or make them. ![]() I recently found a gauss rifle and a laser rifle. I only have THREE of those heavy weapons I found in the wild, hardened combat shotgun, flamer, and an assault rifle. 9 hours for the ones that can do damage in the 15-18 range. Ah, the part is I *just* saved enough caps (8000!) for my weapons lab to make the advanced weapons, and those like take. ![]()
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