![]() ![]() My GF didn't get any good guns at the start or high stat dwellers and it took her ages to get everyone in the vault armed as nobody could survive for over 12 hours in the wasteland. If you don't get this then restart and try again. You really want at least 1 high stat dweller and 1 really good gun (ideally 20+ damage) out of the first few easy lunchboxes you get. Couple of tips that I have come across in playing. So, a bunch of high level dwellers are going to have more challenging creatures and vice versa.I have been playing the hell out of this game for the last week, its really fun. The creature's level and how much damage it's doing is based on average dweller level. Those dwellers will take considerably more damage. But, they will stay considerably longer in a 3 block room that's leveled up to stage 3 with 6 dwellers in it. a radscorpion (or other creature) will only stay in the 1 block stage 1 room for a short amount of time, thus dwellers don't take a lot of damage. So, for example, a 1 block room of stage 1 with 2 dwellers in it vs a 3 block room leveled up to stage 3. But, also room level and size plays a role. Or the magma heheĪll 3 factor into the equation. ![]() We are going for the 90 ) Sky is the limit. babies everywhere :)) this will unlock advanced incidents but lots of 1lv baby will also lower the average dweller level and lower the difficulty. So i have decided, I gave a green light to mass baby production. Average dweller level is a major factor of the overall difficulty on all incidents. I always thought strength of internal incidents are defined by room size and levels which it is occured in. I read some posts about 'Incidents' and their difficulties. Originally posted by Zes:I will be at 60 population in a few hours (hello deathclaws :) ![]()
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