Re: Helter Skelter Fallout Shelter
02/23/17 2:24 am | #17
These are some tips I've learned while playing, along with the info from the wiki:
Other than efficiency in production rooms, this is what SPECIAL stats do:
S - increases carrying capacity & damage dealt (S10 will always deal a weapon's max damage)
P - increases chance to find locations while exploring, slows down critical hit indicator
E - increases Health gained per level (is NOT retroactive)
C - helps succeed in avoiding combat from conversations while exploring
I - helps succeed in encounters with wounded civilians while exploring
A - decreases time between firing weapons, lessens damage when fleeing
L - increases chance to find better items while exploring, fills critical meter faster
Each dweller can have a max base stat of 10 and a +7 bonus from gear.
Low level dwellers should train their E in the Fitness Room or equip E boosting items so they gain more health when they level up.
If a dweller has low S, give them a weapon that does a set amount of damage and train or boost their A with gear.
If a dweller has high S, give them a weapon with high damage range and equip items that boost A and/or E.
When you send dwellers out to explore or embark on quests, don't forget to give them Stimpaks and RadAway!
Check on your exploring dwellers frequently -- when they run out of Stimpaks or have a lot of Rads built up, recall them. Make sure to check again before you end a game session or you'll come back to dead dwellers.
Assign pets to dwellers before sending them to explore or do quests, make sure they aren't just sitting around in your vault.
Don't waste caps upgrading your vault door, it barely slows raiders down. Also, don't bother stationing guards in the door room.
The biggest resource-producing room on the 1st floor is what raiders will go for, so make sure it is full of workers that have good weapons. If you have a diner up there like me, equip all the workers with set-damage weapons since they will all have good A stats -- this will ensure they kill the raiders before too much food is stolen.
Don't forget to re-assign dwellers to jobs after they finish making whoopie in the living quarters. Pregnant women won't fight so give their weapon to someone else.
Don't bother junking common items (green names) unless you have a stack of them; sell them instead. DO junk unused rare items (blue names) or higher, unless you need extra money right then.
Sell any weapons that do 1 damage, and any outfits that only add +1 to a single stat (after every dweller has an outfit, that is).
When you hear the "dun dun DUN" piano notes, it means the Mysterious Stranger is lurking somewhere -- find the room he's in and highlight him to get a pile of caps. It will usually be 100-400 but sometimes more than 1,500.
Once each of your dwellers has a weapon and outfit, build a Radio Station ASAP. This will increase overall happiness and occasionally bring in new dwellers. Note that it will also increase chances of raider attacks while broadcasting.
When they have nothing else to do, train dwellers' Luck in a Game Room.
You can increase your storage capacity for Stimpacks and RadAway by building additional MedBays and Science Labs. They do not need to have assigned workers.
When you have a choice, always put a dweller to work in the bigger room. Better to have 6 workers in a triple power plant than 5 in the triple and 1 in a single. When giving out outfits, try to boost the prime stat AND Luck, as this will net you many more caps.
Don't upgrade any rooms until they have merged. Don't build production rooms unless there is space to eventually merge them in to a triple.
If Bardfor shows up outside your vault's door, don't let him in. He will kill your dwellers and drink your Nuka Cola.