![]() ![]() Not upgrading rooms to level 3 and not leveling dwellers that stay in the vault. This is in conjuction with my other two rules. My vaults don't expand past 50 dwellers on normal and 35 on survival till all the substandard dwellers have been replaced. So it's up to you where you draw the line to keep them or not.įor me, once the E training room is unlocked, don't keep any dwellers that can't reach 13E per level on average. If the dweller is 1 of 6 in a non defence vault room, it won't matter as much. The max HP dweller wont need to chug stims. ![]() At 50, those fights can be tough when it's versus multiple deathclaws at once, including a boss. Wasteland explorers will benefit the most from max HP as they fight solo in random encounters. In normal, the need for having 17 E from level 1-50 is far less than being needed in survival. 4.Originally posted by s0laris:should i just train new folks and throw away the legendaries? Depends. ![]() You should also make sure to keep some backup higher-damage weapons handy to equip any new dwellers. Only salvage or sell low-damage weapons when you've equipped all of your dwellers. These weapons can help prepare your dwellers for vault incidents and attacks. You may be tempted to scrap and sell weapons that your explorers aren't using, but you'll find better use out of them by equipping your vault dwellers. Use Spare Weapons to Equip All of Your Dwellers You should also make sure that you have enough dwellers to utilize these extra rooms, otherwise they're a waste. Rather focus on expanding when you have enough electricity capacity. Don't Expand Your Vault Too QuicklyĮach new room in your vault consumes extra electricity, so you don't want to needlessly add rooms that you're unable to use just because you've unlocked them. To keep everything aligned, leave room for future expansions and build downwards instead of sideways if you need to add a new type of room. ![]()
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