If you pay attention you'll notice the dweller in the very back won't start losing health until they get to the very front, at which point the incident has been going on for at least several seconds. This can happen in any room, but is most noticeable in nuclear reactors, which are deep rooms with a very large back area. An incident will start affecting dwellers in the room right away, but dwellers only start contributing (both dealing and taking damage) once they reach their "starting position". One exception to this animation though is during the very start of an incident, when dwellers all rush to their battle poses. Incident health and damage together make up the strength of the incident (see 6.2). Both sides have health (even fires), and incidents die if their health is depleted. During any kind of incident, the damage of both your dwellers and the incident is added up and applied as a gradual damage over time effect to the other side. Q: Why are my dwellers running around during an incident and not helping/shooting?Ī: It's a purely aesthetic animation and doesn't affect anything. Tried placing one dweller in a room with non-aoe weapon and then provoking incident? Surely second enemy wouldn't die so quickly after first if it wasn't aoe. They enter the vault at slightly different times. Originally posted by Stardustfire:If in Vault all Weapons work as AOE than following u logic all enemy swarms must go down at the same moment, but they die one by one.
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