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Aesthetics aside:
- They impede roaming attacks. Like the sentrybot near Murkwater.
- They provide cover. Such as from highway Gunners near Finch Farm.
- They block explosions from crashing Vertibirds levelling your resources.
- Walled-in purifiers and generators are protected in firefights.
If the cell isn't loaded, you don't get any benefit at all.
Roaming attacks? Same thing as with spawned attacks outside the settlement borders, the bot just goes along until it can get in and if it can't, it teleports.
Finch Farm Gunners - I've not noticed any spare shots coming from them but then again, I tend to use laser and missile turrets and gauss turrets when I've got that mod loaded. The range on these makes them kind of overpowered in that they can frequently take things out long before they get in range of the settlement and before the settlers even react.
Crashing vertibirds levelling resources? I've never seen a sim settlements plot get damaged in a vertibird crash, I'll have to test this.
Walled in purifiers and generators aren't settlement wide walls. I absolutely agree that walling these in is a good idea for exactly the reason you mention. Make the floor space too big and enemies can teleport in anyway though.