Dealing with Alarms

So, is anyone aware of a way to deal with alarms other than, well, shutting off the settlement alarms?

Shutting down basewide alarms/cutting settlement power feels a bit like a "powerplant ship kill" in terms of impact.... so just making sure I'm not missing something when I'm tasked to get that sample from a containment unit that the only way to do so without having dozens of respawning guards rain down on you is a basewide-shutdown of the alarm system.

Just curious mostly since that seems to be the solution (and best way) to literally every mission variant.
 
nope, shutting off the alarm panel is the only way to prevent the alarm from happening on the containment units.
 
It's also a bit odd that, the NPC's seem entirely unable to re-activate it.

I do understand why for gameplay reasons they can't but... surely it shuold have been etiher

Use an E-Breach to shut it down, without leaving an obvious mess
OR
Brute force it (smash the thing after shutting it down) which would make anyone seeing it notice somethign is up
OR (potentially)
Shut it down as we do now, but NPC's can turn it back on by, you know, pressing the button we did.

Same with the rest of the single button panels.

But yes, shut down alarms is basically how to do every mission.
 
It's also a bit odd that, the NPC's seem entirely unable to re-activate it.

I do understand why for gameplay reasons they can't but... surely it shuold have been etiher

Use an E-Breach to shut it down, without leaving an obvious mess
OR
Brute force it (smash the thing after shutting it down) which would make anyone seeing it notice somethign is up
OR (potentially)
Shut it down as we do now, but NPC's can turn it back on by, you know, pressing the button we did.

Same with the rest of the single button panels.

But yes, shut down alarms is basically how to do every mission.
I hoped, but soon learned that an ebreach on an alarmed system doesn't shut down the alarm... would have been logical imo for the ebreach to disable the alarm, since oftentimes the places these things are located at in restricted areas anyway, so if people see you you're in trouble[1] anyway.

[1] notwithstanding liberal application of munitions.
 
I hoped, but soon learned that an ebreach on an alarmed system doesn't shut down the alarm... would have been logical imo for the ebreach to disable the alarm, since oftentimes the places these things are located at in restricted areas anyway, so if people see you you're in trouble[1] anyway.

[1] notwithstanding liberal application of munitions.
Yes, E-Breachds are less interesting than they could have been, being merely a way to bypass requiring security level for an action.
 
Yes, E-Breachds are less interesting than they could have been, being merely a way to bypass requiring security level for an action.
The fact we can only hold 2-3, where to get the necessary mobility around a base to, say, secure a sample, you need half a dozen... they're underwhelming.
 
It's also a bit odd that, the NPC's seem entirely unable to re-activate it.

I do understand why for gameplay reasons they can't but... surely it shuold have been etiher

Use an E-Breach to shut it down, without leaving an obvious mess
OR
Brute force it (smash the thing after shutting it down) which would make anyone seeing it notice somethign is up
OR (potentially)
Shut it down as we do now, but NPC's can turn it back on by, you know, pressing the button we did.

Same with the rest of the single button panels.

But yes, shut down alarms is basically how to do every mission.

What's weird is NPC's definitely have this capability. They can interact with things like Settlement Containment vessels to shut them if they've been opened. Hell, they will even REMOVE any contaminants you have put in there, if you don't shut it. I lost a Catalyzer to some ole technician with barely enough security clearance to operate the coffee pot, but he ruined my sabotage.
 
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