What's the point of the building atmosphere console ?

Hello !!!

Genuine question : how is it useful to turn off the building pressurization ? The NPCs put their helmet on and that's it.

They won't suffocate, they won't leave the building to investigate the outage...

So what's its purpose ?

Thanks ☺️
 
Ah, I didn't think the NPCs had helmets, that would have been a great way to clear a building. Being able to make an area hazardous would be a great mechanic. Depressurising somewhere, or starting a fire etc. Would be good too if, due to health and safety, they call in support for fixing stuff, so if you take out the alarms or whatever, they can't call for help.
 
I can’t be the only one who has thought of this, but if your weapons have the upgrade where they make less noise in an unpressurized environment, then by venting the atmosphere inside a building ahead of time, your weapons will stay as quiet inside as they would outside.

in theory…

i came here as a result of a google search with respect to this very topic, but to my surprise I could find no answer to my question.
 
Well, yeah. But, it would also put everyone in the building on alert and draw guards. Sorta self-defeating.

also
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I can’t be the only one who has thought of this, but if your weapons have the upgrade where they make less noise in an unpressurized environment, then by venting the atmosphere inside a building ahead of time, your weapons will stay as quiet inside as they would outside.

in theory…

i came here as a result of a google search with respect to this very topic, but to my surprise I could find no answer to my question.
Have heard this one too - not yet tried. It's called Audio Masking.
Means no need to ever engineer Noise Suppressor really, since you could simply turn the atmosphere off and make Audio Masked weapon silent indoors too.
 
Well, yeah. But, it would also put everyone in the building on alert and draw guards. Sorta self-defeating.

also
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Yes, I know I necro'd the thread. I apologize for that. However, I believe it raises a good point. Like I said before, today I googled just what the purpose of the external atmosphere processors was, given that there are internal atmosphere controls. It got me thinking, in terms of the weapon upgrade Audio Masking, which makes your weapons quieter in unpressurized environments (which, in reality, is redundant, but there are lots of real physics that ED straight-up ignores or defies, so what's another one to the list?). If one were to carry Audio Masked weapons on their Maverick suit, use the beam cutter to gain access to the outdoor atmosphere processor, and depressurize a building from the outside, they could, in theory, not need to upgrade their weapons with Noise Suppression if they're going for a stealthy kind of build.

But I've never done it. Not yet, as I do not have Audio Masking unlocked on my guns. I'm not familiar with how settlement personnel would react to this behaviour. Obviously if one of the patrolling security personnel witnessed you cutting open the panel, I would expect them to turn hostile. But if they don't witness it, how would they react? Would they even react? What about the personnel inside the building, how would they react? If they're administrators or technicians or researchers, I don't really care if they go on alert, because they only shoot at known hostiles, and they don't have the authority to scan me for warrants, or smuggled/stolen goods; only security personnel can do that.

It's something that I would like to try, but I'm shocked that I haven't been able to find any information on someone else having tried it before me, with Odyssey now 2 years (or almost) old.

AND, to your point, if doing so draws guards making the act self-defeating, then what IS the point of the external atmospheric processors beyond eye-candy?
 
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Part of it is sim. The machine is on the outside and can be serviced on the outside, the control panel is inside the building. Very sensible.

As I said, it's the sort of thing that draws guards, maybe away from a building where you want to dl or ul something or steal a sample. It's a lot easier to cause a fuss in some places by sabotaging the air supply outside than going in and turning it off inside.

Sound simulation is standard part of ED lore, your ships do it, so do your personal weapons. It's a reasonable safety measure also reflected irl by electric cars being required to make noise. It's not a stretch to say that if a rover on the moon was beaming an engine noise at RF freqs to people nearby they'd be less likely to get run over.
 
The strangest part about this is the audio masking mod for on-foot guns.

Does the engineering transmit a jamming signal to your target's suit, disabling their sound simulation?

Or does it stop your gun from transmitting the sound simulation signal to your target's suit as you fire?
 
AND, to your point, if doing so draws guards making the act self-defeating, then what IS the point of the external atmospheric processors beyond eye-candy?

Backup for the inside console = if it's bugged or inaccessible
Also, if you're not familiar with the building layout it may be faster to just put the fires by venting the air from the outside than to look for the tiny panel inside a building on fire

if the settlement is active, you may want to draw in the guards, away from the place of interest for you.
anyway, dont let the guards see you while you cut panels, cause it will be you drawing unwanted attention
 
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You'd have to disable the alarms first.
The external panel comes in handy when the internal panel isn't active for whatever reason, (assuming both aren't buried in snow...)
I had considered the plan but never had a situation where it applied. All my kills were scavs or Revenants, outside a CZ.
 
You'd have to disable the alarms first.
Curiously, I'm not so sure that's true.

I just did a Covert mission tonight, and during this mission I was presented with an opportunity to try and see how personnel reacted to a building depressurizing. So I cloned someone's level two profile, waited until no one was looking, and shut it down. Sure enough, the building alarms immediately went up, and I took cover. I thought for sure my cover was blown and my mission would fail for setting off settlement alarms. But it didn't. The staff looked around, guns drawn but not hostile. A security person DID find me eventually, and though he had his gun drawn, all he demanded of me was an ID scan. I quickly cleared my stolen profile and submitted to his scan, as I was otherwise an innocent party. He accepted it.

A technician eventually got the building repressurized, the alarms went down, and I piggy-backed behind the security guard that scanned me back into the command buildings security zone (because he had the precious level 3 clearance I was hitherto lacking), and zapped him with my energylink once he walked back into the detention area.
 
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Curiously, I'm not so sure that's true.

I just did a Covert mission tonight, and during this mission I was presented with an opportunity to try and see how personnel reacted to a building depressurizing. So I cloned someone's level two profile, waited until no one was looking, and shut it down. Sure enough, the building alarms immediately went up, and I took cover. I thought for sure my cover was blown and my mission would fail for setting off settlement alarms. But it didn't. The staff looked around, guns drawn but not hostile. A security person DID find me eventually, and though he had his gun drawn, all he demanded of me was an ID scan. I quickly cleared my stolen profile and submitted to his scan, as I was otherwise an innocent party. He accepted it.

A technician eventually got the building repressurized, the alarms went down, and I piggy-backed behind the security guard that scanned me back into the command buildings security zone, and zapped him with my energylink once he walked back into the detention area.
This is correct: so long as you're not caught red handed, the alarms are irrelevant. If the alarm is raised because someone sees you, you'll have the whole settlement after you but, like in the case of atmospheric panels, if there's no evidence, and you have no bounties or illegal items on you, it's all fine.

It's a similar situation when you power down a settlement: even though the alarms can't sound, all the settlement becomes alarmed, but if they don't see you come out of the generator and you get rid of the regulator, then it's all good.
I normally park my SRV right outside, so I unload the stolen regulator immediately, and then join the settlement guards in their search for the crook who did that despicable act!
 
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