Alternative to cover-based combat?

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Tsaba

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Oct 6, 2009
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Cranyx said:
Often people complain of an over-abundance of cover-based combat in video games today, and these complaints are legitimate, but what exactly are the pther options for shooters aside from the Halo/GoW wall of bullet-absorbing meat?

I am not trying to defend cover-based combat, and it may just be that I haven't played any of the games that have created a different system, but I myself cannot think of any.
If you have a PC, at least take a look at ARMA 2.... I got to warn you, it's either very slow paced shooter or pretty intense:
 

pejhmon

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Mar 2, 2010
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Thing is every FPS to date technically has cover based combat, just some of them need it more than others. E.g, the medic and the sniper (shoot then run behind wall) in TF2 need it heavily whereas the heavy doesn't. Even in halo this kind of tactic can be applied, it just isn't really needed so much with the increase hp and all. The only games that I can think of where cover is actually irrelevant are RPG's like WoW but even then you can still hide behind walls to regain hp/mana so that the enemy hunter/mage cant shoot/spell you without getting around that wall/random rock.

Also, stealth can be applied to most games too, just learn to take the long route round. The fact that you can't turn invisible/cloak doesn't mean you can't be sneaky.

How heavily a game uses cover defines it. Games like GoW and Rainbow 6 need it heavily, but not completely. The lancer's chainsaw for example, can't use that in cover
 

ThisIsSnake

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Mar 3, 2011
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In World of Tanks (an online multiplayer tank vs tank game that exited beta today I think) The larger tanks used cover to defend themselves (although most cover could be blown up) and the lighter tanks would use their transversal movements to defend themselves (going in circles around a slower tank and hopefully outrunning its turret turning speed).

You could have dodge based cover like in ratchet and clank where all projectiles don't move very fast allowing you to dodge some damage.

Unreal tournament style which is a combination of your accuracy and the ability to move unpredictively (what shooters used to be about :( ).

Those are the ones that come to mind. Cover based tactics work in UT, R&C etc but the effectiveness is lessened by the glorious lack of regenerating health.
 

Nikolaz72

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Apr 23, 2009
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Why not. . . Make all the bullets fly, really, really slow. And then sniperbullets twice as fast. And if you get hit. You die. And there is no cover.
 

oplinger

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DustyDrB said:
So are you a fan of how the Uncharted series handles it? I actually do like it. In case you haven't played any of the games:

Some enemies (mostly ones with shotguns who have heavier armor) will continually press towards you while others stay back and shoot from a distance. Snipers will stay out of cover, but you need to either take them down quickly or stay mobile to avoid their fire).

You can shoot blind from cover. The reticule disappears as soon as you go into cover, so you really are shooting blind. You can also shoot (with a pistol) while hanging from an object. And you can also shoot behind you while you're being chased (it's much more inaccurate than standard shooting).
I don't really remember using much cover in Uncharted. When I did it was a shooting gallery of head shots. Or I went with the gun-fu method. Which was fun too. It has been a long time though.
 

fix-the-spade

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Feb 25, 2008
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Anything from the fifteen years of amazing shooters before the cover system came into practice.

The frantic, circle strafing, hit scan dodging insanity of the Doom/Quake/Unrel/Serious Sam/Painkiller series. Kills based purely on your reflexes and skill.

Or the unforgiving old school method of just plain hiding behind stuff and one-two hits ending you. Arguably it's still 'cover based' but the simple system of Counter Strike/Battlefield/Swat/STALKER where your ability to avoid getting shot is determined by your own movement rather than arbitrary button presses. It works.

I hate cover systems, almost as much, no, more than regenerating health. It's as if the developer thinks you're too stupid to work out that bullets=death so has the game do it for you.
 

almostgold

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Cranyx said:
...the Halo/GoW wall of bullet-absorbing meat?
Halo is really anything but cover based... Hell, I think Halo is the right why to go do it: high mobility, mix of shields and health,...
 

AnAngryMoose

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Nov 12, 2009
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I quite like the way BC2 let's you blow up cover. That's an alternative. Or maybe if Vanquish had multiplayer... Hmmm...
 

Cranyx

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One person said that cover has always been in FPS games, just the manner in which they are now implementred has changed, which I see as an extremely reasonable conclusion. With this in mind, what do you guys think are some examples in recent titles of well, and not so well, implemented covers systems?
 

Cowabungaa

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Take out good ol' Unreal Tournament and Quake games, and lately Team Fortress 2, where the only real cover you have is your own ability to dodge.
Souplex said:
Radeonx said:
Run and gun, non cover based combat?

Souplex said:
What's wrong with Halo superhumanism? It makes games fun!
And this.
Exactly. That's one of the many reasons why ME1 is better than ME2.
Because I totally din't use cover based combat in ME1...uhuh. Hell, I was more running and gunning in ME2 than I was in ME1. Thanks Vanguard! Odd that you call ME2 slower too, it went a lot faster to me thanks to the developers smoothing out the cover system. The whole sticky thing wasn't very responsive on the PC.
 

Zechnophobe

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Cranyx said:
Often people complain of an over-abundance of cover-based combat in video games today, and these complaints are legitimate, but what exactly are the pther options for shooters aside from the Halo/GoW wall of bullet-absorbing meat?

I am not trying to defend cover-based combat, and it may just be that I haven't played any of the games that have created a different system, but I myself cannot think of any.
The thing is, that 'cover based combat' doesn't mean that you can jump behind cover to avoid damage. It means:

1) You 'interact' with cover in a context sensitive way. Like, you stick to them, or 'attach' to them or what have you.
2) The world then gets populated by specific items that you CAN hide behind, and specific items you CANNOT hide behind.

The problem with Cover Based Combat, as described above, is that it is very specific in how you are allowed to achieve victory. You must hide behind the specific barriers. And while hidden, are mainly invulnerable. It isn't really all that exciting because of the limited options, and feels very 'samey' after a while.
 

FieryTrainwreck

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Apr 16, 2010
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I think everyone can agree that cover-based combat, done right, is just fine. You run into problems when devs get lazy. Environments littered with convenient, artificial cover really break immersion. Enemies with truckloads of health turn gunfights into unsatisfying, overlong games of whack-a-mole. Regenerating health takes most of the risk (and thrill) out of combat.

Cover needs to be highly organic with respect to the environment. Enemies should drop quickly and violently when exposed. Players, too. That's how you craft convincing, tense, exciting gunplay. That's also usually not how it goes.

Much as I enjoy a challenge, I never play the Gears games on anything higher than medium difficulty. It's not that I can't handle it. I can't handle how bored I get pumping an entire magazine into one guy's head before he finally goes down.
 

JET1971

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Apr 7, 2011
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cover based combat is fine as long as theres is 10 diffent spots you can get to to kill the person camping behind that wall. as in like real world move from cover to cover sometimes with concealment and other times a sprint across wide open spaces. knowing your cover is temporary and only protects you from 1 direction but your enemies may be coming from your flank makes cover based more exciting and you do not rely on short chest size walls.
 

Cranyx

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JET1971 said:
cover based combat is fine as long as theres is 10 diffent spots you can get to to kill the person camping behind that wall. as in like real world move from cover to cover sometimes with concealment and other times a sprint across wide open spaces. knowing your cover is temporary and only protects you from 1 direction but your enemies may be coming from your flank makes cover based more exciting and you do not rely on short chest size walls.
Agreed completely, and I hate to bring up Mass Effect again, as this thread isn't about that, but if it does suffer from many of the problems with cover based shooters like many here say, is it truly bad gameplay? Is the sole reason for its popularity the choice driven story? Or is there another aspect that varies it up from shooting gallery monotony with things like biotic and tech abilities?