I can assure you, realism was NOT Ubisoft's motivation, but laziness and convenience, however realistic the (non) cover system is in Wildlands supposedly may be according to the end all be all video that is undoubtedly the ultimate authority in realistic cover systems.Originally Posted by ThePollie Go to original post
I know the video I posted isn't 'real life' but it's still a decent example of what I envisioned. Also, it's called Peeling/suppressive fire. Two guys running away and doing nothing are going to get shot in the back. 1 provides suppressive fire, the other moves, rinse and repeat.Originally Posted by Cortexian Go to original post
Go to 2:40 in this video - I want to be able to lean like this in GR:W.
2:21(the guy firing the M4) in this video, and 5:28 (guy leaning behind cover), are what I envision should be in the game, its similar to what we could do in FS. This is more realistic then stepping out of cover and exposing your whole body, it seems way too arcade. inb4 this gets refuted as being too unrealistic and exposing whole body is better than leaning/hugging cover.
there are limitations to the controller. not enough buttons to allow leaning in two directions etc etc. the cover system is something that compensates to that. one button does it all.Originally Posted by ThePollie Go to original post
there is no excuse to not allow us to crouch and prone whenever we want (like Watch dogs or the division or GOW) but a cover system doesnt necessarily mean we cant do those things.
attaching the back to cover is more an aesthetic choice than a gameplay mechanic but it does have some gameplay reasoning. it's mean for two reasons -
1) make sure the player understands he is in cover mode. it's very obvious from the animation.
2) make the player behind cover expose as little of himself as possible when he isnt leaning.
the "leaning out of cover a lot to balance things" is BS. it has nothing to do with balancing so the player in the open wouldnt be to underpowered. a game with a cover system wants to give advantage to a system the devs worked so hard to create. in a realistic game using cover SHOULD give a large advantage. peaking behind cover SHOULD give small hitboxes. that's what using cover is meant to create and i dont find it boring gameplay at all. i would find it unique.
but for that to happen there should also be an accuracy penalty for moving and firing.
the videos that came from "Strike back" show a set of moves that every military based game should allow - a lean of the body as close to cover as possible. being able to do that without a cover system that glues you to cover will be hard (because the player will need a super delicate finger on the thumbstick) and i think it could be achieved with a good cover system, but without a cover system (the one Cortexian claims GRW might have but never really brings forth evidence and only sends me searching elsewhere in vague places :P ) a leanign system would be better than nothing.
Snap to cover systems are AWESOME. They look awesome and it takes un-lazy developers to implement them. There's a million things you can complain about military shooters that aren't realistic (like say, ANY type of health recovery system, may it be automatic health regen or magical health kits), cool cover systems isn't one of them.Originally Posted by ThePollie Go to original post
Originally Posted by FighterForJC Go to original post
They are easy to screw up tho. Usually it ends up looking like a flashy hollywood-esque ******* manouver that doesn't even add anything useful to the game. They also affect level design with the "half- and full-cover" pieces that have to be dotted around the map.
If you're into flashy animations and unnatural-looking levels, more power to you.
Are ArmA 3's devs lazy for using a manual "cover system"?
Well, no. Actually I can complain about anything I want. If I find a fault in a game, no matter how grand every other aspect is, I will attack it for the fault. I don't expect perfection, but I do expect the attempt.
Controllers have plenty of buttons, if you're more creative than just assigning one button per stance. ARMA III used control+S to lower stances. From a full stand, control+S goes into a low stand, then into a high crouch, crouch, low crouch, etc. Most controllers easily sport 8 buttons, plus the directional pad, and the analog sticks. I highly doubt either console are so restricted that you can't fix commands to be prompted by multiple button presses. The only argument here that holds any weight is that controllers are severely restricting in one's ability to actually operate them.
They aren't as accurate as a mouse for aiming, much of your hand is dedicated solely to holding the controller upright, while the keyboard+mouse is supported by a desk and can afford the use of every finger. The directional pad can easily be used to control movement. Down/Up for stand/crouch, left/right for leaning. It will take a bit of practice to switch stances rapidly and precisely, but that's true of all game mechanics. You practice, you get better. But dumbing down a game solely to cater to the poor design of console controllers is a slap in the teeth.