First thing I must say is that a really LOVE GR:W. In spite of all its flaws i find it a super fun sandbox game. A kind of game i've been waiting for for years.
I find the cover system in wildlands great and fluid.... when it works....
sadly, even though i love how the leaning (left and right) and peaking (over cover) works - the system is unreliable. Especially the leaning left and right around tall covers like walls.
In too many cases the game doesnt let me lean at the edge of cover and it never lets me lean in any other angle than 90 degrees from the cover.
The leaning animation and amount is usually just right when it works (not over exposing the character) but often returning to cover leaves you exposed with half your face sticking out and when the game doesnt let you lean - it doesnt tell you this and forces you to trial and error with every corner.
But I believe there is a simple way to improve the system within the existing engine limitations and code.
If you play in 3rd person aiming than you may know well how sometimes when you aim and are almost around the corner you get instances where the crosshair is over the cover pointing at the enemy, but instead of the red dot in the center of the crosshair (which indicated where the bullets will hit) there is a red X. the red dot, instead, appears on the wall that covers you so you won't be hitting the enemy around the cover, but the cover itself. a common issue with 3rd person shooters.
These are the exact moments where you'd want to lean - to get this extra few inches to shoot around the cover instead of the cover itself.
my idea is that the game will make you lean whenever you aim and a red X should appear.
The game engine already has a check to tell the player when he is ALMOST shooting around cover but not yet - that red X. there is no need to create a new check when to lean. it's already there. just a new condition for the leaning - if the game wants to create a red X - than make the player lean. Once the player take a small step back behind cover - you lean back to a normal upright position.
There are a few benefits to this system:
This will be more helpful in 3rd person aiming, though it can work in first person as well. the player just wouldnt know he is leaning.... kinda like now.
This will also allow to lean when the player is farther from cover. The player doesnt have to be half a foot from the wall just so the game allow him to lean.
This will also allow shooting in shallow angles that are not 90 degrees.
And this system doesnt require any more buttons on the controller of the PS4 or XB1.
I really doubt the cover and leaning mechanics will be improved in an existing game, but for the long shot that UBI might read this post and consider this - I decided to write this down.
Crossing fingers that someone that matters in Ubi Paris will take a look at this post and perhaps consider a change, even though the game is already out.
thanks for the reply.Originally Posted by UbiPhobos Go to original post
i guess it's the best i could hope for.
i hope my post makes a difference.
@araos1 - didnt play ME:A. i know it's a very similar system. what is the difference there? why is ME:A's system any better?
I have learn to accept that cover system in GRW is wonky. It works when you move around slowly and methodically but once you get into heat of battle, it is very likely cover system will not work. You are better off to accept and start using prone/crouch/stand positions to aim above some covers and use first-person aiming and strafing to shoot at enemies.
I have also learn that certain objects and conditions will impact cover system and your ability to utilize it: door-ways, not being positioned in right (90') angle to cover, too small cover (such as boxes) and any objects that can be interacted with (most commonly barrels you can tilt, etc).
All they have to do is add the same lean mechanic in 1st person as Rainbow Six Siege.
Try taking cover and engage 3 tangos that are shooting at you on extreme difficulty. You have to expose yourself too much without a lean function.
I lost count of the times I died because of this.
A cover mechanic like they have in it right now just does not work (if it works) because your character happily stands up out of cover shooting.. again.. exposing yourself too much and getting yourself killed.
The movement mechanics in Rainbow Six Siege are really good for any tactical situation.. I wish they just looked at that more.
i dont think they can. one of the reasons i think they can't is the control scheme -Originally Posted by Old Raven NL Go to original post
in siege aiming and clicking left or right stick toggles the lean left or right. in GRW the right stick toggles ADS or OTS aiming.
however i would accept if aiming and clicking the LEFT STICK (or R3) would toggle a lean towards the crosshair, so if the camera is over the right shoulder when you aim, than a click on the left joystick causes a lean to the right (in third person aiming).
On top of everything you listed OP, has anyone else noticed that when you pop out of cover, your aiming reticle isn't lined up with where it was when you were in cover? I've noticed tons of times where I'll pop out of cover to snap off a quick headshot on a patrolling enemy only to find that my reticle isn't anywhere near where I was aiming behind cover. Often the enemy will flinch from seeing me just before I can recover and take the shot and I'll be spotted (playing on extreme btw).
yes, but i think its on purpose. not to make the game harder or easier, but there is some type of logic behind it as to where to center the pivot of the camera, even though it's a little inconsistent.Originally Posted by whatever00069ms Go to original post
i noticed that leaning left and right doesnt give you lining on the enemy. you have to pre-aim slightly to the side. i dont mind that since i find the ability to aim without peaking cheating, but i also noticed that if i crouch behind a rock and my crosshair is aiming pretty far behind the rock, like on the enemy, than picking up DOES line up with the enemy. but if i am aiming at a the rock itself, than picking up will move the crosshair up from aiming at the rock into aiming at the distance, behind the rock.
I really like this kind of cover system as well, I think Tomb Raider was the first big game to use it and I always hoped it would spread to other titles.Originally Posted by topeira1980 Go to original post
Your suggestions sound well thought out, but it would still just be a partly fix, and probably not as easy to implement as one would hope (new animations and so on).
We`d still be left with the situations where the game just doesn`t know you are in cover.
As far as I know the game was designed without any cover system in mind, and without 3rd-person aiming. Both were a late additions due to feedback.
It would be cool if they could improve it, but I don`t hold my breath. I rather hope for a potential sequel where they would think of those things from the scratch (please don`t go back to some "press button for cover" system Ubi!)