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:oplinger said:I don't think the real problem is about using a cover system
The problem, at least for me, is the poor implementation of cover based mechanics. They usually have these major flaws for me.
1) Lack of suppression. You can shoot all you want at your enemy, but he will still poke his head out and certain intervals. With the exception of the Brothers in Arms series, which when suppressed they just...poke their head out less and not as far. This ruins tactics when it really does just become like Yahtzee says, a shooting gallery. If they made enemies take cover...I dunno, from bullets that'd be great. You could then pin them, and move around them. Which I think would by itself make cover based shooting much more fun.
2) The cover is obviously placed. You will always have it. You'll always know combat is coming because you can only take cover on certain walls, that are about chest high. Levels end up looking more like cement bank queues than an actual place. I don't think cover should be designed into the level like that. What they should do it design a level that's believable, throw in some furniture or something, and make the player decide where to take cover. Or...maybe just not have cover in a room, so you have to hang out by the door and clear it out for a bit. It would change up tactics per room almost, rather than say...you need to run to that wall, shoot Steve the rent-a-cop, then move up to the next wall to trigger the next wave of security, shoot them all, move up to the next wall. You could make the flow so much better.
3) The lack of the ability to blind fire. Most games with cover tend to lack this feature. I don't think it's because they hate it, or they didn't have time. I believe it's not here because of the AI like in point 1. If you can't suppress enemies, there's really no need to blind fire. I think it could add a lot to a game having both of these.
4) Cover is absolutely necessary. If you come out of cover, the enemy has super accurate weapons, they don't breathe, and they have no heartbeat. They have bionic eyes, and super reflexes. You stop being in cover, ever bullet on this half of the planet is going right for you. I think when you sprint, you should be pretty hard to actually hit. You could use that to your adventage tactically too. (Sometimes it works in games...sometimes it doesn't. For me, more often it doesn't.) The ability to slide and such could be implemented too. (which seems to be coming in some games) Or bring diving back. Strangely getting to cover is pretty well done in the newer James Bond games (Quantum of Solace and Blood Stone)
...Giant wall of text, but that's really how I feel about it. I'd rather not have an alternative (because there aren't many really) I just think the current state of things need to be changed. The only games I think should kinda get noted for doing it properly (not perfect, but passably so) is Brothers in Arms, and Killswitch. Oddly both of them came before Gears of War...
I understand that there will be almost an entire generation now that has seen little else but cover shooters and life regenerating meat walls, but before this current era we had games that operated like this: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.
In the old days it was all about dodging projectiles and trying to keep one step ahead of bullets. Walls were used for cover but you didn't suction onto them and since everyone had fairly high health and head shots weren't one-hit kills it's not like you couldn't flush somebody out of cover. Play a game like Quake 2 and you'll see what I mean man.Owyn_Merrilin said:The other option is high mobility, preferably with somewhat high health as well. To put it in TF2 terms, imagine that everyone is playing as a character that moves faster than the Scout, but has as much health as the Soldier. That was the way the old Arena shooters worked, and it was great.
Kill switch was a surprisingly good game. Cover was often arranged in a fashion that was almost like a puzzle and didn't resort to chest high walls planted here and there for the hell of it. It was a good game, I remember enjoying it when it came out. Had I known it was to spawn a never-ending wave of cover shooters I might have burned down the studio that made it but I am a little surprised killswitch itself never got a sequel.oplinger said:and Killswitch. Oddly both of them came before Gears of War...
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: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.
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.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).
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,...Cranyx said:...the Halo/GoW wall of bullet-absorbing meat?
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.Souplex said:Exactly. That's one of the many reasons why ME1 is better than ME2.Radeonx said:Run and gun, non cover based combat?
And this.Souplex said:What's wrong with Halo superhumanism? It makes games fun!
The thing is, that 'cover based combat' doesn't mean that you can jump behind cover to avoid damage. It means: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.