Cover-system(s): Pros and Cons

Hagan

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Devs implement cover-systems in their games; have done so or years now, but, is there a CS that like, maybe you favour one over another...

Playing 2 games with cover-systems, very similar in style, but I've noticed something...

I'm growing a little tired of contexually-based cover-systems. Tomb Raider and Far Cry (3 and 4) have a "seamless cover-system"... A 'slip-in, slip-out' system... That, I like more... "Maybe I don't want to take cover behind that explosive barrel 'cause I'm sorta looking at it while proceeding forward and it's slightly off to my right-hand side...".

I want your opinions. Are you big fans of cover-systems, or do you wish they simply do away with that nonsense, as "side-strafing is a skill I'd been honing for years, so why would I want to change it?".

Should have made this a "Pole'd" thread, doesn't warrant it though, simply wish to know others' opinions.

As always...

Lemme know; comment below.

:)
 
I believe it has its place...but it seems like alot of devs at the start were going and adding it to their games just to say they have it...
 
Well taking cover makes sense from a realistic point of view - the problem is there is an abundance of mid-height walls everywhere just for the sake of cover - I prefer it when the cover looks natural or part of the scene and it's not obviously placed for the purpose of there being cover.
 
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