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Reading the following post completely changed how I play realistic FPS, including RO. See why I may not be using the cover system in RO:HoS...
[url]http://www.smod-tactical.com/forums/viewtopic.php?id=1042[/URL]
Warning: Press "cancel" when it asks for a username and password.
One of the users there is using a forum signature hotlinked from a gears of war site.
Reading the following post completely changed how I play realistic FPS, including RO. See why I may not be using the cover system in RO:HoS...
Shakken said:To answer a question asked several times elsewhere on the forum I present the reason why plus a visual aid.
Diagram A through C show different proximities to cover. The area indicated in red shows the area of vision obscured by cover.
Diagram A Shows the operator leaning on cover to shoot around it. Such close proximity to cover severely limits vision around cover, reducing the area the operator can dominate with his firepower. The proximity to cover not only decreases the operators situational awareness but reduces the space where the user can manipulate his weapon and also does not adequately conceal the position of the operator. In this position the operator's weapon and muzzle flash present visual target indicators. If the operator is leaning against the wall his posture is less fluid and mobile, inhibiting his ability to move in an emergency.
Diagram B Shows the operator further back from cover, this is the preferred distance from cover where the operator's whole body and weapon is shielded by cover. The obscured area beyond cover is reduced allowing the operator to dominate more area with his firepower. At this distance muzzle flash will not be visible beyond the wall. The sound of the weapon fired will also be reflected off cover reducing the enemy's ability to pinpoint the gunfire of the operator.
Diagram C shows the operator pushing further off the wall to increase the area of domination. All the benefits of position B still apply. As long as the player keeps a fluid position the proximity of cover can be varied to either maximize awareness or protection as necessary.
Diagram D demonstrates how when cover is crowded, the operator cannot see the enemy but the enemy can certainly see the operator! The exposed weapon is a dead giveaway for the operators position, which an unseen enemy can either fire upon or in this case flank around the operator.
Additional concerns on crowding cover;
- Cover isn't always an uncomplicated brick wall. Weapons and equipment can get hung up on cover.
- Cover sometimes has apertures in it at varying heights. If you are crowding cover this makes them difficult to shoot through and easy to be shot through.
- Bullets ricocheting/tracking cover can reflect into an operator leaning on it.
- Explosive weapons can detonate on a piece of cover the operator is leaning on.
- Impacts on cover can generate secondary fragments that can distract/injure/kill the operator.
- Weapon moving parts assemblies that make contact with cover can cause the weapon to malfunction. (Handgun slide assemblies, charging handles, etc.)
- Leaning on cover reduces the fluidity of the postures that can be employed from behind cover. Whether they be leaning out or shooting rolled out from prone.
- Consider if you will the possibility that the thing you are using as cover may occasionally be ON FIRE covered in SHARP STICKS or the EBOLA VIRUS.
- Leaning up on cover, to shoot you need to turn the corner, raise the weapon, aquire the target, aim and pull the trigger. When all you really need to do is aim and pull the trigger.
In summary;
- Cover is cover as long as it stops bullets. You do not have to be touching it. You should NOT be touching it.
- The further away from cover, the larger the sector of domination.
- Crowding cover gives away your position and makes your life unnecessarily complicated and difficult.
- Extremely close proximities to cover are the exception, not the rule.
- Crowding cover has limited practical benefit.
- 'Cover systems' are retarded.
- Don't crowd cover!