Take Cover: Difference between revisions

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=== Strategy ===
* Infantry in ''[[End WarEndWar]]'' need cover or buildings to garrison to survive in combat. In fact, engineers are specifically stated to be good against all vehicles in the game, but ''only'' if they're in cover or a building while fighting vehicles.
* ''[[Company of Heroes]]'' has an extensive cover system for its infantry units. The hard counter is, as in real life, grenades, flamethrowers and mortars.
* ''[[Warhammer 4000040,000]]: Dawn Of War II'', from the same studio, is much the same. The additional counters in this case are the assault unit, melee-focused soldiers that can charge the enemy via teleportation, [[Death From Above|jetpacks]], or just utilizing [[Attack! Attack! Attack!]] and cut them to pieces with melee weapons (like [[Chainsaw Good|Chainswords]]), or smashing that cover with heavier units, frequently vehicles. Vehicles can be used in cover also!
** The first [[Dawn of War]] also had a cover system and assault units were also the great counter. That or just dropping an artillery shell on top of the cowering squad.
** For that matter, cover is supremely important in the tabletop version of Warhammer 40K, especially for units with poor armour like [[Redshirt Army|Imperial Guardsmen]].
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* ''[[UFO Alien Invasion]]'' reduces hit probability against creatures behind cover and shows where your shots are blocked (partially or fully) by colouring line of fire. But while for ''most'' weapons any cover is hard, some also have wall piercing property - coilgun is the best at this. And, of course, indirect fire can circumvent the cover, though it's much less useful if there's a ceiling.
* ''[[Emperor: Battle for Dune]]'' introduced dedicated areas of "infantry rock" where infantry could take cover and be safe either from sandworm attacks or being run over by enemy vehicles (this probably being a balancing decision as otherwise infantry would be too underpowered).
* ''[[StarcraftStarCraft]]'' also made it so that [[Geo Effects|certain decorative sprites (trees, outcroppings, etc)]] would grant a defensive bonus to infantry hiding behind/under them.
* ''[[Jeff Wayne's War of the Worlds]]'' allows human vehicles hide in forests, granting a few seconds of protection from Martian fire.
* ''[[Advanced Strategic Command]]'' gives some terrains and terrain objects defensive value. Including those you can build, such as ditches.
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** [[Sega]] incorporated a cover mechanic in some of their side-scrolling games soon after, including the ''[[Shinobi]]'' [[Hack and Slash]] [[Platformer]]s from 1987 onwards, and particularly the [[Stealth Based Game|Stealth-Based]] shooter ''[[wikipedia:Bonanza Bros|Bonanza Bros]]'' (1990).
** [[Capcom]]'s ''[[wikipedia:Code Name: Viper|Code Name: Viper]]'' (1990) was inspired by ''Rolling Thunder'' and used the same type of cover mechanic.
* In the early 2D [[Stealth Based Game]], ''[[Metal Gear 2: Solid Snake]]'' (1990), Solid Snake can take cover from enemy fire using the crouch mechanic, which lets him hide under certain objects or crawl into tight spaces.
** A later 2D ''[[Metal Gear]]'' game, ''Metal Gear: Ghost Babel'' (2000), also implemented the peek-around-the-corner cover mechanic of ''[[Metal Gear Solid]]''. The [[Tactical RPG]] [[Gaiden Game]]s, ''[[Metal Gear Acid]]'' (2004) and ''Metal Gear Acid 2'' (2005), also feature a cover mechanic similar to ''Metal Gear Solid''.
* Several [[Role -Playing Game|RPG videogames]] feature a cover mechanic, including ''[[Live a Live]]'' (1994), the ''[[Boktai]]'' series (2003 onwards), ''[[Metal Gear Acid]]'' series (2004-2005), ''[[Mass Effect]]'' series (2007 onwards), ''[[Valkyria Chronicles]]'' series (2008 onwards), and the 2010 games, ''[[Resonance of Fate]]'' and ''[[Parasite Eve|Parasite Eve: The 3rd Birthday]]''. The upcoming RPGs, ''[[wikipedia:The Last Story|The Last Story]]'' and ''[[Black RockBlack★Rock Shooter (video game)||Black Rock Shooter]]'', will also feature a cover mechanic.
* ''[[Mass Effect]]'' included a cover system where you would automatically stick to walls/waist high crates that you got close to. It was generally effective but could be annoying if you didn't want to take cover and the game decided you did.
** ''[[Mass Effect]] 2'' improved this mechanic by having a get into/out of cover button. Unfortunately, at least on the Xbox 360 it's mapped to the same button as "run" and nothing cuts down your life expectancy quite like getting stuck to a wall when you try to run away from a charging krogan...