The Cover System, Explained

MadigariPosted 9/24/2012 9:26:15 PM(edited)
I wanted to make this topic because it seems like a lot of people are finding the cover system problematic. The demo has no real instruction manual for covering (it's not even listed on the button functions during the loading screens), so it's understandable. I'd offer up a demo video of each of the following moves, but I haven't a capture card. Sorry about that. At any rate, here's the cover system in a nutshell (on normal controls):

For Walls/Character Height Minimum Objects (Military Vehicles, Vending Machines, etc.)

- Facing the Wall/Object + Hold L1 = Cover Mode (will cancel on releasing L1)

- During Cover + Analog Left/Right = Move along wall/object

- During Cover + X = Switch between crouching and standing

- During Cover + At a corner of a Wall/Object + Analog towards corner = Aim around corner (hold to maintain aiming, use opposite stick to aim shots, R1 to fire)

- During Cover + At the corner of a single door (double doors, like in Leon's scenario, don't cut it) + X = Open the door from a covered position (helps to avoid surprise attacks from J'avo/Zombies)

- During Aiming + Analog towards Corner + X = Dodge Roll out of Cover

- During Cover + Analog away from Wall/Object = Leave cover in aiming position

For Objects Waist Height (Classroom seating, Professor's Desks, etc.)

- Facing the Object + Hold L1 + Press X = Cover Mode (will cancel on releasing L1, or pressing X again)

- During Cover + Analog Towards Object = Stand and aim above the object (hold to maintain aiming, use opposite stick to aim shots, R1 to fire)

- All other controls are the same as above (except doors, as you must be standing to open a door from cover)

Important things to note about cover:

- You can slide or dodge roll into cover by sliding towards any wall/object and holding L1 down. Even if you slide or roll too soon, you can keep L1 held down and scoot your way into cover, so the object/wall will still provide at least some cover due to your flattened hit box. Sliding is done by sprinting (analog + X), then hitting L1 during the sprint.

- Some objects (such as the back of some military vehicles in Chris's section) have no definable corner from which to aim. You can use these things as cover from bullets, but you can't return fire from them. This is easily the biggest drawback to cover, in that some objects may seem like they have a corner, but won't when you use it as cover.

- You can freely select different weapons during cover. While you can't throw subweapons (such as grenades) from cover, they can be thrown when you go into aiming around the corner/over the object. The aiming isn't saved, though, so you can't adjust your aiming, hide to dodge bullets, then have the grenade drop where you last aimed it. Be careful about that.

Hopefully, this helps people get more familiar with the cover system, as it definitely seems to be important for Chris's and Jake's scenarios.
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Gamertag is Madigari, for both Xbox 360 and PSN.
Of all the things I've lost, I miss my originality the most.
WilHiteWarriorPosted 9/24/2012 9:26:37 PM
Yeah but having to constantly hold the L1 button is a problem for me personally... if it was a toggle it would at least work a little better
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SSJ2_WookiePosted 9/24/2012 9:26:46 PM
Awesome tips thanks for taking the time to explain :D
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stargazer1981Posted 9/24/2012 9:27:00 PM
Sticky requested. You're providing a valuable service to the unwashed masses.
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cheese785Posted 9/24/2012 9:30:24 PM(edited)
Hopefully this will help some people understand the cover mechanics.

I remember seeing someone open a door from cover in some gameplay video, but for whatever reason I never tried it myself. Good to know.

Also, on the waist-high cover, I think you can click the left stick in to sort of "toggle" between aiming and cover. Keeps you from having to hold the left stick. I've only tried it on the Xbox though, so the controls may be slightly different on the PS3.
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SHAO-KhanPosted 9/24/2012 9:28:51 PM
just seems so complex that i wont use it, i didn't use it in 5 either , it should be like Uncharted's cover

- O to enter cover and stay
- aim pops you up from cover to aim your weapon
- action / or button jumps you over cover
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"If we're Evil or Divine , We're the Last in Line" - Ronnie James Dio
SnoopydancePosted 9/24/2012 9:34:37 PM
It's all very convoluted. RE5's simpler method was better. Press a button to enter/exit cover, aim to peek out.
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DuuuDe14Posted 9/24/2012 9:35:44 PM
Like a mix between RSV and Gears. I like it.
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Madigari(Topic Creator)Posted 9/24/2012 9:37:50 PM
The only thing I can think as to why it was made more complex than that is to give people better advantage in positioning (I can't think of why they'd toggle crouch and stand, otherwise).

As in, perhaps certain attacks will miss you if you're crouched versus standing in the full game? I can't find a reason for all the additional buttons in the demo, but I'd imagine there's probably some advantage to it when the full game comes out.
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Gamertag is Madigari, for both Xbox 360 and PSN.
Of all the things I've lost, I miss my originality the most.
Madigari(Topic Creator)Posted 9/24/2012 9:43:06 PM
Oh, nice. Actually, I have to take back my previous post (I'm still playing around with each object and cover). There is somewhat of an advantage to X toggling crouch and stand.

The bleachers in Leon's demo can be used as cover from the sides (I.E., where you can't crawl/slide under them). Standing, you can only use the two tallest parts as cover. If you crouch, however, you can use all three tiers of the bleachers as cover. So, as opposed to only using the bleachers for corner shots, you can crouch, move to the bottom tier, and peek over it to fire shots off.
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Gamertag is Madigari, for both Xbox 360 and PSN.
Of all the things I've lost, I miss my originality the most.