Difference between revisions of "Cover (LWR)"

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==Defensive Benefits==
 
==Defensive Benefits==
 
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  '''Partial Cover''': +30 defense and 30% DR
 
  '''Partial Cover''': +30 defense and 30% DR
  
 
  '''Full Cover''': +50 defense and 50% DR
 
  '''Full Cover''': +50 defense and 50% DR
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These represent substantial increases from Long War 1.0.
 
These represent substantial increases from Long War 1.0.
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Smoke also has another important benefit that cover does not have: '''reaction shots will not trigger against units inside smoke'''.
 
Smoke also has another important benefit that cover does not have: '''reaction shots will not trigger against units inside smoke'''.
 
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  '''In Smoke''': -15 aim, +30 defense, does not trigger non-suppression reaction shots, and has no flanked/exposed/point blank crit bonus.
 
  '''In Smoke''': -15 aim, +30 defense, does not trigger non-suppression reaction shots, and has no flanked/exposed/point blank crit bonus.
 
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There are 2 upgrades to regular smoke:
 
There are 2 upgrades to regular smoke:
 
*'''Combat Drugs''': Smoke grenades are infused with stimulants and nanobots that grants +10 will and heal 35% of any damage received while in the smoke (does not work on purely mechanical units)
 
*'''Combat Drugs''': Smoke grenades are infused with stimulants and nanobots that grants +10 will and heal 35% of any damage received while in the smoke (does not work on purely mechanical units)

Revision as of 16:51, 17 November 2020

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Basics of Cover

Cover provides three primary benefits: an increase in defense, an increase in Damage Resistance (DR), and a decreased chance to be critically hit relative to units without cover. Furthermore, cover can obstruct Line of Sight, allowing you to sneak up on enemy pods undetected or avoid being targeted in combat.

Defensive Benefits

Partial Cover: +30 defense and 30% DR
Full Cover: +50 defense and 50% DR

These represent substantial increases from Long War 1.0.

Hunkering down doubles the base defense provided by cover, gives an additional 50% DR and immunity to critical hits, and reduces psionic hit chances by 50%. The officer perk Inspired Tenacity has a similar effect with respect to damage reduction, providing an additional 20% DR that stacks multiplicatively with the benefits provided by hunkering.

A unit that is Exposed (that is, lacks cover) or Flanked (see below) grants opponents +50% critical chance against it. Flying enemies do not provide attackers with this bonus. Hardened targets have a -60% critical chance modifier so even when exposed they are still difficult to land a critical hit on.

Smoke

Smoke can be deployed by throwing a smoke grenade. The smoke grenade will fill designated tiles with smoke (please note the targeting indicator for smoke grenades can be slightly inaccurate) through 2 enemy turns. Any unit within a tile filled with smoke will receive the In Smoke effect.

Smoke acts similar to cover with a few differences. The first obvious difference is that smoke is NOT cover so it does not trigger any abilities that rely on cover (e.g. Will to Survive). However, smoke does reduce aim against units inside of the smoke by 30 and does prevent an exposed critical bonus against them, just like partial cover does. Smoke even prevents the critical bonus from being in Point Blank to another unit. On the other hand, smoke does not provide any damage resistance and actually reduces the aim of units within the smoke by 15.

Smoke also has another important benefit that cover does not have: reaction shots will not trigger against units inside smoke.

In Smoke: -15 aim, +30 defense, does not trigger non-suppression reaction shots, and has no flanked/exposed/point blank crit bonus.

There are 2 upgrades to regular smoke:

  • Combat Drugs: Smoke grenades are infused with stimulants and nanobots that grants +10 will and heal 35% of any damage received while in the smoke (does not work on purely mechanical units)
  • Dense Smoke: Smoke grenades grant an additional +20 defense (+50 defense total) and applies the smoke aim/defense modifications to psionic attacks as well

Line of Sight

Most full cover (not all full cover) has the advantage of breaking Line of Sight for all units on the same plane of elevation. This can allow XCOM operatives to close in on pods that have yet to be activated without provoking them. This can also lead to frustrating scenarios where a random tree can block a sniper from getting a shot on a flying target.

Elevation can effect line of sight: higher elevations can negate the sight-blocking properties of high cover, and lower elevations can make even low cover block line of sight. The latter is most commonly seen in forest maps; in general, two elevations of low cover is equivalent to high cover for line of sight blocking.

Units standing in cover can "peak" around it or "step out" to perform shots or throw items. Generally speaking, any unit in cover who is ordered to attack a target or use an item will automatically "step out" and temporarily move to an adjacent square before firing, if doing so is necessary to gain line of sight on a target. A step out can only be performed if the destination square is unobstructed, with some exceptions, and the step out shot doesn't count as actual movement and so won't provoke suppression or overwatch. For the purposes of line of sight, then, a unit is treated as occupying any square it can get a step out shot on, but this additional square doesn't grant additional attack range.

It's important to remember that while step out shots affect line of sight, they don't change a units sight distance until the unit actually performs the step out shot. If an unactivated pod of aliens is positioned one tile out of vision range, a unit sitting in cover can't see or target them normally, but will activate them if the unit performs a step out attack that brings the unit closer to the aliens.

Negating Cover

Cover only provides it's protection in a specific direction. A unit can be Flanked by moving parallel to or past the cover, which completely removes all benefits provided by the cover for attacks made by the flanking unit as well as granting the attacker a +50% critical chance bonus. Note that cover continues to apply it's full defensive benefit until the unit is flanked, unless the Aiming Angles second wave option is enabled. Furthermore, a unit is granted the benefit of the best possible cover it can apply against a particular attacker, assuming said cover is not flanked relative to the attacker; a unit protected by bi-directional corner cover which is flanked relative to only one of the two directions still can apply the protection of the other direction against attackers and isn't counted as flanked, while a unit not flanked relative to either direction applies the benefit of the better of the two.

Units that trigger reaction fire by taking an action in cover do not benefit from the Defense bonus of cover, but the DR bonus and crit negation effects still apply.

Cover can be destroyed by bullets or explosions, and any unit left without cover is Exposed. Cover is generally a little tougher to destroy than it is in vanilla due to increased health and reworked mechanics; firearms of all types take much longer to destroy cover as they receive a significant penalty to the damage they deal relative to explosives, while the damage falloff explosives suffer based on distance from the origin of the explosion, which was introduced in Long War, mean that they'll no longer reliably blow up everything highlighted in red like they tended to do in vanilla. This can be counteracted by perks such as Sapper, which makes explosives deal triple damage to all cover and destructible terrain, and Tandem Warheads, which removes the damage falloff. Either one is typically sufficient to turn explosives into highly reliable cover destruction tools.

If two units are within 1 tile of each other, they will gain a Point Blank bonus which will act like they are flanking each other (even though they are technically not flanking). Thus, units at Point Blank will bypass cover defense, cover DR, and gain an crit bonus as if their target was exposed (just like if they were flanked).

Finally, many kinds of attacks aren't affected by cover. Anything which doesn't roll a hit chance, like explosives or Suppression, isn't affected by the bonus defense cover provides. And the bonus DR does nothing against attacks which don't roll damage, like Psi Panic or Concussion Grenades. If an enemy is well protected, consider alternate means of attacking them.