How much assets in the level give obstruction of view (walls, hallways, overhangs, objects on the ground, etc.). Cover is important to allow players to have the chance to lose people chasing them.
Lots of Cover (Station, Strength)
Average Cover (Tension, Crash)
Low Cover (Refinery, Vigor)
Very Low Cover (Very open map)
Cover
Started by Kedhrin, Apr 27 2012 09:33 PM
9 replies to this topic
#3
Posted 02 May 2012 - 01:49 PM
I am a big fan of pillars to duck behind for cover (like Vigor). What I am not such a big fan of are points of cover on the map where one can peek their head over and snipe with the Nex. This is called "clipping" for those that do not know and can destroy the flow of the game if one were to take advantage of said spots.
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