Cover (EU2012): Difference between revisions
→Flanking: removed repeated info that is covered in infographic and shorten |
No edit summary |
||
| Line 1: | Line 1: | ||
{{tocleft}}[[File:Cover.png|thumb|100px|right|[http://www.ufopaedia.org/images/b/b3/Cover.png Click here to enlarge].]][[File:flanking exception.png|thumb|100px|right| | {{tocleft}}[[File:Cover.png|thumb|100px|right|[http://www.ufopaedia.org/images/b/b3/Cover.png Click here to enlarge].]][[File:flanking exception.png|thumb|100px|right|A notable exception to the cover/flanking rules, which could possibly render the last example of the prior infographic incorrect: If a unit does not have a direct shot and is inline with the enemy that has only side cover as shown, despite the cover line dividing the attacking position from the target position, the game considers it a flank.]]In combat, soldiers and aliens can take cover behind objects in the environment to lower their chance of being hit by enemy fire. This [[Gameplay Mechanics (EU2012)|mechanic]] functions automatically as the soldier moves throughout the environment. Whilst in cover the soldier gains a [[Chance to Hit (EU2012)|defensive bonus]] against enemy attacks unless the enemy has [[#Flanking|flanked]] the soldier. Cover is divided into two categories: Low Cover and High Cover. | ||
Highlighting tiles within the map when plotting a move will reveal whether they offer either (or any) state of cover from any given direction. If the cover icons appear as red instead of the usual blue, then the unit will be moving into Flanked Cover, and won't gain any bonus against some or all enemies firing on it. | Highlighting tiles within the map when plotting a move will reveal whether they offer either (or any) state of cover from any given direction. If the cover icons appear as red instead of the usual blue, then the unit will be moving into Flanked Cover, and won't gain any bonus against some or all enemies firing on it. | ||
| Line 24: | Line 24: | ||
==Visibility== | ==Visibility== | ||
When it comes to | When it comes to cover, the peeking tiles count towards the unit's visibility, as if they are simultaneously on all two or three of their initial/peeking tiles, ONLY IF the cover counts towards the target/source of fire. The following images are from Enemy Within and are a complicated demonstration of how cover works, with a possible XCOM bug/exception to boot because it wouldn't be XCOM without an edge case. | ||
<gallery mode=packed heights=250px perrow=2> | <gallery mode=packed heights=250px perrow=2> | ||
Revision as of 19:20, 10 April 2025


In combat, soldiers and aliens can take cover behind objects in the environment to lower their chance of being hit by enemy fire. This mechanic functions automatically as the soldier moves throughout the environment. Whilst in cover the soldier gains a defensive bonus against enemy attacks unless the enemy has flanked the soldier. Cover is divided into two categories: Low Cover and High Cover.
Highlighting tiles within the map when plotting a move will reveal whether they offer either (or any) state of cover from any given direction. If the cover icons appear as red instead of the usual blue, then the unit will be moving into Flanked Cover, and won't gain any bonus against some or all enemies firing on it.
Types Of Cover
- No Cover
A completely uncovered unit on the ground shows no cover shield on the tactical HUD at all. This grants a +50% critical chance bonus for the enemy firing at the target (100% with Second Wave's "Absolutely Critical" option).
- Low / Half Cover (and Flying)
Low Cover is represented by a half shield symbol on the tactical HUD. This conveys a -20% hit chance penalty for the enemy firing at the target.
- High / Full Cover
High Cover is represented by a full shield symbol on the tactical HUD. This conveys a -40% hit chance penalty for the enemy firing at the target. Note that the base aim scores of ALL alien units exceed this by some margin - high cover alone is NEVER enough to ensure you won't get hit. If you can fire at your target, it can fire at you.
At Classic and Impossible difficulties, it's better to try to stay out of line-of-sight of aliens whenever possible (assuming you are not going on Overwatch yourself). When overwatching be aware of what accuracy percentage you are likely to get - it may be better to use the hunker down ability and double your defence bonus rather than risk a 20% shot, especially if can already see the aliens (as they're unlikely to move and trigger overwatch fire if they can just shoot at you instead!). Especially early on when running with rookies sporting low accuracy and carrying weak weapons, it may not be worth the risk.
- Flanked Cover
When flanked, the unit's cover icon will change from its usual colour (light blue for friendlies, red for enemies) to yellow. Enemies only appear flanked when your flanking unit is selected. When firing from a flanking position, the shot is treated as if the enemy has no cover.
- Dual Cover
If a unit is occupying two pieces of ground cover to where it is ambiguous for the attacker which one would count (for instance, low cover in the north and high cover on the west, with the attacker at the north west quadrant), only the cover closest to the attacker applies for their shot, or whichever side of the 45 degree line that the attacker lies on. This can lead to seemingly odd situations where destroying low cover next to your target allows it to take on a high cover bonus instead.
Visibility
When it comes to cover, the peeking tiles count towards the unit's visibility, as if they are simultaneously on all two or three of their initial/peeking tiles, ONLY IF the cover counts towards the target/source of fire. The following images are from Enemy Within and are a complicated demonstration of how cover works, with a possible XCOM bug/exception to boot because it wouldn't be XCOM without an edge case.
-
Left soldier blocked from peeking and out of range
-
Right soldier has LoS albiet incorrectly considered a flank
In the right image, magenta highlights the peeking tile of the Sectoid and right soldier and the black highlights where the units actually lie. With vision being a 17 tile radius and the Sectoid being 18 tiles away, there would be no LoS on the Sectoid directly. However, with the soldier being on the right side of the Sectoid's low cover line, he has LoS of the Sectoid's peeking tile since it's within 17 tiles and therefore has a shot.
The left image shows that the left soldier is on the left side of the cover line, therefore the Sectoid's peeking tile is not activated, making the Sectoid effectively 18 tiles away. Since this is EW, he can not utilize the right tile to peek and activate the Sectoid's cover, since the right soldier is occupying it.
The bug here has to do with the Sectoid shot of the right soldier counting as a flank. The soldier gains LoS from where he is standing, but neither this nor the right tile is a flanking shot. It is possible that the LoS rules and the flanking rules are calculated separately. If so, the game is including the left tile in the flanking determination erroneously. OR, ignoring that a flank would not include the peeking tile, this is actually a demonstration of the shallow angle flank, with the soldier being at max vision with only one tile offset from flanking. In either case, it is likely still a bug in the sense that the peeking tile should not count for flanks.
Finally, if this had been Enemy Unknown, it is likely the left soldier would gain LoS because in EU there is no limitation on other units occupying a peeking tile. Therefore, the left soldier peeks on the right where the other soldier already is, activating the Sectoid cover and getting a shot.
Flanking
Cover only grants a defence bonus if a unit is standing directly next to it and the edge line/plane divides the unit from another. Stepping away will immediately loses this cover bonus even though technically cover is still between the two of them.
It's not possible to bypass cover by firing over it. For example, if an enemy is taking cover at the bottom of a steep cliff edge, putting a unit on the top of that cliff won't grant a flank (even though there's clearly nothing between your gun and the target) - the alien will still be treated as being in high cover. Fortunately the range bonus will typically make up for it. It is possible, however, to flank from a shallow angle (possibly demonstrated in the example above) at side cover, though it is rare considering it usually requires only one tile offset left or right at near max vision range or more, though the exact explanation is not known.
An additional quirk of the system relates to Alloy S.H.I.V.s, which provide low cover to other units. When it involves enemies, the low cover the S.H.I.V. creates by sitting adjacent to the enemy inevitably creates an edge line/plane dividing the two. Intuition would suggest this situation should be treated as a point blank uncovered or flanking shot, but sadly that is not the case!
Finally, be aware that the game will sometimes fail to realize that an enemy unit is flanked, and grant it its cover bonus even though there's no cover between the shooter and the victim (eg, you've just had your Assault unit move directly adjacent to your target). Saving the game and reloading it prior to taking the shot may rectify this in some cases.
Removing Cover
Any missed shot from a Laser or Plasma weapon has some chance of destroying cover (conventional bullet firearms are almost useless), but explosive weapons, ie Grenades and Rockets, are the reliable method of removing cover. Mid to late game when the aliens begin fielding stronger troops, grenades are unable to kill them in a single blast and the strength of grenades then becomes their ability to destroy the nearby environment and remove the target's cover bonus.
Another possibility is using the Assault's Flush ability to force the enemy to leave its cover, though a Flushed enemy will only stand in the open if no other cover is nearby to move in to.
Weapons that do terrain damage can also cause volatile objects like vehicles and gas pumps to explode. This usually does not cause them to stop functioning as cover, but it will do considerable damage to anything using it as cover. Normally the object will visibly catch fire and then explode on the next turn, but if enough damage is done to it it can explode immediately.
Units That Ignore Cover
Some units lack the ability to use cover at all.
With the exceptions of the Civilian and Zombie, all of the above have the Hardened property, which grants them a passive 60% defence against critical hits (100% with Second Wave's "Absolutely Critical" option). Cyberdiscs only have this bonus when in disc form.
Oddly enough, with the same exceptions, they - and even some others - also have innate defence scores, lowering their chance to be hit regardless of their inability to use of cover. In some cases, such as for the agile Chryssalid, this may be expected; for others, such as the bulky Sectopod, not so much.
See Also
| Action System • Movement • Chance to Hit • Cover • Critical Hits • Critical Wounds • Damage • Flanking • Line of Sight • Overwatch • Suppression |