Better Cover System: Gears or R6?

Rainbow Six Vegas
30% (10 votes)
Gears of War
70% (23 votes)
Total votes: 33
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souldaddy's picture
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Have shooters been changed forever? The other night someone told me they were playing through COD3 and they really hated not having a cover system, especially because the AI used cover all the time. That observation stuck with me.

(Who was it, Braehole? Rocky? Sinitar? Too many cool people on GWJ.)

This poll reminds me how important controls are, as essential as weapon balance, loot tables, whatever. There are only 2 triggers on the 360 controller. Press any other button and you have to remove your thumbs from the sticks.

I'll let y'all debate the finer points. I know I like both systems. Gears seems to have the best of all worlds. I hate that I can still stick to all the wrong things in Gears, even after 100+ hours in the game. I also hate that my left hand can turn into a claw after holding that left trigger too long in Rainbow Six.

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I gotta go with Gears, though it is very very close. If gears had the roll button seperate from the cover button it'd be perfect.

Rainbow gives me massive hand cramps from cramming that L Trigger down so much. Plus aiming over and around cover feels a bit too loose for my tastes. Still we're talking very minor differences between the two.

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Edwin's picture
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If I didn't get stuck in Gears so often it would be perfect really.

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I prefer Rainbow Six's way of handling things like rolling the view right around door frames and up, over and down ledges. Gears' restricts you just a little bit more, and I prefer having a button that is ONLY for sticking and nothing else. Saves headaches.

That said, I think both games use the cover controls well for that they're trying to do.

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*Legion*'s picture
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I'm going to vote for Gears.

3 reasons:

1. R6 cover struggles or outright fails on walls that aren't flat. Some doorways have walls that stick out right at the doorway, "blocking" you from actually going all the way to the opening and leaning out.

2. Gears has the SWAT turn.

3. I like not having to cram down the L trigger the whole time.

I think the perfect thing for Gears would be to make the Y button into all the different dives, so that one could dive around without ever accidentally "sticking" to walls.

That one simple change would fix the only real problem with the Gears cover system. Hopefully Gears 2 figures that out.

That said, R6's cover system is one thing about the game that I am NOT disgruntled about.

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I think I'll have to go with Gears too. The cover system on R6 seems to be more complex, but less polished to me. There shouldn't be instances in multiplayer where my guy can't sit still and looks like he's vibrating on the corner, just because my thumbstick is on the verge of leaning out.

On the other hand, I played co-op with my cousin over xbox live tonight and I didn't encounter that problem once. Either I'm getting better at controlling him, or there's differences in executables between the online co-op and the multiplayer. I also started to notice the hand cramping. An additional option to toggle in and out of cover would be nice, ala GR:AW.

Kinda nitpicky, but hey, aren't we GWJers all about higher standards or something?

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Ok, that one vote to RainbowSix was actually a mistake, I didn't check before voting. However, I think we missing a choice: Both games have good and bad with the cover system.

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I've gotta' give a vote to R6. The cover system feels really natural. It's a bit finicky and could use some polish, but I would be pretty happy if the basic system became a new standard (much like Halo defined the basic shooter controls for the x-box). Leaning up or to the side, blind firing, popping out for a couple of quick shots, tossing grenades from cover--all that stuff feels right in R6.

Now if only I could figure out how to get past that room in the Chinese Restaurant. Grrrr.....

The Gears of War system is okay, but its' not as flexible, I don't think it's extensible to other games and the way you automatically cling to cover while running just about spoiled the entire thing for me.

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I vote Gears. If they would let us remap the buttons so the "A" button wouldn't do so much, it would be almost perfect.

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Stylez's picture
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Gears. Swat turn has ruined me.

In fact the whole system gets to be a brutal ballet once you are a ninja with that A button.

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Hemidal's picture
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Gotta go with Gears. I like being able to move to the edge of the door, wall, etc... without rolling around it. Gears, cover is cover until you aim. R6, you're aiming all the time, so cover turns into leaning around the wall too often for me.

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LobsterMobster's picture
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I have a feeling some of you have voted Gears because you haven't played R6!

Personally, I like having to hold the trigger to stay against the wall. It makes me feel, intuitively, that I'm grabbing cover, not that I'm stuck to it. In Gears, in a chaotic firefight you might lose track of whether or not you're stuck behind cover, or whether you've successfully stuck to cover or not. R6, it's very clear; if you're holding the trigger, you're taking cover.

However, SWAT turns and dives and stuff are definitely FTW. I think that ultimately I like the cover system in R6 because it ACTUALLY PROVIDES COVER, instead of just making you a less mobile target.

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Chiggie Von Richthofen's picture

I like it when my decisions translate into what I want to actually be doing in a game so I'm going to have to go with Rainbow Six. There are 12 buttons and two sticks on a 360 controller, not including the guide button. I don't need you to assign multiple commands onto one button when the point of the game is to aim at things and shoot them.

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93_confirmed's picture
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This is pretty much an even debate as they each have their own advantages and disadvantages but I've got to go with R6.

I like Gears because you can actually stay in cover without holding anything down and it only takes a quick button press to move out of over. Also, the SWAT turn is awesome and I really wish Rainbow had this feature. With that said, the GoW system is a bit too restrictive in terms of how much you can stick out of cover and it just seems more rigid than R6.

I like R6 because you move from cover to cover more quickly since releasing the trigger is probably a second or two faster than pressing A in GoW. The R6 system gives more freedom in that you can actually swing into a room while maintaining your position in cover. I also like the way that the characters blind throw the nades while in cover. It just feels slightly more fluid and natural than GoW but stil a tough one to call.

Lag used to be a lot worse back in the day. Hell, it took Jesus 3 days to respawn.

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LobsterMobster wrote:
I think that ultimately I like the cover system in R6 because it ACTUALLY PROVIDES COVER, instead of just making you a less mobile target.

Seems like every time I have full health and they have full health, they're in the open, Im using cover and we're both unloading on each other, enough bullets are soaked up by the cover that Im the one left standing. If I was using blind fire, I'd barely have a scratch.

I haven't played the new R6 so I won't comment on the differences, but I don't think I would want to give up my left-trigger for aiming vs shooting from the hip.

Overall, the Gears control for me is nearly perfect. I can look over cover and spin the camera around to check my 6 without leaving cover. I have several options for leaving cover (move away from it or press A) The left-thumbstick-click doesn't do anything, which is nice. The roadie-run and mobility in cover make for some very fluid combat situations.

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Parallax Abstraction's picture
Location: Ottawa, Ontario, Canada

I was going to saw Rainbow Six and voted for it before reading the thread (I know, I know), but now I would say there's advantages to both. I really don't like how difficult Gears of War makes it to break from cover (i.e. you have to move away from the wall rather than just let go of a button) and how it sticks you to cover, often against your wishes when you're running. However, the rolls and the "pop out" functionality I find much more intuitive. I'd say that if in the inevitable Gears of War 2, they could make the cover "on demand" with a button push and left the rest of it as it is now, they'd have it down perfectly.

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I didn't vote because I really don't think either one is any better than the other. They both have a couple of small flaws and each have their own positives.

When I play Gears I do wish the cover button wasn't the same button you use for diving around, and when I play R6 I always find myself wishing that SWAT turn was in there.

Hard for me to pick one or the other.

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polypusher wrote:
I don't think I would want to give up my left-trigger for aiming vs shooting from the hip.

QFT. I really like that mechanism. It was used in COD and most effectively in GRAW.

I realized the other day that Gears of War is the only shooter I know which is effective at all ranges. GRAW introduced (to me anyway) really fun long range battles, and Gears captures that. Fights on Gridlock and Fuel Depot can easily reach 200 yards, and while it's not quite realistic (GRAW got the natural range of assault rifles correct) Gears gets it pretty damn close. Then there is the medium distances like you find in Masoleum, and then there is the whole hand-to-hand thing which I've never seen done as effectively in other shooters (although it still needs work in Gears).

Rainbow Six is a medium to close range shooter. You are often 10 feet from your enemy. The maps are extremely complex, with lots of cover and avenues of approach. You need to get in and out of cover quickly and smoothly. R6 needs the swat roll, but those GOW flips would feel strange in Rainbow Six.

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Note: I've only played the R6 demo.

I'll say I like Gears more. I was immediately somewhat annoyed that I had to hold the button down just to keep doing what I was already doing (hiding.) You're also less versatile without the ability to jump from cover to cover, or go OVER cover, etc.

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When Souldaddy just mentioned the Mausoleum stage in Gears, it reminded me, how much I love moving between the cover in this stage. When you are moving through the cemeteries, how you can move from cover to cover, its just a work of art.

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ColdForged's picture
Location: Cary, NC

I voted for Gears because that's the game I bought and my world view only functions appropriately when the things I buy are the best at everything ever.

[EDIT: Please note this is not meant to be a slam on the poll, just a console-war haha.]

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Stylez's picture
Location: Ottawa Ontario, Canada

Quote:
its just a work of art.

As it should be. As you get better at Gears of War, you find yourself fluidly moving from cover to cover. I never get stuck to cover "against my wishes" anymore, but I've played way too much of GOW

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Wow, this is a tough question as I like aspects of both cover systems. I'd have to give the edge to Gears because the entire gameplay is built around the cover system. 99% of the terrain is built to allow for cover usage -- Lots of convenient stone blocks and low walls. R6 Vegas feels more like a cover system that was appended to a standard shooter.

There are some glitchy things about GoW MP (e.g. the chainsaw queue, invulnerability during animations) that annoy me, but it is still lots of fun mainly because the cover system and movement controls are so good. And the weapons have a nice balance to them.

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jakeleg wrote:
R6 Vegas feels more like a cover system that was appended to a standard shooter.

That's one of the reason I like R6's better. It doesn't feel like they built the game to show off the cover system. It feels like I'm in a kitchen, which was built to be a kitchen, and I'm trying to use a steel wall stove as cover while I reload. It's not perfect because it wasn't made to be cover and that adds a huge dose of believeability to the game. As far as finding cover in the game, I haven't found a whole lot of stuff in R6V that I can't stick to except objects that are just a little odd, like a grand piano.

Wait, come to think of it, Danjo did find a way to stick to the piano.

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Good points Chiggie. It bothers me that there is no way to take cover against anything other than a perfectly flat object and the fact that it takes too long to hop over an object. They really need to make that movement a little faster and smoother.

Lag used to be a lot worse back in the day. Hell, it took Jesus 3 days to respawn.

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souldaddy wrote:
Have shooters been changed forever? The other night someone told me they were playing through COD3 and they really hated not having a cover system, especially because the AI used cover all the time. That observation stuck with me.

(Who was it, Braehole? Rocky? Sinitar? Too many cool people on GWJ.)

You can take cover in CoD2. It is often a necessity to do so. You just have extremely limited visibility when behind cover because, well, you're behind frikkin' cover! That brings up an interesting aspect of both Gears' and Vegas' cover systems: it's not really taking cover. Sure you character is taking cover, but the point of doing so is to utilize the player's magic third person camera.

I prefer the more old school FPS route where if I look down a hallway and don't see someone peeking around the corner, then they either aren't there or don't know I'm coming. This new fangled, anonymous peek-a-boo system is a nice change of pace.

Having to pick between the two, I go with Vegas because my player does what I want him to do. Besides crazy visuals a lot of Gears popularity is due to it's pick up and play interface. You only really have to worry about one axis at a time and everything is stuck to the A button. Were I a newcomer to console shooters I would find this far less overwhelming. Kings to them!

I see no reason why easier schemes like this shouldn't be the new default configuration, easing newer gamers into the run'n'gun lifestyle. Personally, I want the option to upgrade to the big boy interface for those of us that have been offing Elites for half a decade now. The lack of this feature in Gears leaves me continually frustrated, and even feels a little condescending. They're assuming I couldn't keep track of two whole buttons at the same time.

I feel bad for my team mates who surely must think I've contracted sudden onset Tourettes' Syndrome. Everytime I stick to a surface I curse. That is the purpose of cursing. Gears has necessitated that I create wholly new curse words previously unheard by human ears. Every single time I pop the disc in it takes me more than an hour to re-learn to never dive within six feet of a surface, a significant percentage of the floor space I assure you.

polypusher wrote:
LobsterMobster wrote:
I think that ultimately I like the cover system in R6 because it ACTUALLY PROVIDES COVER, instead of just making you a less mobile target.

Seems like every time I have full health and they have full health, they're in the open, Im using cover and we're both unloading on each other, enough bullets are soaked up by the cover that Im the one left standing. If I was using blind fire, I'd barely have a scratch.

In a firefight between two low accuracy chainsaw guns, yes, this is the case. Trying to avoid sniper fire this is no longer applicable because even without elevation advantage a sniper can spot your unprotected, stationary noggin easily. Cover that doesn't protect me from being sniped is about as useful as a car with no wheels. This and the extremely low maximum turn rate makes this game a sniper's paradise, and all of you extremely lucky that Chiggie didn't buy it.

As to the swat turn, do people really do that in real life? If it were possible in Vegas, every time I successfully swat turned I would wonder why I wasn't SPAS-12'd to death.

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Quote:
Cover that doesn't protect me from being sniped is about as useful as a car with no wheels.

This is why you use a BUILDING for cover against a sniper and not a car with no doors or a 2 foot concrete slab you have to break your back to squat down against. Mastering the ancient art of BeNotThere is pretty helpful too.

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Danjo Olivaw wrote:
You can take cover in CoD2. It is often a necessity to do so. You just have extremely limited visibility when behind cover because, well, you're behind frikkin' cover! That brings up an interesting aspect of both Gears' and Vegas' cover systems: it's not really taking cover. Sure you character is taking cover, but the point of doing so is to utilize the player's magic third person camera.

This is true. However, this compensates for a number of things.

In a video game, you don't have the kind of fine head control that lets you peek up no higher than your eye level to see from outside of cover.

In a video game, you are viewing the game world through a little box. You don't get peripheral vision, true depth perception, etc.

Little "fudges" of reality are helpful and, IMO, often necessary.

When we get to the point of VR head displays that project images onto the retina, allowing for a complete field of vision, things like this won't be necessary any longer.

As long as we're playing games by looking into a 2D box, "reality" will have to wait a little longer.

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LobsterMobster wrote:
I have a feeling some of you have voted Gears because you haven't played R6!

You should check their Live profiles and see.

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*Legion* wrote:
LobsterMobster wrote:
I have a feeling some of you have voted Gears because you haven't played R6!

You should check their Live profiles and see.

That's a really good idea.