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'''Cover''' can be anything that has the possibility to stop a fired bullet from hitting the intended target. Cover in RimWorld can be found in several forms. Some examples are: [[Chunk|Rubble]], [[Sandbags]], [[Wall]]s, the [[Saguaro cactus]], and even [[animals]].<br/>
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Cover can be anything that has the possibility to stop a fired bullet from hitting the intended target. Cover in RimWorld can be found in several forms. Some examples are: [[Rubble]], [[Sandbags]], [[Wall|Walls]], the [[Saguaro_cactus|Saguaro cactus]], and even [[animals]].<br/>
 
<br/>
 
<br/>
  
'''High cover''' consists of any wall, constructed or otherwise, which a character can lean around to shoot enemies (if they're standing next to the wall). Any wall counts as high cover, and will stop bullets or other projectiles not just from hitting whoever is taking cover behind them, but prevent them from continuing on to hit anything else. It also blocks explosives.<br/>
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'''High cover''' consists of any wall, constructed or otherwise, which a character can lean around to shoot enemies (if they're standing next to the wall). Any wall counts as high cover, and will stop bullets or other projectiles not just from hitting whoever is taking cover behind them, but prevent them from continuing on to hit anything else.<br/>
 
'''Low cover''' consists of sandbags, rock or slag chunks, trees, bushes, animals, some types of furniture and structures, and virtually anything else that a character can shoot over. Low cover does not provide as high a chance of stopping projectiles as high cover, but it's still far better than nothing, and it allows your colonists to shoot over it whereas a wall could block your shooters' line of sight to target completely.<br/>
 
'''Low cover''' consists of sandbags, rock or slag chunks, trees, bushes, animals, some types of furniture and structures, and virtually anything else that a character can shoot over. Low cover does not provide as high a chance of stopping projectiles as high cover, but it's still far better than nothing, and it allows your colonists to shoot over it whereas a wall could block your shooters' line of sight to target completely.<br/>
 
'''Natural cover''' is anything that can protect you on a newly generated map.<br/>
 
'''Natural cover''' is anything that can protect you on a newly generated map.<br/>
 
'''Artificial cover''' is anything you build; even debris that you move could potentially count as artificial cover.
 
'''Artificial cover''' is anything you build; even debris that you move could potentially count as artificial cover.
  
Cover is multiplied by a factor of 20-100% depending which direction the attack is coming from. Cover works best against attacks coming straight at it, but doesn't work so well against incoming attacks from the sides.  
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Cover is multiplied by a factor of 20-100% depending which direction the attack is coming from. Cover works best against attacks coming straight at it, but doesn't work so well against incoming attacks from the sides. Here's a list of each angle threshold and the corresponding cover effectiveness multiplier in a list - as this doesn't look particularly great in a table:<br>
 
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'''a < 15°''' = 100% effectiveness<br>
[[File:Cover Angle.png|thumb|right|Cover effectiveness on tiles at each angle]]
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'''15° < a < 27°''' = 80% effectiveness<br>
Here's a list of each angle threshold and the corresponding cover effectiveness multiplier in a list - as this doesn't look particularly great in a table:
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'''27° < a < 40°''' = 60% effectiveness<br>
*'''a < 15°''' = 100% effectiveness
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'''40° < a < 52°''' = 40% effectiveness<br>
*'''15° < a < 27°''' = 80% effectiveness
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'''52° < a < 65°''' = 20% effectiveness<br>
*'''27° < a < 40°''' = 60% effectiveness
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'''a > 65°''' = 0% effectiveness
*'''40° < a < 52°''' = 40% effectiveness
 
*'''52° < a < 65°''' = 20% effectiveness
 
*'''a > 65°''' = 0% effectiveness
 
  
 
Cover is additionally less effective at point-blank range: cover's only 33.33% as effective when the shooter is directly in front of the target's cover, and 66.666% if the shooter is 1 tile away from the cover.
 
Cover is additionally less effective at point-blank range: cover's only 33.33% as effective when the shooter is directly in front of the target's cover, and 66.666% if the shooter is 1 tile away from the cover.
 
Sometimes multiple sources of cover also work together to block additional projectiles. For example, shooting at a pawn behind low cover from a diagonal angle will result in 2 units of low cover providing protection at once, each at a reduced efficiency.
 
  
 
{| {{STDT| sortable c_12 text-left}}
 
{| {{STDT| sortable c_12 text-left}}
! Contents: !! High Cover !! Low Cover !! other/unknown
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!Contents: !! High Cover !! Low Cover !! other/unknown
 
|-
 
|-
 
! Artificial Cover
 
! Artificial Cover
|
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| * [[Cover#Door|Door]]<br/>* [[Cover#Walls|Walls]]
* [[Cover#Door|Door]]
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| * [[Cover#Sandbags|Sand Bags]]
* [[Cover#Walls|Walls]]
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| * [[Cover#Buildings|Buildings]]
|  
 
* [[Cover#Sandbags|Sand Bags]]
 
|  
 
* [[Cover#Buildings|Buildings]]
 
 
|-
 
|-
 
! Natural Cover
 
! Natural Cover
|  
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| * [[Cover#Mountain walls|Mountain walls]]<br/>* [[Cover#Saguaro cactus|Saguaro cactus]]
* [[Cover#Mountain walls|Mountain walls]]
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| * [[Cover#Rubble|Rubble]] <br/>* [[Cover#Bushes|Bushes]]
* [[Cover#Saguaro cactus|Saguaro cactus]]
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| * [[Cover#Animals|Animals]]<br/>* [[Cover#Darkness|Darkness]]
|
 
* [[Cover#Rubble|Rubble]]  
 
* [[Cover#Bushes|Bushes]]
 
|  
 
* [[Cover#Animals|Animals]]
 
 
|}
 
|}
  
== Natural cover ==
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See: [[Cover List|complete list of objects that provide cover]]
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==Natural cover==
 
Natural cover is anything that is generated when the map is created, and is almost everything you can find on a newly generated map.
 
Natural cover is anything that is generated when the map is created, and is almost everything you can find on a newly generated map.
  
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Walls provide up to 75% cover, but is heavily affected by direction.
 
Walls provide up to 75% cover, but is heavily affected by direction.
  
=== Chunks ===
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=== [[Rubble]] ===
[[Chunk]]s provide 50% cover.
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[[Rubble]], in the form of rock chunks and steel slag chunks, is littered all over the map and will be used by attackers to gain an advantage over you. You can also use rubble for protection, but the random rubble placement is unlikely to favor you, so it's advisable to use it as a last resort only.
  
They are littered all over the map, in the form of [[Rock chunk|rock]] or [[steel slag chunk]]s. They will be used by attackers to gain an advantage over you.<br>
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Rubble, in combination with a dumping area, can provide a free alternative to sandbag emplacements in the early game when Metal is scarce. Here is how it works:<br/>
You can also use chunks for protection, but their random placement is unlikely to favor you, so it's advisable to use it only during mobile warfare or as a last resort.
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* Create a Dumping zone in the desired shape. (Typically a 1 square thick wall)
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* Designate the desired amount of rubble to be hauled.
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* Wait for the rubble to be hauled.
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* Place Colonists behind the wall for cover during a firefight.
  
Chunks, in combination with a dumping area, can provide a free alternative to sandbag and barricade emplacements in the early game when cloth or solid materials are scarce. Here is how it works:
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Rubble provides 40% cover, while Sandbags provide 65%, so it's advisable that you switch to Sandbags when you can afford them. Enemies can also use rubble to their advantage.
* Create a [[dumping stockpile zone]] in the desired shape (typically 1 square wide).
 
* The dumping zones accept Chunks and Corpses by default, you can choose only the type of chunk you want.
 
* Select chunks on the map using the "Haul things" option in the "Orders" tab of the [[Architect]] menu.
 
* Wait for them to be hauled.
 
* Place Colonists behind this line for cover during a firefight.
 
  
=== Bushes ===
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===[[Bush|Bushes]]===
Bushes provide 20% cover. In general, you'll want to avoid these—especially as they can catch fire very easily.
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Bushes provide 25% cover. In general, you'll want to avoid these -- especially as they can catch fire very easily. In a nighttime fight, burning cover will illuminate anyone standing behind it, painting them as targets for follow-up shots.
  
=== Trees ===
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===[[Saguaro_cactus|Saguaro cactus]]===
Trees provide 25% cover.
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It's a large tree-like cactus with 2 branches. [[Saguaro_cactus|See this page for a picture.]]
  
=== Saguaro cactus ===
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===[[Animals]]===
A [[saguaro cactus]] is a large tree-like cactus with 2 branches. They provide 35% cover.
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A last resort to cover if you have nothing else can be animals. By having animals between your colonist(s) and the attackers, they can actually work as a makeshift barricade (or 'meat shield') by being hit instead of your colonists. Larger animals (eg. [[Muffalo]]) work better for this. However, you shouldn't rely on this, as animals tend to wander off at random. They can, however, become enraged and attack your enemies (or you) if fired upon long enough, so there may be something to it after all.
  
=== Animals ===
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===Darkness===
A last resort to cover if you have nothing else can be animals. By having animals between your colonist(s) and the attackers, they can actually work as a makeshift barricade (or 'meat shield') by being hit instead of your colonists. Larger animals (e.g. [[Muffalo]]) work better for this. However, you shouldn't rely on this, as animals tend to wander off at random. They can, however, become enraged and attack your enemies (or you) if fired upon long enough, so there may be something to it after all.
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'''{{asof|a16]] darkness does not have any visible effect in accuracy.'''
  
=== Pawns ===
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Darkness will not stop bullets (obviously), but it will increase the miss chance of anyone shooting at a target in darkness. When in a firefight, it helps to keep your colonists in the darkness while your enemies are in lighted areas. A good way to use darkness is to build [[Defence_Tactics|bunker systems]] to provide your colonists with walled cover, plus a roof over their heads to keep out stormy weather and unwanted sunlight.
Other pawns can be used to shield your colonist from fire if they are in between them and the attacker. This is a natural shield when going up against a brawler that is backed up by a ranged attacker as their allies will accidentally hit them. Putting one colonist in front of another will also be used as a meat shield for the one behind. A downed pawn can provide cover as long as they're still alive, but once they die they lose the ability to soak up projectiles.
 
  
== Artificial cover ==
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Darkness provides 15% cover.
Artificial cover is anything that you can build. (In a sense, [[rubble]] could be counted as artificial cover after you have moved it, and are using it as cover.)
 
  
=== Sandbags and barricades ===
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==Artificial cover==
[[Sandbags]] and [[barricade]]s are the easiest and cheapest method of protection, offering substantial survivability potential while maintaining maximum angles of fire — great for shooters that need to cover a wide area of approach. U-shapes are good for one character to hide in. Zigzag patterns will allow multiple characters to cover close together, which is handy if you want to focus fire on a few attackers. They can also be combined with walls to provide additional cover from more angles.
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Artificial cover is anything that you can build. (In a sense, [[rock rubble]] could be counted as artificial cover after you have moved it, and are using it as cover.)
  
Sandbags and barricades both provide {{%|{{Q|Barricade|Cover Effectiveness}}}} cover. Barricades differ from Sandbags in that they are made from solid materials such as [[stone]], [[wood]] and [[metals]], while sandbags use [[textiles]]. This allows barricades to be made slightly earlier in game as textiles can sometimes be difficult to find early on, however wood and steel are flammable and not particularly strong. Once stonecutting comes online however, stone barricades are cost effective and fireproof low cover
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=== [[Sandbag|Sandbags]] ===
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[[Sandbags]] are the easiest and cheapest method of protection, offering substantial survivability potential while maintaining maximum angles of fire -- great for turrets and any shooters that need to cover a wide area of approach. U-shapes are good for one character to hide in. Zigzag patterns will allow multiple characters to cover close together, which is handy if you want to focus fire on a few attackers.
  
=== Walls ===
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Sandbags enclosing a turret make a great defensive hardpoint. But make sure to keep the turret repaired, as it will explode when destroyed and can damage nearby characters and structures. A good practice is to leave a 1 [[tile]] gap (or make it a hole with sandbags on the back of the tile too) in the back (most protected side) where a colonist can stand and repair the turret and still be mostly in cover, but be prepared to make the colonist run away when the sparks begin to fly from the turret...
[[Wall]]s can be used as cover as well. Characters will lean around them to shoot. Natural walls work in the same way, and will almost always have more durability than any artificial wall.
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Sandbags provide 65% cover.
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=== [[Wall|Walls]] ===
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[[Wall]]s can be used as cover as well. Characters will lean around them to shoot. Three wall blocks placed diagonally make a great sniper nest.
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Natural walls work in the same way, and will almost always have more durability than any artificial wall.
  
=== Door ===
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===[[Door]]===
A [[door]] can be used as a high cover if it stands alone so a colonist can lean around it.
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A door can be used as a high cover if it stands alone so a colonist can lean around it.
  
=== Buildings ===
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===[[Buildings]]===
 
Most things that you can build can also stop bullets, although they take damage and will eventually be destroyed, catch fire or explode, if not repaired in time.
 
Most things that you can build can also stop bullets, although they take damage and will eventually be destroyed, catch fire or explode, if not repaired in time.
  
 
* [[Battery]]
 
* [[Battery]]
* [[Nutrient paste dispenser]]
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* [[Nutrient_paste_dispenser|Nutrient paste dispenser]]
* [[Geothermal generator]]
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* [[Geothermal_generator|Geothermal generator]]
* [[Comms console]]
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* [[Comms_console|Comms console]]
* [[Solar generator]]
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* [[Solar_generator|Solar generator]]
* [[Mini-turret]] ('''will explode''' in a 3 tile radius if too damaged!)
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* [[Auto-turret]] ('''will explode''' in a 3 tile radius if too damaged!)
* [[Research bench]]
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* [[Research_bench|Research bench]]
* [[Hydroponics basin]]
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* [[Plant_pot|Plant pot]] (needs confirmation)
* [[Stool]]
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* [[Hydroponics basin]] (needs confirmation)
* [[Dining chair]]
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* [[Stool]] (needs confirmation)
* [[Table]]
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* [[Equipment_rack|Equipment rack]] (needs confirmation)
* [[Shelf]]
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* [[Bed]] (needs confirmation, questionable cover)
* [[Bed]]
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* [[Sun_lamp|Sun lamp]] (needs confirmation, questionable cover)
* [[Plant pot]] (low cover)
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* [[Standing_lamp|Standing lamp]] (needs confirmation, questionable cover)
* [[Torch lamp]] (low cover)
 
* [[Sun lamp]] (low cover)
 
* [[Standing lamp]] (low cover)
 
  
== Not cover ==
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==[[Not Cover]]==
The following things ''do not'' provide cover.
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To minimize confusion, see this page: '''[[Not Cover]]''', for things that don't work as cover and you should stay away from during a fire fight.
  
* resources and items that can be picked up (i.e. steel, wood logs, stone blocks)
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[[Category:Gameplay]]
* plants (except for trees, Saguaro cactus, bushes, and raspberry bushes)
 
* minified items
 
* power conduit; power switch
 
* graves
 
* dead bodies
 
* spots (i.e. sleeping spot, crafting spot)
 
 
 
== Full list ==
 
The following expandable table lists all objects that provide cover, sorted by cover effectiveness, then name.
 
<div class="mw-collapsible mw-collapsed" style="width:4.5%">
 
<div class="mw-collapsible-content" style="width:7000%">
 
 
 
{| {{STDT| sortable c_01 text-center}}
 
! Name !! Cover effectiveness !! Hit points
 
|-
 
{{#ask: [[Cover Effectiveness::>>0]]
 
| ?Cover Effectiveness
 
| ?Max Hit Points Base
 
| limit = 500
 
| sort = Cover Effectiveness, Name
 
| order = desc, asc
 
| format = template
 
| template = Ask Table Formatter
 
| link = none
 
}}
 
|}
 
</div></div>
 
[[Category:Game mechanics]]
 

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