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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/>
  
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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.  
 
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.  
  
[[File:Cover Angle.png|thumb|right|Cover effectiveness on tiles at each angle]]
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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>
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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*'''a < 15°''' = 100% effectiveness<br>
*'''a < 15°''' = 100% effectiveness
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*'''15° < a < 27°''' = 80% effectiveness<br>
*'''15° < a < 27°''' = 80% effectiveness
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*'''27° < a < 40°''' = 60% effectiveness<br>
*'''27° < a < 40°''' = 60% effectiveness
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*'''40° < a < 52°''' = 40% effectiveness<br>
*'''40° < a < 52°''' = 40% effectiveness
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*'''52° < a < 65°''' = 20% effectiveness<br>
*'''52° < a < 65°''' = 20% effectiveness
 
 
*'''a > 65°''' = 0% effectiveness
 
*'''a > 65°''' = 0% effectiveness
  
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{| {{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#Rubble|Rubble]]  
 
* [[Cover#Bushes|Bushes]]
 
|  
 
* [[Cover#Animals|Animals]]
 
 
|}
 
|}
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See: [[Cover List|complete list of objects that provide cover]]
  
 
== Natural cover ==
 
== Natural cover ==
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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 50% 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 ===
 
=== 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.
  
 
=== Trees ===
 
=== Trees ===
Trees provide 25% cover.
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Trees provide 25% cover. Prior to Alpha 17, they provided 43%.
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===[[Saguaro_cactus|Saguaro cactus]]===
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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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They provide 35% cover.
A [[saguaro cactus]] is a large tree-like cactus with 2 branches. They provide 35% cover.
 
  
 
=== Animals ===
 
=== Animals ===
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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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.
  
=== Pawns ===
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===Pawns===
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.
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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 provide cover as long as they're still alive.
  
== Artificial cover ==
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==Artificial 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.)
 
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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=== Sandbags ===
[[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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[[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.
  
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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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...
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Sandbags provide 65% cover.
  
 
=== Walls ===
 
=== Walls ===
[[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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[[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 ===
 
=== Door ===
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* [[Comms console]]
 
* [[Comms console]]
 
* [[Solar generator]]
 
* [[Solar generator]]
* [[Mini-turret]] ('''will explode''' in a 3 tile radius if too damaged!)
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* [[Improvised turret]] ('''will explode''' in a 3 tile radius if too damaged!)
* [[Research bench]]
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* [[Research_bench|Research bench]]
 
* [[Hydroponics basin]]
 
* [[Hydroponics basin]]
 
* [[Stool]]
 
* [[Stool]]
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* [[Standing lamp]] (low cover)
 
* [[Standing lamp]] (low cover)
  
== Not cover ==
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== Full Cover List ==
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Click to view a full list of things that provide cover, sorted by most effective.
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{{collapse|
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{{#ask:[[Cover Effectiveness::+]]|
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|mainlabel=Name
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|?Cover Effectiveness=Cover Effectiveness (%)
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|?Max Hit Points Base=Hit Points
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|sort=Cover Effectiveness
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|order=descending
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}}}}
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== Not Cover ==
 
The following things ''do not'' provide cover.
 
The following things ''do not'' provide cover.
  
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* minified items
 
* minified items
 
* power conduit; power switch
 
* power conduit; power switch
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* improvised turrets
 
* graves
 
* graves
 
* dead bodies
 
* dead bodies
 
* spots (i.e. sleeping spot, crafting spot)
 
* 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}}
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[[Category:Gameplay]]
! 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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