Doors vs. sandbags coverage

Started by lux3y, January 02, 2018, 02:14:47 PM

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lux3y

I found out that a door grants 10% more cover then a double row of sandbags (i believe the 2nd layer does not even count at all for cover but it does help for stopping enemy bullets).
Is this normal or am i missing something?

Door cover: http://steamcommunity.com/sharedfiles/filedetails/?id=1254772976
Sandbag cover: http://steamcommunity.com/sharedfiles/filedetails/?id=1254772776
Door+sandbag stacked cover: http://steamcommunity.com/sharedfiles/filedetails/?id=1256202251

Hans Lemurson

Mental break: playing RimWorld
Hans Lemurson is hiding in his room playing computer games.
Final straw was: Overdue projects.

SzQ

Don't say it's making it wrong but you changed distance between shooter and target.


Usually contemplating my personal spacetime reality at
stream

lux3y

I will go and double-check it with different and equal change on range, just a moment

lux3y

Quote from: lux3y on January 02, 2018, 02:40:08 PM
I will go and double-check it with different and equal change on range, just a moment

ok i just tried it and changing his position to being right infront of them directly and to be as far as he can get within targeting range did not alter the "cover" value at all, however the 3 top values do change accordingly, as expected. Cover rate stays exactly the same wich i guess also makes sense as the targeted pawn stays in place and only the shooter/aimer is moving.

SzQ

That's pretty funny. Imagine siege where invaders build doors around your base instead of using sand bags.


Usually contemplating my personal spacetime reality at
stream

Hans Lemurson

I've heard people talking about doors being "great defense" but I didn't realize they gave literal cover, and not just opportunities to pop out and do hit-and-run attacks.

So it looks like being in a doorway doesn't provide cover, but being behind an open door does.

What happens if you make a solid block of open doors?  Can you just stand inside it, have unrestricted line of sight, but be in cover the whole time?
Mental break: playing RimWorld
Hans Lemurson is hiding in his room playing computer games.
Final straw was: Overdue projects.

Shurp

Do the guys you are shooting at get cover too?
(ie, what is the effect of doors other than the one immediately in front of you?)
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

Dashthechinchilla

The door is providing the same coverage as the wall, but without having to stand behind a physical object. Interesting. I always wondered where you have to stand.

TheMeInTeam

Quote from: Hans Lemurson on January 02, 2018, 05:17:42 PM
I've heard people talking about doors being "great defense" but I didn't realize they gave literal cover, and not just opportunities to pop out and do hit-and-run attacks.

So it looks like being in a doorway doesn't provide cover, but being behind an open door does.

What happens if you make a solid block of open doors?  Can you just stand inside it, have unrestricted line of sight, but be in cover the whole time?

Door = wall cover and obeys the same angle restrictions.  The only difference is that you can shoot through.  In the scenario you describe (standing in the middle of 8 open doors) from what Bjorn's videos show you'd indeed have unrestricted line of sight with full cover.  Of course even w/o center door you're paying 200 resources to attain it, if there are no errors in construction, and doors have less HP than alternatives + 0 resistance to melee while open.

The tactical value they offer is still the greater of what you get, but the cover IS nice.

lux3y

So after further experimenting i found this setup wich now gives me cover from the door + from the sandbag, u can see the setup on the blueprints on the side, i am standing in the door next to the walls and the doors infront of it are set to "hold open".
I now have 75% + 13% cover wich is slightly more even then shown on the previous pics where there was no stacking effect.

http://steamcommunity.com/sharedfiles/filedetails/?id=1256202251

Harry_Dicks

Quote from: lux3y on January 03, 2018, 03:44:43 PM
So after further experimenting i found this setup wich now gives me cover from the door + from the sandbag, u can see the setup on the blueprints on the side, i am standing in the door next to the walls and the doors infront of it are set to "hold open".
I now have 75% + 13% cover wich is slightly more even then shown on the previous pics where there was no stacking effect.

http://steamcommunity.com/sharedfiles/filedetails/?id=1256202251

Damn, I'm still confused. So you don't make them stand in the doorway, but behind it?

sadpickle

Why is the cover value different in all three screens? I can see the "Door Stops" is more than sandbag, but the overall cover looks lower? So is it really superior to a sandbag?

Scrabbling

#13
Cover depends on the angle. In the lux3y's last screenshot the shooter isn't standing in a straight line from the target but some tiles to the right. At a certain angle cover values decrease. lux3y found a sweet spot where the door still grants its maximum cover (75%) like at a frontal angle but the sandbag to the right also comes into play (13%). The number above (Cover 22%) is the result of adding up multiple cover values with diminishing returns and substracting that from 100 %, in this case: firstCoverSource + ((1 - firstCoverSource) * secondCoverSource)  = 0.75 + (1 - 0.75) * 0.13 = 0.75 + 0.0325 = 0.7825. 100% - 78,25% = ~22%.

This part is a bit confusing because Cover 22% would be better stated as Cover 78% but in the end this does reduce the shooter's hit chance to 22% of whatever it was before cover was applied. If you check ingame setups you want the "Cover" value to be as low and the "X stops" value as high as possible.

To illustrate the effect of the angle I replicated the setup and changed the shooter's angle 4 times:
https://imgur.com/a/ZLBBI

Edit: I realized I am not exactly sure which sandbag grants the additional 13%. It might not be the one next to the door but one in the row in front of it. You could check easy enough by only building 1 sandbag at a time and checking the result (GodMode recommended).

lux3y

I stand in the doors adjacent to the walls, the doors infront of that (adjacent to the sandbags) are set to "Hold open" all the time.