"The problem with the lack of a cover system in tactical shooters like COD:MW2 and MH is that by using only crouch/prone and lean you don't have the same level of awareness and immersion that a programmed cover system provides.
When you hide against something, in real life, you can feel whatever you're hidden behind and it's difficult to provide that feeling of actually being attached to cover with only crouch and free movement, the sticky cover feels a lot more natural and intuitive, even if there is still space to evolve.
Wich leads me to my next point, cover, as we know it, is still based on concepts from around the end of the 90's, it's still a latent system, one that still has a lot of ground to cover.There's the possibility of automatic cover that has been implemented in some games (Call of Juarez : Bound in Blood and others) wich tries to predict when players want their cover to be fixed without too much stickiness ; dynamic cover is another possibility since it doesn't constraint you to fixed cover points distracting you from the action, the main problem on most current cover games nowadays (one that GoW iludes so well).
Cover isn't really a necessity on tactical shooters but I believe it to be an evolution, exactly as Rainbow Six Vegas improved when they implemented one in the sequel but, as you say, there's really no necessity to map a button only for it nor does it need to always have a third person perspective (as Killzone 2 shows) , just let the system evolve =)"
When you hide against something, in real life, you can feel whatever you're hidden behind and it's difficult to provide that feeling of actually being attached to cover with only crouch and free movement, the sticky cover feels a lot more natural and intuitive, even if there is still space to evolve.
Wich leads me to my next point, cover, as we know it, is still based on concepts from around the end of the 90's, it's still a latent system, one that still has a lot of ground to cover.There's the possibility of automatic cover that has been implemented in some games (Call of Juarez : Bound in Blood and others) wich tries to predict when players want their cover to be fixed without too much stickiness ; dynamic cover is another possibility since it doesn't constraint you to fixed cover points distracting you from the action, the main problem on most current cover games nowadays (one that GoW iludes so well).
Cover isn't really a necessity on tactical shooters but I believe it to be an evolution, exactly as Rainbow Six Vegas improved when they implemented one in the sequel but, as you say, there's really no necessity to map a button only for it nor does it need to always have a third person perspective (as Killzone 2 shows) , just let the system evolve =)"