Okey, so after getting my hands on the game and playing for a bit, I would advocate for having manual control over soldiers stance, rather then it being automated. I know I argued otherwise before, but I just don’t think cover works properly, as it is now.
Transfering FiraXCOM cover system into PP just didn’t work IMO. half-covers, and fullcovers should have certain expected behaviour - my soldier will stand when if full cover, with an ability to step sideways to shoot. In half-cover, he will crouch, and he will be able to shoot over it. Now, I am learning to use flexible AP to avoid those issues, but I feel like I am figuring out ways to bypass game’s major issues, rather then playing as intended.
The problem is inconsistency. There are plenty of objects which count as half-cover, but actually obfiscate view. There are fullcovers which for some reason don’t allow to step sideways. Why can’t I stand up and side step, when cover obscures view?
Doors are an abomination. Why don’t they stay closed/open? Why don’t they work as they did in FiraXCOMs?
I also notices some weird stuff - like an element which provided two full covers slots on a mission, on the next map spawned not quite alligned with the grid, making one full cover spot with limited view (but decent protection). Is it intended? Should items on the map fit with the grid?
Synedrion’s map are just a complete mess. It feels like assets were crafted without knowledge that the game is grid based. The curvey nature of the design just doesn’t play well with the gameplay. There are also those windows, which you, player can see through, but units for some reason can’t. Bunch of cover doesn’t register as cover, and those that does seem to got it wrong (why are trees halfcover?).
EDIT: I also spotted (and shoot at!) enemies clipping through the walls. So far it seemed to happen in Synedrion maps, with curves being to blame.
Playing with cover, is like fighting camera controls in early 3d Third-Person Platformers. Most of the gameplay revolves around fighting through broken systems. I feel they should have created ballistic system first, and then design around it. As it is, it feels like they took dicebased FiraXCOM design, and implimented ballistic system which just doesn’t play nice with it.