True, but "in a building" vs "behind a wall" is much more readable and intuitive than "In a crater" vs "In a crater, but it's one the mapmaker placed", y'know? Doesn't "building" cover have a slightly different icon to "green" cover anyway, though?
Sure, that'd probably be enough, if it's actually possible to edit these sorts of UI elements. If we're going down that route I'd suggest the yellow shield, but with it being bisected diagonally, be used for "no suppression resistance" yellow cover. Having a gap in it would be a reasonable indicator that it's "worse" than regular yellow cover.
It would probably be cleaner to just have a different colour though.
That's even WORSE, it's not recognisable as cover at all if it's using the "no cover" ui elements!
Probably a good idea, if this is within the scope of the Balance Team. It might be nice to do something sort of similar for player-built green cover too (if Mainlines keep their sandbags), as this would make map cover preferable to player-built cover.
Would going from 45 range to 48 range really make all that much of a difference?
Whatever i suggest is more in the realms of COH3.
The only thing i see possible for COH2 is cutting down suppression recover and suppression modifier from 0.5 to 0.75
Anything from adding, modifying UI or using more type of cover i don't think it's gonna happen.
I still don't think it's confusing that light cover with and without suppression modifiers would be an issue because generally light cover is not good enough to play around when suppression is involved but enough to make frontal push good against MGs.
In case you are curious, the game has a lot of type of covers which are unused. I think all weapons have their profiles made to use them.
They are: Open, Ice, Water, Mud, Team weapon heavy, DefCover narrow, Snow, Deep Snow, DefCover, Smoke, Bunker, Haltftrack Garrison (?), Emplacement and Trench.