Red Alert: A Path Beyond brings the exciting storyline and epic clashes from the classic Westwood Studios game, Command & Conquer: Red Alert to realm of first person shooters, with a twist. We've remained loyal to the style and feel of the 1996 classic, while integrating content from its expansions Counterstrike and The Aftermath with a bit of updated history to add to the mix. Built off the W3D engine Westwood Studios built for classics such as Earth & Beyond and Command & Conquer: Renegade finished up in 2001, we help bring the fight to you as you play out your role as any one of a number of infantry classes participating in team-based combat that often involves land, sea, and air combined-arms clashes that just don't happen in any other game. Oh, and did we mention it's FREE?
A screenshot taken from a new accuracy implementation. All infantry weapons can now have independently set penalties (or bonuses) for what you're doing while using them.
Jumping, sprinting, or crouching can all impact the base weapon accuracy.
Left: Jumping
Center: Standing
Right: Crouching
Finally! Crouching during a firefight has a purpose!
Does the accuracy change show up to the other clients or just on your own machine? Not that it really matters, good feature either way.
All clients can see it