• Register

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?

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Add media Report RSS Heavy Tank armor allocation (view original)
Heavy Tank armor allocation
embed
share
view previous next
Share Image
Share on Facebook Post Email a friend
Embed Image
Post comment Comments
frenchiveruti
frenchiveruti - - 372 comments

Shouldn't the gas tanks be weak points too?

Reply Good karma Bad karma+1 vote
Jeffman12
Jeffman12 - - 1,475 comments

Those are auxiliary fuel tanks, compared to the T-72 they are optional.

Don't get me wrong, I won't pretend for a second that the Red Alert universe is "realistic", but assuming they were at the appropriate fuel to air ratio to explode as violently as possible, they would not do significant damage to the tank's armor itself as they are not shaped charges or contained in such a way that they direct the force at the tank.

Just looked it up, apparently T-72s also used Diesel, which is not known to be very inflammable, and is used in compression combustion instead of ignition.

Reply Good karma Bad karma+2 votes
Templarfreak
Templarfreak - - 6,721 comments

That weak-point looks really difficult to hit.

Reply Good karma Bad karma+1 vote
Jeffman12
Jeffman12 - - 1,475 comments

I feel like the tread housing should match the mammoth on all of the tanks.

While I suppose it's good practice to attempt managing the tank in such a way to steer into incoming fire than twist away, I don't see it making that much of a difference in the long run.

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Description

Big design and code changes since we first did locational damage. Gone are side/wheel/track minor weakpoints for vehicles. Armored units will now have frontal reinforced/strong points on the hull and turret, with a back-hull weakpoint.

We're trying a 25% damage reduction for strongpoints (blue) and 25% damage increase for weakpoints (red), instead of the more complicated setups we tested earlier.

APB_ICE worked on these new setups.