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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?

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Add media Report RSS Heavy Tank armor allocation (view original)
Heavy Tank armor allocation
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Foxhounde
Foxhounde - - 416 comments

It's amazing what you guys are doing to this game!

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dodgevipergts
dodgevipergts - - 92 comments

One of the greatest things about Renegade IMO was it's arcade-y, 50 shots in the head to kill anyone game play. Adding damage zones just ruins the game. I always think you should either make a game super realistic or super unrealistic, not in between. I haven't play APB for a couple of years now, and stuff like this puts me off from playing again personally.

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Woozle
Woozle - - 2,617 comments

Did you even read the description? This just adds a feature that even alot of super-arcady games have. Besides, if you aren't flanking around and moving constantly as a light tank you are a fool, so this really does not change much. You usually end up shooting at sides and rear of tanks anyway as allies.

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dodgevipergts
dodgevipergts - - 92 comments

I'm sure many so-called arcadey games do have different damage positions, I wouldn't know though never really played many games after about 2002-3. And yes when I used to play 2 years ago I was always flanking with light tanks, but it still doesn't make me like the idea of damage positions.

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Jeffman12
Jeffman12 - - 1,475 comments

@dodgevipergts
Everything made since DOOM uses hitboxes or "damage positions", man.

@Woozle
Actually, I was just thinking they should run three different versions of APB side by side with some diagnostic tools designed to record and report the hit data from the tanks to see if they actually effect player performance.

One of them would be using these new hit zones, one using the old, and one using a single hitbox system. Players don't know which one they're on, people collecting the data don't know which one they're collecting so it's double blinded.

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Woozle
Woozle - - 2,617 comments

Jeff we don't have near enough players for that.

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Jeffman12
Jeffman12 - - 1,475 comments

Rotate them out instead of running them all at once?

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Templarfreak
Templarfreak - - 6,721 comments

Even from this angle, it still looks kinda difficult to hit. =P

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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.