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?
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.
There is a newer Medium Tank we're finishing up, but these were needed for testing.
There's a line of green over the red block of weakness, is that on purpose?
Good catch. It's not going to be a big deal since this one is temporary due to the new model.