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 is FREE?

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Media RSS Feed Report media Heavy Tank armor allocation (view original)
Heavy Tank armor allocation
view next
Post comment Comments
Foxhounde Sep 28 2014, 9:36am says:

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

+2 votes     reply to comment
Kar98kStormSWE Sep 28 2014, 12:44pm says:

Sneaking up and attacking the back of this thing has always been devastating as the turret does not spin 360 degrees. :-P

+1 vote     reply to comment
Chronojam Sep 28 2014, 4:32pm replied:

For sure! It makes careful positioning really useful for the Allies when fighting Heavy Tanks. The Phase Tank being able to invisibly sneak behind you makes it really nasty, and Light Tanks are just so fast that if you charge blindly ahead they'll shoot you in the rear and make a mess of things.

+1 vote     reply to comment
dodgevipergts Sep 28 2014, 5:33pm says:

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.

+1 vote     reply to comment
Woozle Sep 29 2014, 3:36am replied:

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.

+1 vote     reply to comment
dodgevipergts Sep 29 2014, 11:07am replied:

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.

+1 vote     reply to comment
Jeffman12 Sep 29 2014, 11:46pm replied:

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

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.

+1 vote     reply to comment
Woozle Sep 29 2014, 11:57pm replied:

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

+1 vote     reply to comment
Jeffman12 Sep 30 2014, 11:33am replied:

Rotate them out instead of running them all at once?

+1 vote     reply to comment
Templarfreak Sep 28 2014, 7:51pm says:

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

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only


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.

Image Details
Sep 28th, 2014
Embed (big)
Report Abuse
Report media
Add Media
Members only