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 Vehicle Damage Zones (view original)
Vehicle Damage Zones
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OmegaBolt
OmegaBolt

Well I like the idea but why would the door be such a weak area? You may as well write 'kick me' on the back. While usually you engage from the front if anyone happens to get behind then it's a huge target.

Surely something like the dome (possibly hard to get a clean hit) or those front wheels would be a better place for red damage zone.

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sting2death
sting2death

It would make sense if the unarmored tesla dome would be red, but I believe its yellow for balance. (This is still a game)

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GOLANX
GOLANX

The Tessla tank is a bit of a glass cannon anyways, i dont recall it being able to take much of a hit and this wont help, and with that damage bonus shrink the door area, mostly only infantry should be able to exploit it, with vehicles it makes things worse

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Description

Some example damage zones for the new version in production.

The following damage bonuses apply when hit by most weapons:
Red: 225% Damage
Yellow: 125% Damage
Green: 100% Damage