PTE Reset Today, 28th Feb
Hello Testers!
we are going to reset the PTE today to test some new world configuration!
It will feature an increased level cap for players and NPCs alike, starting level will be 60!
This iteration will mostly focus on looking at how the game behaves at these increased numbers of costs and endgame gameplay in general.
The downtime will be approximately from 12:00 - 14:00 UTC.
We hope to see familiar and new faces alike on the PTE, there is stuff to break
we are going to reset the PTE today to test some new world configuration!
It will feature an increased level cap for players and NPCs alike, starting level will be 60!
This iteration will mostly focus on looking at how the game behaves at these increased numbers of costs and endgame gameplay in general.
The downtime will be approximately from 12:00 - 14:00 UTC.
We hope to see familiar and new faces alike on the PTE, there is stuff to break

Envision Entertainment Community Liaison
2
Replies
Explanation here: https://forums.ea.com/en/commandandconquer/discussion/239831/role-changes-member-or-new-member#latest
1. In the game choose 2 layouts of similar tiberium and crystal arrangements.
2. Place all the buildings in both layouts that all production rates are equal.
When it comes to actual game, I do this when I multi-account, PTE or not. I just want a opposite faction version of my base, even though it is very time consuming. I really forgot why I didn't want to do multi-accounting.
There is no 'RepairAllPTE' on this version of the PTE!
On the new PTE I mounted my attack to 63+, to recover from the repair it is necessary to resell and buy back his attack. Except that by using this the attack falls back to 60+ see 61
Players doing this to replace repairallpte I understand, but the need is also a side affect of starting at level 60 with only one base (or 13). If you had more resources to create more bases then eventually you'd equal the resource output of players who take years to reach level 60.
Right now after 2 weeks of farming the best power production on the server is something like 22G/h. So at the very least 3 months to get there.
Was this test really intended to take that long or was this a miscalculation?
Because we have 2d12h max repair doesn't mean we can repair a balanced army easily, or quickly because of the cost (especially in power) of upgrading repair buildings the repair time is still high.