It has been a long and challenging period during which we developed the PTE version.
Our goal was to balance the different branches of units in terms of lethality and shift some of the effectiveness from non-contact combat methods (artillery, cruise and ballistic missiles) to more direct and spectacular ones—infantry, tanks, and IFVs. Our goal was not to nerf or weaken units, but to adjust their behavior via a timer—that is, to reduce the average number of missile and artillery strikes per match, giving players time for ground combat operations. We used the same approach in adjusting airstrikes for planes. As a result, even in match history, we see a more even distribution of destroyed enemy units across all troop types. We also tried to minimize the number of unused units, bringing the overall balance of mechanics closer to the most realistic behavior. We also significantly improved the ergonomics and potential of some mechanics - more on that later. A small part of these improvements has already been integrated into the main version of the game in a recent patch.
We have achieved significant success (in our opinion) and would like to test this in an open beta on April 22. After the beta completed, we will release a major gameplay patch (shortly thereafter) and continue refining the game in terms of gameplay and balance.
We’re also excited to show you a new unit that has arrived from our 3d model factory.
Thank you for your faith in the project and for your patience!