The scarab is meh!
- the condor is meh!
True. But I think they are not intended as standalone units for wiping armies( even though they can ). They are under the category of "powers". I think they are intended as a short term tank / sponge for drawing damage and agro or for forcing your opponent out of certain choke points( till they expire ). They are basically for snowballing once you are winning with a huge army.
Now onto the more imbalanced issues. Scorpions are not cost effective at all. Almost the same goes for wraiths. The tanks both has a base price of a staggering 110 energy... 30 under a vulture which is like the highest tier for non hero "UNIT" cards. But they hit too weak and has no innate special abilities making them unsuitable as damage dealers. As for how health pool goes... They are still pretty terrible cost wise... A marauder, at a mere 70 energy can almost get the job done just as well... If not, throw in a locust too. XD So they need either a health buff ( better damage sponge ) OR damage buff ( I do not recommend. If you over buff them, they will become the dominating trend... again ) OR energy cost reduction ( not a bad option. It will at least be more cost-effective. Tune it to about 80~85 energy would be nice. So at least the marauder can still have some value after tuning ).
The snipers on the UNSC side needs a small buff with their fire rate in my opinion or there needs to be a basic version without cloak at 30 energy. Look, I get the fact that you are trying to emphasize the difference between the two factions' units... Especially when you decided to give the Banished better starting troops and UNSC the "stronger" units. (I don't know why, I feel like you are trying to contradict yourself where you decided to abolish the old and unique ways for teching between the covenant and UNSC and unify them into 1 way... It feels more like you were trying to make them so similar that they feel like just different skins when you did that...). But, I don't care what your card say. That sniper is too highly priced and it is NOT anti-infantry and it most certainly is not worth the price of 3 marine squads. Maybe it might kill 3 of them after the 90 seconds timer for cloak. But, time is just as important of that as a resource in this game and this is stressed since time to kill in this game feels faster than in the first.
Cloaking does not need a nerf. But, Shipmaster's assassin starter is a bit too good in my opinion... 240 energy starting force?(Here is what should be done, either let us decide our own starting force, with restrictions like energy spending and rules like no 3 units of the same type, bonuses like bloodfuel is ignored. Or, rebalance all the starters... make sure they have all the same energy worth. just look at Cutter's phoenix starter. 130 energy?... Or add the energy difference to our starting balance.) But, to counter that, i.e. so we don't have to run around like chickens for the first 90 seconds, because of that deployment fatigue on our detect units and the fact that their detect range is miniscule(seriously, you have to be like right on top of them to detect them... and marauders being so mobile is not helping). Either buff the detection range or give the low cost detect units rush (Don't up their price. I doubt this is a good fix and it will never happen anyway.) or make it so that the cloaked units stays revealed once detected( This will be a heavy nerf to cloaking field though. Personally, I don't want this to happen as someone who has yet to get this card... 20 packs latter... but any other bright ideas?).
I've seen that the controls has been somewhat tweaked and I appreciate that. It is indeed better. I like the tweak with RB for select all. But, there is still a delay with the RT button to cycle through troops selected. The button for fast map scrolling should be LT instead of LB, just like in the first game, given how often it is used in the game, especially with the fast paced gameplay. Should this change be in place, I'd like an option for clicking LB to show hand instead of holding LB down( holding it down just feels blunt out weird ). And also, when the hand is shown LS should still let you scroll across the map to make sure that you won't deploy in the wrong places (This came mostly from my friends. Personally, I don't mind. But their suggestion does sound better though.). Now, to deploy the units, we can either use the X,Y,A,B buttons to deploy on the spot. Now, given how easily we could just play the wrong card, using the RS for card selection could also be a valid choice. In fact, you could even recycle the old menu Cutter used to deploy ODSTs in the first game. Even that feels less clunky...
The following is an extract from my other post about things that should be tweaked...
The way you get cards for Blitz is absurd. Basing everything off RNG means there will be someone who will not have access to certain cards( I WANT THAT CLOAKING FIELD )! This might change when the game releases. But, they should ensure that every pack contains at least 1 card that you do not previously own, if you do not own all cards. After seeing the 'stores' tab in cards, I felt sick... This game does not need micro-transaction, especially if you can just put in a fix as simple as that, to cope with the RNG... If you want more money, work for it. Don't put in RNG grinds as a lazy approach. Make good skins or cosmetic packs, emblems, etc... Just look at League of Legends and the amount of money people put down for that Hextech skin. I don't know how balanced everything will be at release. But, if someone couldn't possible win a match just because they do not own such and such card because of RNG or haven't grinded hard enough. Then there is something wrong with this PAID game. This isn't free to play and sure as hell shouldn't be pay to win.
Now I admit, things could have been better. But as it stands, this game is an improvement over the last one in most regards. The AIs are better. The first game lacked depth and this instalment has more strategic options. The models... Though some said they were not very aesthetically satisfying, personally, I loved the details and the Blisterback firing animation. And the concept for the blitz game mode is pretty neat, despite it being a bit imbalanced and hit or miss. Overall, I think I'm mostly down with the game. But, it needs some more tweaks.