the MAC blast has to be buffed for higher damage, due to its low AOE. Right now, I would rather use a Scatter Bomb or Archer Missiles any day to destroy enemy units.
And I feel that Blitz matches's outcomes are decided too easily by what happens at the start of matches, in terms of who gets the higher number of energy drops. Usually, I notice that as long as a team manages to secure the first few energy drops more successfully than the enemy, they get to win the entire match. This is because since they have a higher energy rate, they can spawn more stuff, and thus use their higher number of units to secure even more energy drops, and this just continues the cycle. More energy= higher chances to get even more energy. With more energy to spawn more units, the match just progresses like this, with the richer team using their higher numbers to secure the zones and more energy drops easily. After a while, the match just gets one-sided and proceeds like this until the richer team ultimately wins.
Maybe the energy drops in the game could not all increase energy rate by the same amount, and so with each energy drop the increased energy rates gotten by them get bigger. For example, the first energy drops of a match boost energy rate by 5. The second round of energy drops increase energy rate by 15, and so on.
This makes it so that even though you may fail to secure the first few energy drops, the enemy's energy rate will not be that much higher than you, and as long as you secure a few of the later drops, your energy rate will still be able to catch up to your enemy's rate if you play skillfully enough and fight hard. For example, Team A gets 3 energy drops successfully at the match start and for each drop their rate increases by 5. Their rate will have increased a total of 15 then. However, Team B soon makes a comeback and grabs 1 of the second round of energy drops, and for each drop for the second round of drops the increase is 15. Thus, even though Team B may not have gotten the first few drops at the game's start, because they played harder later on, they could still catch up to their enemy's energy rate without too much time taken. If a system like this was implemented, failing to secure the few energy drops at the start of the game will not be punished as harshly as before, when the enemy would have guaranteed victories just because they would have the higher energy rate to achieve their goals for the rest of the whole match, right from the start.