I'm going to construct this response in a way where I lay out a general feeling, then give my opinion on the cause of that feeling. I could be woefully wrong about the cause
Time: Too many games end before they really begin. By this, I mean that most games played seem to end in the T1 stage, with a few glancing at early T2. I think this is a shame, because it means most games the players don't get to use even half of the full spectrum of units. Now, some players are going to jump out and say "This is just because 5k and 10k maps are most commonly played, because they don't take forever", but I counter that what
is is irrelevant, this is about what I think
should be. Yes, that's the reason, but it's not an excuse. I think that even on 5K maps, the game should have a pretty decent chance to hit T2. Obviously if one player vastly outclasses the other, the T1 is going to roll them, but in closer games it still seems to me that T1 is too strong.
Reasons:
T1 can too easily KILL an ACU. Just surround it with 30 tanks and it's game over, and 30 tanks is not a hard number to get. In my head, there's a strong argument for making it very, very difficult to kill and ACU without T2 in the mix.
OC is too strong VS early T2. It takes the decision to be first to break for T2 and turns it from what it should be, a strategic advantage, into a strategic disadvantage for several minutes. It should always be risky to go for T2, but at present I think it's unacceptably high in risk.
T1 spam is easy. Come on, you know it is... You don't need to upgrade Mexes (In fact, it's discouraged!), you just sit your factories on spam and move blobs of units around. Yes, it's possible to be good at it and bad at it, but it's still one of the least taxing strategies in the game. Yet it's the strongest? What...?
Useless Units: Some units are just poor, and this frustrates me. More than that, it's not about a unit being weaker than the same unit of another faction, that is part of faction diversity, it's about units being too situational even at the best of times. Sometimes, it's about otherwise useful units which have a stupidly useless token weapon too. Those frustrate me no end!
Reasons:
Sparky - I bring this up as a success story. It was utterly unused for years. Now it's just right, thanks to numerous small changes over time.
T2 Artillery - Only ever seen as a last-ditch attempt to repel a navy, and even then it just sucks. Some people claim it's too expensive and want to bring the price down, but to me that just makes another T2 PD. No, I'd keep the price high and drive up the power. More accuracy is the biggest thing, more splash too. Damage is fine. I also think that Adjacency from PGens should do more to improve them.
T2 Static Stealth Generators - I think this is mostly because Stealth simply isn't done very well right now. I bet once the discussions have been had and Stealth has been fixed, these will be much better.
Billy - It can be strong. It's normally a waste of resources which loses you the game. I want to see the 30s hard limited rate of fire reduced significantly (The missiles are VERY, no, absurdly expensive. If you have the eco to spam them faster than 30s, you should be allowed to do so). Also, the outer ring damage is stupidly low.
Satellite - Not underpowered as such, but it's in an odd place right now. One or two is worse than useless. Four or five are unstoppable.
Suicide Units - Currently only used for assassinating ACUs really, which is frustrating for the victim when it happens and generally poor gameplay in my opinion. I'd like to see something done to both units which makes it acceptable to use them to take out PGens, Mex, defences or whatever.
Shield Disrupter - Unused. Not sure if it's useless or just overlooked, but something should be done
Aircraft Carriers - Still not used they way they should be IMO. The way they are right now, they should be renamed mobile AA ships, because that's how they are used.
Czar - Subject of some discussion in chat recently. Apparently it's useless but as a big Mercy. I feel that if true, that's a stupid situation.
UEF ACU Nano upgrade - Useless
OP/Annoying units: There are very few of these now, most have been knocked on the head, but a few remain. These are units which are outright too strong, or are not OP but just really annoying to have to stop.
Sera TacPack - OP. If they get close, it's game, it fires too fast at close targets and is nigh-impossible to dodge. Should be made identical to UEF in terms of firing mechanics.
Cybran MML - Annoying. I can settle with Cybran having powerful TMLs that's fine, but the fact that their MML's have the same mechanic, but can be present in far greater numbers, makes them very annoying and very difficult to stop.
RAMBO SCU - OP. No really, these things are beasts.
ASFs - Yeah, I know, we all know... What do do, what to do...
Veterancy The way units instantly get buffed up with veterancy is the biggest problem in the game right now IMO. It's stupid, frustrating to play against, and generally a poor design. There must be a better way.