To begin this game has a number of balancing issue to begin leader powers. Leaders powers are massively overpowered which i crazy how this got past testing i feel like the blame should go to 343 anyways leader powers can turn the tide of a fight in an instance. For example Isabel mac blast when at level 3 can kill fully upgraded infantry, vehicles, and air. Atriox last ability can do half damage to a tir 3 base and take out two turtens and 3 building or if used on a army will destory the entire army with one blast. Also the recharge on the time on these ablitles to so low that people spam them like a get out of jail free card. Two opitons that can fix this problem is one, make the recharge time on these ability 3 times as long or twice as long or double the cost on powers that can deal damage instantly in order for not to spam them.
Now on to unit balancing
As of right now the main problem that everyone is facing is Andres. Why Anders is such a problem right now is how the sentinals deal instance damage for example when people spam the sentinels 15 of them can instantly melt a base down with little to no time to react base defense do not do anything to them. Also anit vehicles such as the wolverine and the banished anti air can not keep up with the sentinels. Solution either one lower their movement speed to about half in order to give anti air vehicles a fight chance or two increase the cost of each unit to about 380 in resources and 100 in power so that they are less spamy or three Nerf the damage on the unit by letting deal effective damage to vehicles only and not building so that they are not so effective at killing building so fast or four cut their entire damage in half.
Second problem is forge
Why is forge a problem? The reason for this is forge huge advantage in the eco game as of right now people are relying on the jackrabbit rush in order to win game which is easily countered , but the problem is if it fail forge can quickly recover and spam hornets or if he or she is smart will aquire 2 bases while on tier 2 and build snipers call in kodiacts and start shelling your base from afar. A rush is to end the game quickly and easily, but if one fails at a rush they should be on the back foot. With Forge this isnt the case cause he can quickly recover from said rush while going into tier two and out ecoing you. To me this is not balnaced at all a solution could be the “rolling economy” power will lower the cost to build pads and power still,but will not lower the cost to upgrade them which i think is reasonable. Also as i forgot to mention forge is by far the best to rush with jackrabbits so to counter this his power that increase the build rate for vehicles will still apply, but will not apply to the jackrabbit or still apply to the jackrabbit, but the jackrabbit will only receive 50% of the power which i think is reasonable.
Third problem the UNSC triple combo
Now this combo is devastating against any opponent that you against while very effective its not unbeatable, however the problem come when the oppent build mairnes, snipers and cyclopes. Why is this triple combo an issue well for one marines are very effective against air units so it also them deal with air units if they have the rocket lancher upgrade even without it they still deal with air pretty effectively. Now with the marines covering the air the snipers have the infantry which can out range and deal with all infantry threats easliy. Now if the your opponents starts building vehicles against your Marines and snipers ( which mairnes are really good at dealing with warthogs) all you have to build is cyclopes and you pretty much have the game. This combo isnt fun for the opponent or the play because the oppents will have little to no response to this combo. Solution i have no idea how to fix this problem with will be a part of the fourth problem
Fourth Problem Vechiles
As of right now UNSC vehicles are pretty weak against infantry such as marines about 5 marines can take on 2 scorpions or wraiths and warthogs and take on marines at all the grenade ability will completely kill about 3 warhogs. Soluton give the UNSC vehicles a armor buff while making their build times a bit faster this game should see more vehicles play which sadly it doesn’t. For the banished i do not play them lot but again the wraith seems too weak and doesnt see much play.
Fifth Problem Banshined infantry
For starters the elite ranger need a huge damage buff right now it takes about 3 elite rangers to kill a single sniper which i no balanced at all. Solution give the elite ranger a huge damage buff in order to be some what on par with the UNSC sniper. Also give the ranger a upgrade that adds another ranger to the squad and the final upgrade gives them beam rifles which would make them on a even playing field in the late game. Also grunt should get a damage buff to were it should only take about 2 grunts to kill one marine squad which in my opinion seems fair. Also make the ranger tier one as well in order for the banished to have a effective early game counter to the sniper or make the sniper tier two as well.
Well that is what i think will make the game more balanced than what is it right now if i missed anything comment on this so we can get 343 attention.