Ello, Stickpage.
I've had some problems with some units, recently. And I thought, well, obviously, this is the best place to explain it. Several of them contradict a few ideas from the almighty Tecness, and stuff, so bear with me.
Speartons and Shadowrath
I've always wanted to think these two units were equal to each other. Of course, in a way, they are. Speartons serve as front-line troops that're supposed to be slightly faster than Swordwrath and Archidons to make sure the enemy won't target those two, fragile units first. Shadowrath, at the same time, act as awesome lone-wolf units that can hold out on their own, and can also be a great addition to your army with its awesome Fixate/Fury ability.
But there's just something that sort of, doesn't make them equal to each other. That would be their prices. The Shadowrath are seriously overpriced, compared to Speartons. And I really don't think that should be. This, in my opinion, can be solved in two ways: Making Speartons more expensive, or Shadowrath less expensive. I personally go with both. In my opinion, Shadowrath should cost less gold and less population points, making their prices around 350 gold and 150 mana, while keeping its 25 seconds training time. But the population required to train one, would be lowered to 3. Now, Speartons, should take a *teensy* bit more time to train. Instead of 20, it would be 21. Just to even it out slightly.
This is only my first sermon, so if you're bored now, you have my permission to die--I mean, leave.
Albatross
I've heard people say this unit is underused. They somewhat have a point. I use it often, but not as often as I use Archidons. Mainly because... well, Albatross are supposed to act as support units. They don't do a very good job at that. They're slow, they do high damage and have low health. If you ask me, they're more lone-wolf, "I hate every other race" units.
So what to do? Well, imagine Stick Wars 2 as a movie. You'd imagine Dark Knights pwning Swordwrath, Archidons jumping around a battlefield saying, "HEADSHOT N0OB" (Okay, not really) and Shadowrath assassinating a few Marrowkai. And what would your view of Albatross be? Well, usually they're the guys that always come late, but once you see them, this epic music starts playing which pretty much signifies the fact that the good guys are going to win. Well, I think that's what they should be. Forget Albatross being your support units. Let them be this super-awesome group of warriors that pwn everyone. Basically, aerial Speartons. And no, I don't mean Speartons with mechanical wings, I mean the fact that they pwn everyone. I'd like it if Albatross had good health, instead of those units that get seriously low health by one shot from a Giant. They should still be slow, but also give them good damage.
I heard from Tecness that Albatross should actually have lower health because, "2/3rd of the units in the game can't even hit them." That's correct, but the other 1/3rd beat them up, easily. It's part of strategy. I mean, you're honestly not going to mass Crawlers when someone else is massing Speartons, right? And you won't make a ton of Archidons when you're fighting Magikill. Same thing goes here: You won't mass Swordwrath against Albatross, but you're down-right going to spawn around two Giants to take out the menace. I'm not against any strategy, even massing Giants, since I know I can beat them all up if I get a huge army of Swordwrath with Rage. It's really that simple: Strategy. So how does this relate to Albatross? Well, they're not underpowered, at all. It really depends on strategy, which is why I think the Albatross should, in fact, get increased stats. On a last note, it would be nice if you also lowered their population cost a bit. Instead of 4, make it 3, because I will honestly choose 2 Archidons to one Albatross if so. Then again, if all this, "Make Albatross powerful" thing is accepted, nevermind lol.
Juggerknights
I love these guys! Haha! But I don't like how they're equal to Speartons--as in, exactly the same. I personally think they should get higher damage and higher health, for a higher cost. Say, 450 gold and 100 mana would do? I just don't think they should any unit should be way too similar to another unit. Originality within factions. Oh, yeah, could you make them a bit slower, too? Hehe. I just don't think that huge hunk of armor and equipment should let them be fast.
Oh, yeah, and one more, much smaller issue: Charge. Sometimes, when a Dark Knight uses Charge, he doesn't stop even though he's already hit a unit. I find this annoying. "You already hit 'em! What're you doing? Hey, hey, look! He's stunned! Get 'em, now! Oh, crap, you missed it! Quit running and hit 'em! What the heck are you doing!?" I think, when a Dark Knight has already hit a unit with Charge, he should stop running. I'm not sure if this is just a glitch, but if it is, then here's a good reminder lol.
Giants
These huge things are underpowered and overpowered at the same time. Small Giants have seriously low health, and the big ones have way too much. So, what to do? Give the small guys more health and give the big guys less health. Because, honestly, you can't help but admit that Giants are overpowered when fully-upgraded.
So, that's about it. I'm sorry if you grew bored and fell asleep at my seriously bad jokes on this thread, but nevermind that. Opinions, opinions! Let thee come!
Also, I'm sorry if some of these ideas have already been given a, "no." I lurk around the Forums, but I don't see everything.