@Chupup Games - true, but I am not talking purely preference here. I would prefer to use visual scripting, like c2, because I have a much easier time simply glancing and knowing whats going on... mostly because it has little pictures. I like little pictures. I wish I could comment my event sheet and code with little pictures doodled on the side (that's a really good idea - you should be able to assign a picture to a function and the call the function by associating that picture with it... hmmm)... but in the end I can't, and no matter which I prefer to work in, coding, for the specific reasons cited and more, is currently more powerful, and easier (ie... less work) to maintain at a large scale. It doesn't matter what you prefer, you STILL need to be organized, and someone who isn't will find spaghetti code a nightmare too. But honestly, coding is like writing a novel in a text editor, and event scripting is like writing a novel using those little refrigerator magnets. At first, the magnets are easy to use, but eventually you have to start hacking around because there are not enough canned words.
I can handle a large project in construct2... but no matter how you dice it, adding 20 variables still takes more time than coding. That isn't subjective or an opinion, that is fact. I prefer using c2. But I can't justify the time expenditure in a large(complex) project - especially when it comes to me having to also write my own behaviors, because the ones that come with really are no good in the "long" run. I am not generalizing. At the point you HAVE to use code, there is no reason to stay with c2 because it doesn't do you any favors in this department. (once again, sure, you can use an event sheet to do anything, if you are patient enough, but I challenge you to replicate box2d using events... sorry but, but I am not even sure if it would perform! - even replicating the collision detection in mario 3 would be horrendous and that is a cake walk in terms of logic and theory (and sorry, you can't use "push out of solid" either, because that has it's own limitations). Once you end up needing to code in the c2 environment, your preference for event sheets is moot. It doesn't even matter how slow or fast you are at this point because regardless, you are stuck coding (period). ...and (fact) unity has a better coding environment out of the box.
I want construct 2 to be better than what it is. It is fantastic for small projects, okay for middle projects, and tedious for large projects. It has given no concessions for advanced gamemakers... The event sheet needs to be more powerful, capable of being directly scripted, and most importantly, c2 needs to allow editor mods, talking between behaviors, etc... The fact that the platform behavior needs solid to work, that solid is hard coded into core system code, and that you can't touch that... anyway... As I said, this is about trying to objectively say, "C2 can be better, and here is why"...
And no, it's not an unfair comparison... its more akin to comparing ps to sai. Sai has some things going for it that still allow me to pick it over PS in some cases. C2 has some pros going for it that unity hasn't got. And nobody ever said unity was only for big players. I am a one man band, and once you grow past stock behaviors, unity is a better use of time. (which means unity is even more valuable for 1 guy doing everything) And then there is prefabs, which is a whole other story.
If you can do it easy in c2 it basically means it has already been done before (mechanically speaking, of course). Breaking new ground in c2 means using the sdk. If you are using the sdk, then you should probably reevaluate the value of that time and how it can be spent better elsewhere. Also, once I make a new script in unity, I could post it one the asset store if I choose, for free even! You can't really share events though... not like plug nplay style.