Torpid wrote:- GM could be equally balanced in a situation where we removed 2for1 reinforce and a situation where we didn't -
I believe this to be false. Let's assume 2for1 saves the IG player 5 req per minute. Firstly, the cost is free, so after 1 minute the IG player is +5 free req, 2 minutes +10 free req and so on up to and beyond 30 minutes = +150 free req. Effectively making the unit cheaper and cheaper until the unit itself is free. How can a free unit be balanced? How can a unit that progressively becomes cheaper and cheaper for no extra cost be balanced? Let's say it comes with a cost of 50/0. Now it's only balanced after 10 minutes. 9 minutes and under and it's UP for 50/0 and 11 minutes or more it becomes more and more OP. It's impossible to balance and this is exactly what makes it a terrible idea.
Torpid wrote:b] the reduction in the pop cost and thus upkeep impact on the GM sarge from 4 to 2.
This would have increased upkeep by 5.1req/minute, reducing the OPness of 2for1 providing free req. But again, if the IG player is +5.1req/minute because of 2for1 and the Sergeant is costing an extra 5.1req/minute, this is balanced. If the IG player is +10req/minute from 2for1 then s/he is +4.9req/minute better off from an ability that
cost nothing. Again, impossible to balance correctly.
Torpid wrote:2) Legacy - It has been this way for the best part of a decade now and it is inherent to the design of the unit and is a very unique feature, one that in the base game is 100% unique, and in elite mod is only shared by the tyranid gaunts. If we can avoid changing it this is a good reason to do so.
I really doubt anyone would care if 2for1 was removed from GM and Hormagaunts. Besides, this is an awful justification for 2for1.
Torpid wrote:Thus I state that both the base cost and the upkeep cost of the sarge should go up.
I'm glad we agree on something. Unfortunately, the method you are using is a kludge.
An interesting thought I had is that the 2 extra GM aren't worth 35/0 each because part of the cost of the unit is its repair ability, and this isn't changed with the addition of more models. Maybe they are only worth 30/0 instead. Interestingly, this means the Commisar model costs 85/20 - 60/0 = 25/20.
25/20 = 140hp, 26.15 melee dps, 15.64 ranged dps. Summary execution ability and 3for1 instead of 2for1. Balanced? Idk tbh. I think the mods could gain a lot of insight by breaking down units and squad leaders into their parts and analysing each part individually and making comparisons across factions.
e.g. Kasrkin Sergeant is a pretty much a Tac with +0.5 speed. Costs 85/20 and is reinforced for full cost. Iirc he's the most overpriced squad leader in the game. Compare to Purifier Justicar:
650hp HInf, 70MS, 37dps power melee, 10.5dps piercing ranged. Silence ability.
Cost?
90/25.