You seem rather sure of your position given that you're willing to argue with Caeltos directly, but I'll try to weight in a bit as well.
_4ut_ wrote:Aspiring Champion its male oriented unit. It has 45 damage per hit and +3 damage broke the game? Perhaps the opinion of those who have lost the game? As if there was not, to us it is irrelevant. GM has not focused on melee.
It's not about whether the squad is focused on melee or not that is relevant. He's saying that an extremely minor change (+3 damage on a unit with already decent melee damage) flat out made them overpowered. What you're asking for is to more than double the Sergeant's melee capabilities. Huge changes like that have long reaching consequences.
_4ut_ wrote:Well, let's take a look at the picture in greater detail. Now we haw 4 serg dmg and 2+2 free gm dmg. 8 dmg for all. If serg dmg will increase to 10, in total it will 14dmg. Its greet male dmg? Not. How it impact on the game? Probably nothing, because GM not melee squad.
Believe it or not, GM squads can already win certain melee fights against other ranged units just due to how much staying power they have. Especially once you get a Commissar upgrade.
Especially especially if you have a reinforcement point nearby.
_4ut_ wrote:Games where IG feels the worst. If in game 1v1 your GM stuck in the melee, and do not retreat, it is dead GM squad. Help them 10 sword against banshee, heretics, sluggaboyz, hormagaunt? No. Maybe it helps against Dire Avenger, without Exarch, and maybe not.
Banshees, heretics, sluggas, and hormas already have a hard time against IG because of how much ranged damage they have to endure just to get into melee, not even counting the amount of stuns/snares/cc abilities being brought out by things like the Sent and the hero. They have to be pretty bad in melee, or those units would be completely useless (debatably, they already are against the Inquisitor). Add in the fact that the Sergeant is a die-last model meaning he will always be doing his damage so long as the squad is alive, and you make his effectiveness skyrocket.
_4ut_ wrote:How can we know this effect without tests? Speculative. I doubt very much that all the players at the IG immediately begin to send their guards in melee to get this ephemeral advantage. Even LC. Execution' ability of the LC its own buf. And he continues to be the weakest IG character in T1.
Because we have precedence for these kinds of things already. As stated by Caeltos, similar, and much smaller buffs have been done in the past with huge impact results. Said buff doesn't have to make them into a full on melee squad to be a big deal. Just think about retreat killing for one example. That extra damage would noticeably increase how effective those squads are at killing fleeing units, which is one of IG's main shortcomings.
I've never understood why people think the LC is weak. I've had him as my secondary commander after the Farseer for a while now, and honestly he kicks ass. Sure he's not as straightforwards as the Lord General or as hard-lockdown as the Inquisitor, but his execution buffs and plethora of support abilities make him an absolute monster.
_4ut_ wrote:Low cost? Compared to what? Perhaps Baneblade. All T1 start squad has same or similar price. Sergant upgrade? Lets calculate.
85rec for 3 units. Guardsmen reinforce cost is 18 for tow now (And we do not forget that this option does not always work correctly, as already discussed above.). 85-18=67rec for 150 hp and 4 dmg. Here's something wrong already. And also do not forget that this is not just an efficient upgrade. This is a inevitable upgrade. Without it, GM simply walking dead. And yet if we consider the case, then we pay 295 reс for normal squad. But this is more than in the rest of the starting units. In 105 more than the same heretics. That still may cut GM melee. But GM can shoot them, if you're lucky or skillful. So again, it is not necessary to bring here LC, his ability is his own ability. While he was the weakest on T1. And such a small buff not prevent him. And then there's need to think about it. Execute guards when they are in close combat, they can`t retreat in time, most often it`s auto wipe him.
Low cost compared to literally every other squad leader upgrade in the game. The Sergeant is 85 rec
0 power which is a massive deal. All the other squad leaders you listed cost power, which in turn delays teching up, T1.5 units, and (in the case of non-die last models) makes them much more painful to replace when they go down.
And what about the upgrades on those other starting units? They cost money too, and most of them have a power price tag attached. IG was long renowned as the only faction which could get away with a power-free T1, and while that isn't as viable anymore given the need for tech units, their squads are still some of the cheapest and most efficient in the early game.
You vastly underestimate how useful the execute ability is.
_4ut_ wrote:So if you have something to say let's continue. Because while all this seems to be the fact that "I do not care at IG." "So everything is good." "This is a OP fraction and for Needless them to change something."
Now you're just being petty. That's not what he said at all. You're asking for a large, needless buff based on nothing else than visuals. You don't have the moral high-ground to stand on here.
_4ut_ wrote:Yes, I calmly accept the fact that this fraction is for advanced players. They are difficult to play. This is normal. I'm not asking to give the guards force weapons and heavy armor. Or do Spotter for free. I just do not understand unreasonably low damage of the sword. That may not greatly affect the game in general. And in fact it affects, it is impossible to know without testing.
Because guardsmen are designed to be bad in melee. They already do a decent job of it come T2 with their Commissar leader, so there's really no need for the buff. Just because something looks like it should work a certain way, doesn't mean it's a good idea balance-wise. Here's some other visual discrepancies made for balance purposes in the Eldar faction alone:
Rangers - Have sniper rifles, but can't one-shot anything bigger than an unupgraded Heretic model. Also carry power swords but deal regular melee damage.
Warlock - Merciless Witchblade deals regular melee damage despite carrying the appearance of a power weapon.
Dire Avengers - Team colored instead of being decorated in the blue armor of their shrine.
Wraithguard - 8 foot tall necromantic kill-bots, but can only punch as hard as a Dire Avenger.
Autarch - Executioner spear does power melee instead of heavy melee like the Banshee equivalent.
I could go on, but I'll leave it at that. Just because something is modeled a certain way doesn't mean it has to reflect that perfectly. The sword is purely for aesthetic reasons and to differentiate him from the normal guardsmen.