It would be wrong to not reply to the person that revived this thread, as well as specify my view of melee more to the berserker class.
the conditions of my previous post still apply, the suggestions or comments I make here should not be looked at in a vacuum…a lot of things have to change to problematic skills (most of them capstones) in order to make it all work.
-I would not reduce melee AP cost, and actually rework the augment that gives it at the moment.
-I would not change armor break to a damage bonus, I’m far more likely to go with amelee only charge like attack here to bypass the “armor break with a shotgun, AR or LMG” while at the same time giving a closer skill that wouldn’t require multi-classing into assault for the “dash” ability. I think I suggested a single use per turn charge before to replace armor break.
-close quarters combatant is definitely better on an armor, and the engagement idea is actually quite solid but since I would basically give a similar ability to the weapon group “melee weapons” as a whole it wouldn’t do much for the berzerker…with the exception of the enemy AP reduction that is.
-while I agree that ignore pain can be a bit…excessive…with how it works. it is currently an easy to understand ability…as such I would put a really low priority on changing it. not that moving immunity to panic to berzerker training is a bad idea, but I have a different melee focused passive in mind here.
-adrenaline rush does need a rework to make it non-functional with rapid clearance…as such I’d make adrenaline rush drop off all active buffs of the user and prevent the use of WP skills while it is active. it retains its use with heavy weapons, but without the AP recycle or dash support it would be much less of a map sweeper.
for melee weapons as a whole: grant a zone of control buff to the melee weapon user when used…all adjectent tiles are covered, gun-type weapons cannot be fired when in the zone of control (including pistols and shotguns, for panda’s any non melee weapon is a gun type), faction troops or playes can still use tool group (medkit, neurazer) or bash. moving out of or into a tile of the zone of control triggers an attack of opportunity. the amount of attacks that can be made is not limited.
notes:
-bashing is not a melee weapon, and does not trigger this effect.
-the neurazor is a tool group, and does not trigger this effect
-tentacles mutation does trigger this effect
-to avoid the run up blast with a shotgun and then switch to melee, the buff triggers after an attack is made, and only remains in effect as long as a melee weapon is equipped. the buff drops off at the start of the melee weapons using units next turn*.
-auto disables arthron machinegun (and hence return fire) in melee, makes the venom head+grenade launcher+MG arthron combo a viable target. beware however, that the AI might decide that eating a melee attack is worth it to get the guns working again.
-combo with viral and panic allows for “free” attacks…be it that setting this up is slow.
for the berzerker and melee panda’s.
*berzerker training, zone of control is always active if a melee weapon is equipped.
notes:
-this allows zerkers to run up to targets and pin them with zone of control, block doorways/windows by standing next to them or use the shotgun shenanigans, in theory might combine well with sanctuary acids ability to devour armor, as the reaction attack triggers in the opponents turn and zerkers also get handgun proficiency. no other class will have the ability to use melee weapons as reactively as the berzerker can, flicking to or away from them as the situation demands
-this makes melee using panda’s a much greater threat, as they can now body block passages much more effectively. also point blank chiron (with stomper) or siren shotgun lobotomy attempts may end up accidentally turning the tables. also the suicidal run-up of some of the panda’s can be more threatening.
-helps out tritons, even though the triton support melee is relatively weak, it prevents zerker instant triton disable as melee already auto-detects pain chameleon and the triton is the only panda class the relies almost completely on human faction weapons. it allows tritons to at least flail at the berzerker if locked in melee
I’d still have to look into the melee weapon balance as a whole (at the moment, marduks fist is by far the strongest, the other ones should have competitive niche functions…especially the advanced melee weapons phoenix project research)