Just as your arguments look very logical to you and other players, my arguments look very logical to me and to other players. Please a
consider also that Snapshot receives tons of telemetry data on how the game is being played - that’s their primary tool for detecting biases in what tools the players choose to use. The logical assumption here is that the players are not ditching Heavy Armor for Heavies en masse because it’s terrible, horrible, absolutely no good.
Now, to be precise, my argument is that Heavy in Heavy Armor using Heavy Weapons is a viable choice. I can also say that within my particular play style I find it one of the best classes. However, if we are talking about optimised play styles, there is no room there for Heavy Armor at all. If we are talking about OP holes that allow Assaults to clear half or entire maps using Rapid Clearance, forget about Heavies in HA. Or Infiltrators that do double damage with everything, including explosives. If the argument is “why can’t the Heavy be as good as that?”, my response is “the other classes need to be nerfed until they are not so good.”
Yes, it’s definitely a terrible strategy. It would make some sense if you jumped and then WCed a bunch of them (IME melee enemies under WC usually waste their remaining APs).
Jumping in front of an evolved melee Arthon to bash it is suicidal.
Things that make sense to do with Heavies and fast moving, advanced melee enemies: set OW with a HW at very short distance. Also using the Dante on them, if they are close enough. When you have assaults around and the enemy has a shield deployed it, it does make sense to shoot at it with a Hel 2 Cannon, especially with distance under 10 tiles. The advantage of the Cannon is that it doesn’t matter as much where it hits - it will blow away the shield, possible daze the Arthon and the assault can finish it off.
If you invest in the build, yes. It also damages the weapon though. There is an ongoing discussion among players about melee vs bash, and tbh I don’t have a firm opinion on it. I wish that one day melee combat could be more involved with stuff like “engaged” status and “attack of opportunity”, etc., which would add some advantages to melee weapons vs bash.
However, bashing being better than shooting is only true if you are looking at the Heavy as the sole damage dealer, without taking into account synergies from using combined tactics. For example, if I have a Heavy and an Assault facing a Siren, I might use the Heavy to break the armor of Siren’s tail with the Hel 2 Cannon or Deceptor, and then finish her with the Assault. Or if I have a Heavy with a Deceptor and a Sniper with Mark for Death.
Also, whether I want to close the distance with
an enemy, or not is always situational.
If you put yourself in a position where your operative can be hit 3 times by a Pincer and has under 200 HPs (assuming all hits land on the least protected body part, the head, which has 33 armor = 95 - 33 + 95 - 32 + 95 - 31 + 10 [for bleeding next turn]) I’m sorry, but that’s on you . Was there any armor in any X-Com or XCom game that could protect you from 3 melee attacks of an elite enemy?
As I said, it’s a trade off - if you want accuracy, lose the protection offered by the armor. If you want the armor, lose the accuracy. I’m not saying there can’t be minor adjustments here and there, but the general approach looks sound to me.
I’m not sure how you are making those comparisons. SRs have the lowest damage per AP and don’t shred armor, but have the advantage of high accuracy and high damage per projectile. ARs do the highest damage per AP and some shred, but have low damage per projectile. Hel 2 Cannon has the highest damage per projectile in the game, high shred and shock damage, but low accuracy. Deceptor has the highest damage per AP, good shred, but low accuracy.