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Also, melee can feel bad or difficult to handle because it must overcome the range first. But once you did it's game over for the opponent. Melee is especially good at controlling the battlefield, but only once you managed to engage. That's why mobility mods are especially good for them. But fortunately there are plenty of them : vanguard jetpacks, promethean jetpack, kir'ko tunnels, void tech phase and teleport. But you can also make do with sheer resilience or by disrupting enemy attacks for the first turn.
 
One thing I will say about melee heroes is that they are more about disruption than damage. They need to be very survivable to do their jobs and thus generally use all their mods on that. They also don't do much damage for the first 1-2 turns of a battle.
 
One thing I will say about melee heroes is that they are more about disruption than damage. They need to be very survivable to do their jobs and thus generally use all their mods on that. They also don't do much damage for the first 1-2 turns of a battle.

I'd say this is "mostly" true, but they do end up doing quite a lot of damage once they get the set up. However you do bring a good point, the positioning of your melee hero and knowing when to "melee" is very important. In general you want at least 2 non-melee based "attacks or skills" on your melee based hero. You want a sidearm or grenade or some kind of ranged option, and you also want some kind of support/disruption active skill, equip or mod (at the very least, you can certainly have more).

You want to in many cases, send your melee hero into the fray to do the most damage after the first few turns of battle, when enemy units are hit with CC/staggers, and your melee hero can make the most out of the close quarters engagement. This means that you don't just want to run them directly in, and wait for the opportunity where they will have the most impact. However, having someone standing around doing nothing isn't worthwhile, so you want them to have some options they can use "pre-melee", so that they can be useful for the first 1-3 turns before you set them into the enemy lines.

For mods, I find loadouts that contain 1 mobility mod, 1 survivability mod, and 1 damage mod to be preferable, depending on your faction and secret tech. There are certain skills/equipment that you can get that will change your need for mods (for instance, if you get a mobility skill/equipment then probably don't need a mod), but the point here is that out of your entire skill/equip/mod loadout you want at least 1 mobility option, 1 defensive option, and 1 offensive option, and then you can fill in the rest with what you want to do.
 
Last nights vanguard game had a pretty effective late-game melee hero still, I found Edge and gave it to the Voidtech hero, she did just fine as cleanup.
Vanguards get Stagger Resistance from a early mod. I found that SR really is mandatory for melee heroes. Getting staggered out of overwatch or into 0 actions can be a death sentence.

Also the Vanguard had decent skills for "tanking". And a melee hero will do a lot of that.

Huh, for some reason I thought Agile Overwatch excluded melee. I wonder why I thought that? Still would be handy for various melee weapons to come with it so that it wasn't locked to one faction.
It never even occured to me that it might apply. If I end up in melee range, it was usually because I used all my actions to attack.
And it is not likte there even is a Overwatch action to trigger.

I find voidtech and celestian tech to be very good for melee. Xenoplague probably is too. And I think psynumbra can do something as well.
Celestian got the Remorse Damage Shield Skill/mod and stagger resistance mod.
Psynumbra got that "Despair Aura" debuff.
Voidtech got "pass through obstacles" - wich helps with getting into range - and some vehicles/weapons.
Synthesis - I dislike it and I see nothing helpfull in there, but it has this one mod that sounds like it is a revive mod without "once per battle" rule.
Xenoplague has a T2 melee weapon with Pustules. And a lot of healing skills.
With Promethean, I can not really see it. Maybe via the melee counter mod and selfheal? Shortrange Ranged attacks is more their "thing".
 
had a really amusing combo on a game with promethean secret tech: the Smelter Sword hits in an aoe in front of the hero for thermal damage. if you have friendly Plasmoids in that arc, it hits them dealing almost no damage but triggering their Lash-back. Resulting in a truely hilarious amount of damage.

as Syndicate you can get stagger resistance by getting another races city either via conquest or settlement. They are low on the tech tree which makes life easy. Or you can go Celestian :p
 
Unfortunately plasma surge kinda sucks. It doesn't have +shields or anything. I dont think it even has (continue). Worst teleport in the game.
 
Yup, Plasma Surge is awful.
 
Just played a game with a voidtech assembly meele commander, started with void blades, eventually got the tier 3 psy spear and then got an "edge" t4 weapon, and it was just disgusting. Was swinging for 30 damage hits x3 a round, with multiple other units refilling ap and martial knowledge means he was able to attack 3-4 different targets a turn (and usually kill them all). If anything survived it was usually mind broken as well.
 
The Counter-Attack skill is available early and prevents counterattack from being cancelled, Plasma Surge still works in combination with either Ruthless Killer or for getting a melee character in position to overwatch, its fine.
 
Not a tech, but Promethean heroes can pick a skill on level up that gives a teleport with damage around the destination.

Unfortunately plasma surge kinda sucks. It doesn't have +shields or anything. I dont think it even has (continue). Worst teleport in the game.

Yup, Plasma Surge is awful.
Plasma Surge is a Full action Teleport.

The Counter-Attack skill is available early and prevents counterattack from being cancelled, Plasma Surge still works in combination with either Ruthless Killer or for getting a melee character in position to overwatch, its fine.
It being okay with Ruthless killer, is more a sign to show how good ruthless killer is.

Promethean has a lesser nanite injectors mod if I remember correctly. And yes the plasma surge is not the best jetpack but definitely worth it to get into position.
It is more like inverted nanite injectors. They work on anything but yourself with a range of 1.
The only heal I know off is the absorption plating.
 
purification still works on yourself. It is actually really good because the cleanse makes your army resistant to a lot of debuff nonsense like flash arrow blinds, infections, poisoning... Cleanses even cure Concussion.