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A melee charachter is VERY dependant on his movement stat in order to close the distance. Doesnt matter if you can do a 1000 dmg pr hit if you can only move 1 square pr 2 AP.
Armors come in 2 variants, light & heavy. where Light armor usually have 0 movement penalties and heavy has -0.4 to -1.0. While light usually has an armor value 2 points below heavy armor of the same tier.
So solution is to have a higher SPEED value to increase your movement pr AP and keep using light armor on melee charachters.
"Tanking" is not a massively effective strategy in WL2. Mobility + lethality rules. As the game progresses you will encounter the "capital" enemy units that can shred your party from range if not countered, lobbers (grenades etc, very nasty) and heavy MG (which unlike the player's heavy weapons have a cone AoE effect, nasty). Getting a melee in their face prevents them from unleashing their devastating attacks if you can't kill them outright from range. This adds further value to mobility.
agreed on the ap not making it worth it, getting to cover swiftly is a far better choice than wareing heavy armor.
Ranger difficulty.
Have not really seen a use for it yet...spend my money on guns instead.
and pretty broken if you have like 6 points more
Director's cut allows for a starting trait of +2 armor and a perk for +1 armor and a second perk for +1 armor with heavy armor.
so you could take some heavy armor and push it 4 beyond that. which makes you very durable against anything except energy and explosives.
Without that though, using the heaviest light armor? its usually going to be a couple points within the enemy weapon penetration especially in the LA region and just not a noticable damage reduction over the basic leather jacket so its not worth upgrading your armor (tinkerer gives +1 AP with light armor so I generally wear a leather jacket and take that perk)