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1) Immunity to flanking. If you're up in melee range, it is much easier for your opponent to move units into flanking positions. Since there are a lot of other things that provide this, I don't know if it is a good idea to spend 4 skill points on all-around awareness though.
2) Stagger resistance/immunity or at least avoid having your most important attacks be full-action if you're not stagger-immune. Also, you don't want to be knocked out of melee overwatch.
3) Passive buffs and auras like Sinister Chorus that you don't have to spend your action on.
4) If you're going to be up in melee range it should be for one or both of two reasons: you want to draw all enemy attacks because you can tank extremely well, or you can deal damage so well in melee that you can get one or more kills with every attack.
5) Don't put your support skills like buffing/healing other units on this hero - you won't have the time to spare or be in position to do these things. Once in melee your only jobs should be tanking and killing stuff that gets close.
6) You need to think about your anti-air capability. If your stack doesn't have this well-covered, you may need a tac-op, or your hero will need a secondary weapon, mod, or skill that gives you an anti-air attack.
...
Actually, I got some pretty good mileage out of the Apex mutation from Therians as a melee hero. Gives you a lot of strong tools for a melee character if you're not playing a faction that gets a lot of strong melee vehicles. Even then, it's a mutation to a T4 whereas melee vehicles cap out at T3.
Those are pretty good tips. I will add one more: jetpack for heroes is pretty strong, you can hit 3 flanking attacks in one turn.
In case you dont have access to it, you can use T4 Therieans mutation as someone said before. It has a jump which consumes only 1 action point and leaves you with another one to use. It has no cooldown.
1) If you are going with a melee focused strategy, is it worth taking the Close Quarter Equipment- Commander Loadout, or would you rather keep your commander out of melee range?
2) If you do take it, what other Backgrounds would you pair with it for a melee commander (for example, I usually put Decadent on my melee commanders)?
I always wait till I have some good weapons/mods and skills.
2) I always take "Stubborn" :)
That's right.
Just for clarity's sake, which two are you talking about? Xenoplague and Heritor?
Same question as with Stardustfire:
Just for clarity's sake, which two are you talking about? Xenoplague and Heritor?
/thread
Xeno and Psy both deliver strong self AOE Passives that cry "Melee Range" the ,5 is Voidtech because the Phasing and the 50% Repel Skill, what is much more exploitable with a melee than with a range unit hiding behind some rocks (ok the other type profiting most from the repeal woud be Drivers, but they are not the theme here)
Chaining lightning attacks that apply concussion, heal on hit and fast movement. Coupled with the Assembly Tactical Operation that resets actions points it was able to kill more than half of a stack per turn usually. Then again, i was lucky to get the races and it was very late game.