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报告翻译问题
Bullet sponge tank + ranged/ aoe dmg.
Brawler gets a perk which lets him attack for 1AP, at that point he does 500-600 damage per turn with no crits or lucky actions.
Melee is only useful is you build around it - blunt weapons are only good if you have lots of stun going around for autocrits, but bladed weapons are great period. Since you get a third attack for free for every 2, you can pump out 6 attacks per turn (more with some procs) which ends up being for me currently around 800 damage.
It's true they were pretty weak early on, but once the armor, stats and a couple of perks are there, melee and brawlers are priceless.
PS I also made my melee a serial killer, to cover the ground between targets for free while bashing heads, I heartily recommend it.
I would like to play more with melee characters but the gameplay doesnt really fit to the rest of your team. Btw. i also dont want one of those "cheese builds" with almost unkillable melee that doesnt sound fun.
The Brawler skill increases chance to hit, not damage. Strength increases melee damage. You need both if you want to actually do damage. It is the same for ranged, your weapon skill increases chance to hit and Awareness increases damage.
You also need to make sure you are using the right weapon type. Normal damage (White number damage) does -30% to robots, vehicles, and synths. Energy damage (Purple, Orange, Blue number) deals -30% damage to humans, animals, mutants.
Because of this every character should be carrying two weapons, a normal damage weapon and some kind of energy weapon.
Melee can Ambush too lol.
I don't really think the increased tankiness weights up against the inherent positioning issues and the somewhat lackluster damage. Maybe they would be better if you built your entire party around melee guys. Could be. Though currently, I'm not really seeing it. The only good thing I have to say about my melee guy, is that he can stun -- that's pretty nice.
Putting your melee in the middle just blocks your range in the back, as most encounters benefit from you just sucking them out of their position to you in the other room. I wish they were tanks, that would make them useful, but why bother when you could just make a heavy weapons character? If they fall while fighting your medic is typically to far back to put them back on their feet. You're going to get more dps per turn than a character running mob to mob burning AP.