First, I think it should be noted we seem to be arguing with different goals. I'm arguing as a munchkin (because that sums me up pretty well), and as such I'm arguing for an absolutely optimal strategy. In contrast, you seem to be arguing as a... what's the word for someone who just wants to roleplay? Roleplayer, I guess? Yeah, that. You have a preconceived idea of what you'd like to play, and want to find out a way to make that playstyle viable.
Plus, as you stated, we've probably got cultural preconceptions. I tend to get irritated when people IRL get their modern combat knowledge from CoD and other video games, as a distressing number seem to do. One of the common symptoms of that is thinking a knife is a practical weapon in urban combat, so I'm naturally prejudiced against the topic.
First, I have a feeling that melee weapons work a little differently than ranged in regards to bonuses/penalties. That an axe does not have a listed bonus does not mean it is inferior in melee to a shotgun - I suppose that, had it really been the case that they use the same rolls, there were some kind of a bonus to differentiate the melee weapons. As they are, they probably don't take into account some in-built range penalties, and thus remain on par.
Click on page three and scroll to the bottom. Aigre shows the rolls for an axe hit, and the axe gets no bonus aside from a skill bonus, and an "aimed at body part" penalty.
Yes, it would be much more logical for melee weapons to have a bonus to melee, and for shotguns to have no bonus or even a penalty, but the way Aigre's running the game it doesn't seem to work that way.
Second, I disagree that "it costs two negative levels". Where a person puts their negative levels is entirely up to them. I took -2 Med instead, and here I am, bleeding out just as certainly as if I had taken up +0 Med instead (with the same loadout, of course). In the end, it comes down to secondary proficiency of the choice (I am not covering dedicated melee experts here - they are a whole different world on their own), and, well, I believe that a case can be made for Melee in non-negatives just as well as for Science or Med or Engineering or Aux (they all have their own specializations, and niche usefulness, and one could argue that an actual ERRANT operative should dabble in all of that and be self-sufficient... but, well, in the end, they all are more or less viable).
Well, to use your own example, would you really be any worse off if you'd taken +2 med rather than +2 melee? Or, better, would you be better off if you'd taken +2 shooting, +1 med, -2 melee? I think so, in both cases.
In the former, you'd be more likely to be capable of fixing yourself, rather than specifically state "don't do anything which would roll med". That
sectoid beta you killed with your tomahawk would have gone down just as well with a shotgun, so you wouldn't have lost anything.
In the latter, you would again not have lost anything, and you might not have blown yourself up with that grenade, so the med would be unnecessary.
Third, I wouldn't say that they cost that much money. As it is, that medium-tier axe costs 300$ - same as a single incendiary grenade, and just a fraction of a full ranged weapon's cost (be it a small arms gun, a rocket launcher, or a machine gun of some kind). In the end, that kind of money, while not completely insignificant, doesn't really matter when one is fitting out their character.
Put another way, that medium tier axe costs 300$ - same as two flashbangs, each of which could disable the entire barricade garrison. Or three smoke grenades, which could blind the garrison and force them to leave cover or sit while we kill their allies. Or six 40mm grenades, each of which could kill half the garrison. Or an M26 shotgun, five mags for it, and 37 slugs for it (each of which could kill an ayy).
It's not much of a cost, but it is a cost. And I don't think a tomahawk is the ideal way to spend that money--greater utilty can be found elsewhere.
Fourth, about damage: This is probably to be expected with an RtD. Still, in these conditions, I'd expect melee weapons to have significantly improved potential as well. So... well, I'd wait for some more data on this, and again, I don't really stress "better damage" of melee weapons. I merely suppose that their criticicals could theoretically be far more expected. (Again, needs more data.)
Well... okay. I agree, we need more data. Melee weapons certainly should impart more energy, and Aigre seems to be deciding damage based purely on joules while ignoring how those joules are imparted, so... Yeah. Melee weapons probably do more damage.
Though, aiming for a headshot grants -1 with both a shotgun and an axe, but the shotgun has a +2 melee and even more bonuses from shooting, so...
Fifth, one thing that I forgot to mention earlier... We are yet to see it (we were promised in the beginning, but I'm not sure whether it'd make it to the final version of the game), but there is supposed to be a morale system in the game. Perhaps, hopefully, it might even apply to some aliens (greys?..) too. So here comes this one more effect of melee weapons: they are terrifying. There is something... psychological about the difference of killing something in melee vs. killing it from distance (which is why, in modern era, military executions have more often than not been conducted via firing squad rather than otherwise (even at times when ammo might have been scarce and important) - I heard that it doesn't really feels like you are killing that person, as opposed to if you had stabbed him to death with the bayonet. But I digressed). So, a melee charge, against an opponent aware and understanding what kind of damage they might cause up close (E.g.: Imagine a large pack of Raptors running down on ERRANT positions. Ain't that a bit terrifying?.. You shoot, you hit, you kill, but they are still running, ohgod theyarerunning... Etc.) can really test their morale. And against superior weapon training and superior firepower, forcing a morale victory like that (flushing the enemy out of their defensive positions, etc.) might really be worth it in some situations.
Okay then. I've seen nothing to indicate any system like that--suppression gives a straight reduction to shooting, with no mind roll--so I don't think it exists. But if it did, that's a slight advantage of melee weapons.
Though, it does rely on you killing an enemy which is viewed by another enemy, and who can therefore shoot you immediately afterward, likely while you're flanked, if they pass their mind/bravery check. Guns don't rely on any of those...
ALSO, I find the concept of a raptor charge scary, but it is no less scary than the concept of being faced with a numerically superior force of foes with high cover. I suppose one's more
immediate, though.
Sixth, as mentioned earlier - melee weapons have great utility. Even if your skill is just situationally applicable (+0), it might just be worth it; e.g. carrying an axe have proved very useful in this mission as a tool for prying up things, even if melee uses are taken aside.
I pried open my elevator with the entrenching tool we all get for free.
So, all in all, I am not arguing that melee weapons trump everything. Quite far from that. But, on the battlefield, I do believe that they have their place, just as Explosives, Medicine, Auxiliary systems have their own. It's niche - Conventional is still the king - but its niche and situational usefulness should not be overlooked.
I still disagree. Explosives can be largely circumvented with shooting through 40mm, though a few specialists are necessary to use C4. Medicine can't be circumvented with shooting at all, though admittedly I haven't tried to alleviate wounds with tactically placed bullet holes. Aux is, as always, completely weird and different and alternatively OP or UP, so it just can't be outright replaced in all roles by shooting (though one could argue it is rendered unnecessary).
Melee is never necessary. Every role it occupies can be replaced by shooting, and shooting will be more effective in that role.
Except for disabling shielded targets. But that's about as niche as you get. Is it worth it to invest a ton of points into something that will help you disable a specific type of very tough target only if you are capable of getting into melee range, while that target is alone, and is unskilled in melee? Rather than improving shooting, which increases your effectiveness against every enemy you'll ever face, including aforementioned tough target, and doesn't have all the little conditionals?
P.S. Oh, right, I'm pretty sure that Str is not universally useful for melee (see: chainsaws), and is not a universally dump stat either (see: throwing grenades (sure, circumvented sometimes with GLs, but that isn't really economical, down to it), bearing a significant load (I understand that it isn't really calculated right now, and, personally, I like it this way, but I'd still expect that in some cases Str might suddenly be taken into account - when GM thinks that you have way too many guns on you, when you are dragging a wounded teammate out of the fray, etc. So yes, I'd recommend not dumping it into negatives for, ah, "combat operators" - and for many melee maneuvers (say, bayonet thrust) just average strength is enough.
I won't discount that strength has its uses, but it is still a very dumpable stat. Adding another penalty to dumping it simply isn't a sound strategy for optimal play--you make your points less powerful.
If you've ever looked at munchkin D&D builds, this gets very apparent. The most powerful D&D characters don't generally stack bonuses--they stack immunities, and abilities which lets them use their high bonuses for more things, like the things they'd normally roll their low bonuses for. It's entirely possible to make a D&D char who never rolls any stat aside from Dex and Will, and gets to use those in place of most other stats.