Honestly, I've never ever been able to jump out of stuns on my JPA. What I think is happening is lag playing tricks, and making it appear that he boosts out of it, while on his screen he is going through the whole stun (brief) duration and slamming spacebar to move out of your follow up attack.
It's interesting you say that because the latest hotfix has made the melee experience for me the worst it has ever been, here's a couple of things I've found; Some classes/weapons outright ignore Dbash. Some classes/weapons outright ignore Clangs. Some classes/weapons can roll straight out of "weapon durability breaks". I had none of this before. If this is a server/latency issue then I will likely stop playing until it is fixed. I actually really enjoyed the melee system and this hotfix feels like they have just thrown it out the window.
As OP, I sometimes manaed to D–Bash the attacker and shot short burst at him from my Boltgun. I think that is how things should be. Though I also still realy like the idea of close combat cost stamina, but I cant think of a way how could be implemented without redoing stamina/fuel system.
You bring up a lot of great points and many other ranged players are just as frustrated as you are with the current system. All of the skirmish maps have points in tightly confined areas with numerous entrances and poor LOS to ensure ranged players inevitably end up in melee. I've listed the biggest offenders below with some additional context. Melee Auto Lock This allows players to maneuver in ways they otherwise wouldn't be able to. I've executed a dodge roll behind the player and during their swing lock on adjusts to follow me behind them. If an iframe is executed lock should fail and the player should continue in the direction they were headed. This also allows players to be guided around enemies/obstacles to their target. I had a shield bro body blocking for me as I was decapping a point and the lock just guided the player around the shield bro right to me. This sort of assistance needs to go. Fast Attack Spam Why is this killing me in 2 shots? The speed and distance covered combined with the interrupt and slight stagger seems to be too much. I can unload bolter rounds into a target and they just keep coming, but if I get grazed by a quick attack I am interrupted and slowed? Lunge Distance So we have a gap closer with a stun and massive damage. Why all 3? The range seems excessive especially when you consider the devs said they want melee engagements to be at the 30m mark. A dodge roll and a lunge is all that is needed to bridge the gap from 30m. The gap closer alone should be enough of a benefit without the stun and huge damage. It seems clear at this point the devs want melee combat to the focus of the game (PC/AC being the outliers) and have done everything, but come out and say this. Melee is designed to be successful with little effort at the expense of ranged players. I would suggest bringing it up at the next live stream, but the issue will be ignored just as all difficult topics have been in the past. At least we will get to see new armor skins.
This is the issue I have too and I think many who do not like the current system have as well. Lock on being the biggest for me, essentially, my target can close the distance super fast without loosing site of me for their attack, all the while I am trying to shoot them in bursts, mostly aiming for the head and upper torso. The issue is that I can land a significant amount of hits, but be stunned and felled in two, direct, locked on blows. Each of which breaks my action of defending myself. Removing the lock on and I would be ok with the two and one hit kills. What I can't wrap my head around is how I can hit someone in the head a few times with massive bullets or a meltagun with an AP1 (codex) and they still crush my skull with 1 or 2 hits. I think that is the feeling everyone is having. I am not saying hold to the codex, I am saying there needs to be a blend of the codex and keeping the game flowing for every class. Right now Melee is the preferred method of play. There is a reason for that and we all know what it is.
This isn't fully true though, as a tactical I have d-bashed players, stunned them and FAST ATTACKED with a knife instantly ONLY to clang, resulting in breaking my knife and getting me killed. So no, you don't even ahve enough time to fast attack with a freaking knife during a d-bash stun. You have NO chance of doing ANYTHING when you d-bash players as tactical, it's ridiculous and completely unfair. This again coming from a melee focused player. Wrong is wrong, I don't want free/easy kills as a melee player I want to earn them. It's BS that d-bash provides literally zero benefits in this game.
Stamina + No teleportation attack (curent animu style quick atacks) + Free attack mode ala Space marine (AKA not locked into attack) But I ques we currently live in grim dark future where old games are superior to new games. Eh. ( I mean just look at rpg's deal lord take me back! ALL THAT DECLINE!!!)