Why do I even need an ulterior motive? Dumb is dumb, your comment was dumb, but because it's insulting to you...matching the insulting tone you take with everyone else...you're too blind to see any truth in the words. Which, really, just makes it funnier.
So you say that for beat one melee you need a group of tacticals. Yes, the game is unbalanced in that way.
I have only used insulting tones if you can call typing having a tone, against people who have in a way insulted me. which i find funny that you seemingly know the way I was typing something without actually being in my mind and knowing in which the way I meant it. Seems like you just want to argue and feel like mr right, well you can have it as said im not here to argue nor did I insult him first. You say hes not like that but the first thing he did was insult me. Enough said over this as you only want to try to degrade me.
Sigvald and Grim Reaper! Please just stop. At this point you are only insulting each other. No matter who started throwing insults or who has what attitude, you two are both just derailing the thread to have your little fight. Maybe just stop posting for an hour to calm down, or, if you feel like you can't, please take this to private messages instead!
I'll just say this: 90% of times I die to melee 10% to ranged. I feel like ranged are often underperforming while melee... well we all know.
I see the reasoning but, map balance notwithstanding, since he had to go through the difficulties of getting in melee range, should you be allowed to disengage just by pressing a button twice? You and your opponent both move at the same speed (eldar and MoS chaos being the exception), if even when he gets in your face you can just disengage at will, what's the point? In my opinion, disengage should be possible, but you should work for it. As I said, dodge toward them (ideally to your left), he flies past you in animation lock, you add his lunging distance to your roll, then sprint forward. I'm 100% sure it works, since it's what I used to do against power fist armed opponents before I got clashing generator for power mauls. Let them lunge, run, pistol spam to the face. Of course all this doesn't mean they shouldn't rebalance maps or fix durability damage for successful counters.
Well you say since he had to go through the difficulties of getting into melee range, should I be allowed to disengage. I ask this in counter. Since I saw him at range, should he be allowed to negate all my ranged damage with so much cover, and every cap point being melee range anyways? And, I know you said map balance notwithstanding so I'll also ask to cover that base. Since I saw him at range, should he be allowed to negate my ranged damage with gap closing abilities? Since I saw him at range should he be allowed to disengage from my ranged fire (especially considering most ranged has longer TTK). All things aside. The rolling is the least of my concerns and I'm ok with them waiting on that for last to see if it is really needed. Though as you said, the map problems are the biggest offender with the whole roll disengage thing. Even if you say "map balance notwithstanding", the problem is that the maps are currently in game whether we like it or not, and until we can defend ourselves a little longer, and we have maps that actually make it a challenge for melee to close the gap, then we need a way to disengage like a roll. If they fix the other issues, I'm fine with roll being more geared towards "in the fight actions" instead of "disengage actions".
The primary balancing problem is that making rifle weapons too good at applying damage at medium range, also makes them too good in melee range. Keeping rifle damage balanced at melee engagement range makes them bad at killing things at medium range. I'm of the opinion that the whole system needs an overhaul in this regard. Mechanically rifles should be made unusable in melee engagements (that's why you have pistols!), and improved significantly at mid-range. Rolling, striking or being struck in melee should auto-equip your pistol and disable your primary ranged weapon for 3 seconds. With that in place, rifle damage can be increased without any significant impact on melee.
By all rights if a melee specialist gets caught flat footed on open ground,he should be butchered. Regarding gap closers, he should be able to close inclose depending on circumstances. For example, on Agnathio A to B push I was referring earlier, on first approach I tried to get in with my wolf priest, and promptly had my face (snout?) smashed by a solid wall of plasma and incendiary autocannon slugs. Wolf priest wasn't going to cut it, so I switched to JPA, waited patiently for the guy in front of me to blow up (sorry brother!) and rushed in. 4 fuel charges barely were enough to reach the first bridge where havoc had nestled. Smash in, try to do some damage, cause a lot of confusion, thus allowing our ranged specialist to gain the upper hand and secure the room to the first ramp. At that point, we could get in with GA, so switched to Wolf Priest and went to town on heretics skulls. So, had to use the proper class and load out (2 or 3 fuel build would had just died in the middle of the room), correct timing and knowledge of the map. In that case, yep, gap closer should be enough to close the gap on ranged stacked scenarios. Note that I barely managed to hit enemies, absolutely no kills, and got slaughtered fast but the point was harassing the enemy.