As a pretty much 99% melee player across ALL factions, I will say that the disparity between Ranged/Melee is not as bad as people like to drama queen about. Dbash>Dead from Ranged players needs to be fixed. This alone will do -WONDERS- for Melee viability. Do that first and let that stew for a couple weeks on Live and see where the chips fall. Go from there.
Honestly, this is just it. If talking from a design perspective, I'd say that melee needs to have more damage. Because a melee(I'm talking about Ground Assault here, not about various JPAs) has much more trouble getting in range to deal their damage than a ranged character ever will. A ranged can simply hug a balcony and deal ridiculous damage while a GA has to walk to the enemy or wait in ambush. So, the only logical thing is more damage. More toughness, otoh, sounds fine(I'd just give flat +20 Toughness to all GAs), but I'm not certain whether this would in fact help or damage the game. Me personally? +20 Tough to GAs + various other things to let them mitigate the ridiculous TTK post 1,3. GAs can't deal damage UNLESS they HUG the enemy. The only fair thing would be to let them be more durable.
slow weapons need to be viable again (axe, maul) apart from using them in combination with ambush tactics there is no real reason to use them, because even the fast attack's swing time opens a window large enough to eat enough bullets to get you to 1/2 health. so backpedling is a good way to win slow weapon engagements as ranged... with the recent changes to fist there is finally a place for maul and axe, but the low ttk and their slow swings destroy it again... maybe a small "use main ranged weapon"-delay could be added to those weapons... so there is no need to increase melee durability across the board... dbash stun duration needs to be looked at for sure
My problem with melee balance is I'm fine as is because it's not Power Fist spam and JPA are no longer flying striking scorpions, I'd take a range meta over a JPA meta any day as that class really ruins the game for me, but naturally the class ruins everything for its balanced ground based brethren. I still think JPA should be locked to chainswords on non veteran loadouts while GA gets full choice.
I use Manslayer Axe and even played around with the new Mancatcher Power Maul on a TA and still do pretty decent. I think Axes and Mauls could probably use another 10-15 damage per swing to separate them more from Swords but the speed is probably ok. You should play more defensive minded when using a Maul though, they break weapons almost as fast as a Fist, you should be aiming to win by attrition.
I'm doin' okay as well with axe and maul, but I would always prefer a chainsword/sword because of their lower swing times. but maybe it's some kind of lag on my side (Europe 45ms), but I usually get shoot by the ranged char I attack between my swings... (1on1, no other people involved) is it just me?
maybe OS on heavy attack is a bit harsh but the time you need to do it is the same (even maybe a bit longer) than the TTK for range on basic gun. EHP 300 is a basic character with basic armour and full life (exept Eldar who have slighty less but should be glass, furthermore the damage change are true for all 4factions). So instead of 300/350/400 maybe use 250/300/350 at least it will give to the player in the reciving end the will to flee instead of knowing that he can win melee engagement with main gun.
Just gonna leave my two cents on what melee is for on fortress maps. You're there to protect the heavy ranged from melee ganks. Should always carry a medpack and if you insist on taking a jump assault to it make sure you stay BEHIND your allies.
I routinely one shot players in the back with a HA on my Force Power Warlock. It feels so wrong...but also so right.