>>Acrobatics, and burning your dodge doesn't matter if you've got a dual scatterblast to gib your opponent with.
This is, of course, assuming you are fighting 1 on 1. What if you are fighting 1v2, so you get 2 free attacks against you. Besides blowing your single reaction dodge to a free attack, you have the potential of getting hit a lot more during the turn. This also includes not having a dodge for enemies trying to shoot you with the same 'nasty' scatter/full auto weapons you are so fond of.
>>Shields are obviously employable on a situational basis. The main point of bringing up the shield with respect to WS is to demonstrate that it highlights the vulnerability of WS to the better of two negating reactions, one of which (parry) can be massively and easily bolstered, and subject to counters.
Dodge, in general, is better than parry. The nice thing about parry, though, is that it is based upon WS which is also useful for offense, plus, as mentioned, it can be bolstered with weapon quality and weapon traits. So, for cheaper and more effective spending of XP, a guardsman can get his parry higher than his dodge. But, he has the option to use either in different situations.
>>Between the rarity of jamming, and Fate Points when you really can't afford to have it happen, it's almost a non-issue. Also, yes, I am fully aware Full-Auto is a full action; doesn't really matter when you hit many times more than your opponent and drop him, all without any chance of provoking a counter attack, or being subject to things like shields.
It may be 'almost a non-issue' for you, but it is a valid issue that could cause concern. Forcing a player to spend a Fate point is actually a pretty big deal. Do you and the people in your group have a lot of Fate points to throw around? You only hit 'many more times' if you roll well on full-auto, and just because you hit him a bunch of times does not mean that you will necessarily be dropping him. Hitting 4 times for 3 wounds each isn't really better than hitting twice for 6 wound each.
>>Even when we factor in the tactical options that melee provides of which I am readily aware, don't patronize thanks, it's still not equivalent to the lethality of pistols between scattershot, flames, and full auto, especially given their invulnerability to parrying, counters, and the fact that they are not subject to shield parry bonuses. Melee weapons in CQC may generally be better versus high-toughness opponents, but that's pretty much it, and even then there are pistols that beat them out.
See, you've got a couple misconceptions in here:
1. Tactical options are a useful component of combat, that ranged weapons don't have the ability to utilize. Maneuver, for example, not only can push your opponent back, but also allows you a free movement to follow them. Granted, many of them don't increase your lethality, but they do have uses. See point #2
2. It's not all about raw lethality. What if you need to capture a guy? Take Down, grappling, or a shock weapon are excellent for this but they don't involve guns. What about a brawl, where you don't want to get in trouble for killing anyone, but you still need to bust some heads? Those pistols aren't going to do much good, but a club, fist, chair leg, or flat of a sword can do the job.
3. It's not all about the raw numbers nor potential. Dice are fickle. Just because something *should* be better, doesn't mean it is in practice. It also means that even though weapon A has the potential to do more damage, that weapon B is useless because it does less than A.
4. Parrying vs dodge. Everyone has the ability to dodge, only those with a melee weapon can choose to parry. So ... it balances out between the two. A ranged weapon can't be parried, and a melee weapon can't be parried by someone without a melee weapon (which is what you are advocating). That's a wash, unless your ranged person chooses to dual wield a melee weapon ... but then we're straying from your dual-wielding pistols is the 'most powerful' and 'melee weapons are mostly useless' point.
5. You admitted melee weapon may be better vs high toughness opponents, but then try to diminish it by saying "that's pretty much it". Ok, then I'll say that ranged weapons might be more powerful against low toughness opponents, but that's pretty much it. Each has its place and utility against various opponents. Also, you add a caveat that there are pistols that 'beat them out' against high toughness opponents. Well, there are melee weapons that obviously beat out pistols ... so again its a wash.
6. Your GM is awfully free with gear if you're easily throwing out dual-wielding unusual weapons and things like meltapistols. Acquiring a single melta pistol shouldn't be easy, let alone getting 2. It's a weapon designed to attack vehicles, so of course it's going to be dangerous when used against a person. Of course, there are RP aspects to this too. A power sword with the field off looks pretty much like a fancy sword, a melta pistol is going to cause a lot of notice. Hard to remain inconspicuous carrying one (nevermind 2) meltapistols on your belt. A sure give away that you are someone 'important', as only the elite of the imperium (primarily military) can use let alone possess them.
If you truly wish to try to enjoy melee weapons, then I suggest as an experiment, that your GM try an adventure or two where ammunition is extremely limited, or have it take place on a world where overt weapons (especially guns) are not allowed or require special permits. (For example, a culture where dueling with swords is in vogue as a means to settle disputes). Or, have it take place on a spaceship. Check out the IH for the Void weaponry and you'll see that they are all designed for minimal penetration. Firing full-auto with manstoppers is the worst thing you can do on a ship, as every bullet that misses (or even those that hit and travel through) could rupture the hull or some important component. Try a more toned down, and possibly less min-maxable, adventure or two and you'll get a better idea for how melee weapons can work and be useful.
Anyway, melee weapons and ranged weapons are more balanced than you wish to believe, and melee weapons are far from useless. Fine, no one here can apparently convince you of that. Your group can go ahead and ignore melee weapons and have fun with it. If that's the way your group rolls, and they enjoy it, that's cool. It's only one way to play, however, and other groups have PCs (and enemies) that do just fine using melee weapons without the hypothetical issues that you are bringing up. If that works for their groups, that's cool too. This in itself, however, should prove that melee weapons are not obsolete nor as broken as you think they are.
