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Because what happen is, if you hit someone/get hit my melee attack, the game count it as a crash and would deal stability damage in accordance to your weight class (but the attacker would ignore the stability damage). This is why getting Super Heavy weight class is really important (I think) on melee guy. Just slap lots of heat dispersion so you can always jump.
Also melee doesn't phase through your mech. What normally happens is your attack would knock the enemy down(but didn't kill them), and downed mech are immune to crash so this is why you can "phase through" them. You can test this by getting really light mech, hit them with a sword(weapon that doesn't cause extra stability damage) and crash your mech because you didn't knock them down.
Amen.
Or if you want a easier chances to hit, keep the dash distance to a minimum
The melee action takes 1.3s in total.
Between 0-0.5s mark, the mech will prepare it's dash.
From 0.5s-0.75/0.8s the mech will complete it's swing. Any target in the red zone during this time will be hit by the melee weapon.
from the 0.8s-1.3s the mech completes it's backswing animation (nil further damage done).
Does that mean my lvl 5 Vulkan gun with high concussion damage will do NO concussion to a lvl 6 enemy?
Also of note range increases from sensors do impact melee weapons. So both range sensors and boosters help you achieve more ridiculous melee attacks.