Hehe. Well I guess I'm preaching to the converted.
Hopefully the devs/admin will respond soon with some help.
There have been recent CUT updates, so I hope your enquiry brings results.
The only addon Chaos melee weapon I've found is a baseball-bat
The Chaos fans are a bit spread-out, and many are not aware of the current Chaos site.
Hermskii (a regular here) runs Chaos servers.
http://hermskii.com/Forum/viewforum.php?f=24
The RPG guys have chatted in the past about Chaos and JunkWars RPG, as melee is more important for them.
You'd also get a good gauge of melee needs and balance there.
http://www.disastrousconsequences.com/d ... /4467.page
For me I found the Chaos melee weapons I choose are often based on the terrain I'm fighting in.
My ability to remember (or execute) the special-moves with the various blades also biases what I feel is most deadly.
I was good for a while at doing what I called the Sonic the Hedgehog move with the katana.
Leap of something with forward momentum and crouch in the air.
Turning into a spinning ball of death usually gained me multiple hits on several enemy, and guarantee at least 1 kill.
As I play so little, my moves have reduced and I favour the daggers for the reason I can defend myself better with this than any other, whilst also attacking quickly.
It is also the most accurate to aim.
I can block most sword strikes, so it doesn't matter how much damage it has.
Changing your style of fighting depending on your weapon, makes such a big deal with Chaos compared to normal beat-em-ups. We don't have the option of button-bashing.
I doubt the Chaos weapons were balanced against the standard ones, as the idea is the mut replaces everything.
Mappers should balance the weapons manually when using a mix, but I take your point.
Sometimes it goes the other way though. eg. Nali Weapons 3.
It would be pointless mixing standard weapons, as the NW3 mod makes UT guns look like pea-shooters.
This reminds me of the NW3 pickups though. Hmmm. *THINKS*
How about Chaos weapon pickups?
Could work for both projectile and melee (same as NW3).
Robbing a little of the ideas like Relics and RPG.
All melee weapons are always pickup-able, same as guns.
Pickup a weapon you already have and it's damage or speed is increased.
This could be an inherent weapon property, or based on the relic you are holding.
Weapons could hold their strength and speed when dropped (like the magic in the RPG and MH pickups in NW3).
A pickup system may be a way of making them more desirable.
Normal relics are "people" relics. They change everything.
Weapon relics could just be limited to Chaos sub-classes?
You should also be able to combine the 2.
With NW3 for example I can combine weapon speed and relic damage with the dual-blades, and turn into in instant meat-grinder.
I often play with swarm-zombies wandering around, so it is very useful to save ammo.
If you are not familiar with NW3, try it out and add the MonsterHunt pickups.
It is fluid and does not break game-play (you don't have to stop or access a menu).
The 4 categories are; Strength, Speed, Splash-damage and knock-back.
Some lucky weapons randomly get 3 slots, so you can then mix the pickups. This becomes a very desirable weapon.
http://my.opera.com/Unreal-Tournament/b ... -weapons-3
If you could implement a similar mutator, it should work well with all maps, and with both melee and projectile.
Anyway, you may also want to bare in mind the next Chaos, where your work with the Ballistics mod may also be useful. An ideas thread started in it's section.
http://www.forums.chaoticdreams.org/vie ... =40&t=6537
Runestorm's mod is a big inspiration for the direction I feel Chaos should take, so I am very glad to see you here.
Expect more ramblings from me. I often "think out-loud" in these developer forums