Thanks for the feedback all!
If you don't have much time I would recommend playing on normal to start. Build is all over the place, don't mix sledge hammer and AR on your first build, take only AR and support / tank feats. There are plenty of builds around there in this forum you can template from.
In my head, I was thinking that I needed some amount of melee capability for enemies who were really good at sticking on me. I know some games make it so larger ranged weapons, like sniper rifles obviously but sometimes large machine guns too, were really bad at close range, but it sounds like that's not an issue here. What I'm gathering is that I really don't even need to invest in melee skill points, let alone feats.
So nobody gonna tell him that investing in dodge and evasion is meaningless because he'll have high armor penalty? Oh, nevermind, I did.
I don't think that is true. On normal, dodge and evasion can work even with 60% tac vest and take off a bit pressure (it's not like OP is pressed for skill points). For a new player, why not? Also adds the potential to wear a 10% armor penalty vest and be a bit more mobile, so OP could experiment what suits them better. With the investment in melee I'd probably also go for AGI 6 and take Sprint. I don't think OP needs a completely min-maxed build
I appreciate both of these lines of thought. I wasn't sure if having no dodge/evasion would absolutely screw me early game before I could get good armor. I'll probably try dumping my AGI completely for more CON to get some better tank/support feats. DerivativeZero is right though, I'm not terribly concerned about min maxing, so long as I'm not so far off the mark that I can actually complete the game.
Adding psi can be helpful, but build complicate your plan if you don't want to investigate too much. Not mandatory for tin can AR tho.
I am curious, are psi abilities worth it when trying to make a tank character? Doesn't it reduce your HP by 20%?
Thanks for the suggestions and feedback all,
KardFett
The price in HP for PSI is always worth it IMHO (1.1.1.6. even more than new experimental patch, but there as well) as PSI adds so many different helpful things, if only PSI haste (psycho-temporal contraction). But you can also pop adrenaline and ignore PSI. Other stuff: E-Imprint as a PSI stun trap (45 Psychokinesis needed), Electrokinesis, Force Field (all from Psychokinesis). Others too, but they cost more investment. 55 Temporal, 45 Psychokinesis is standard in all my build for instance.
You'll often read here: min max and specialize and for harder difficulties this is true. On normal, it wouldn't really matter to also play with a sledge or melee even though generally one sticks with one weapon and maxes or increases that corresponding stat. Builds with more than one weapon are more varied, but you get all their potential through feats later. Your AR is complete basically at Lv16 for instance.
To be frank: AR can be boring but is very newcomer friendly and allows you to just play a bit and check out what is what. Instead of listening to us to optimize your build, just experiment a bit. One truly amazing thing about the game is how many different play styles are possible. Once you went to the different places, see how traders offer different stuff, do a bit of wiki cross-checking and experimenting is half the fun.
Let me add: AR plus sledge can work, then your feats can help, but check the STR requirements for different sledges on the wiki. Same for AR, crafting for instance a Hornet with Rapid Reloader allows multiple bursts per round, crafting a powerful Chimera for the "free" Commando burst could be worth it. All not strictly necessary, but part of the fun to discover for yourself.
Edit: The game is a bit stingy giving out your first AR, it takes a couple missions; if you click on this link there's a mini guide how to find one very soon. But a bit cheesy (and your skill for it isn't that good in the beginning anyways, just in case you are impatient).
https://underrail.com/forums/index.php?topic=5086.msg27706#msg27706