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Please note: I had to remove your patches; SafePatcher type doesn't necessarily exist, nor does MuzzleFlash, need a bit more checking around that.
May I join the contributors of (Continued)? I've sent a friend request.
Its HP is only half that of the Mantis, yet its DPS is lower. Its ability involves charging quickly at enemies with its fragile body.
The melee Valkyrie's HP needs to be increased, or its weapon stats need to be adjusted. Otherwise, even with a cost of 2, it remains too weak.
The issue with the Charge Spear's range:
If the ranged Valkyrie fires Charge bullets (which I believe it should, based on its appearance and the word "Charge" in its name), then its range (35) being longer than that of the Charge Lance (33) seems unreasonable. It might be more appropriate to set it to 31 or 32.
2.The Valkyrie sometimes permanently loses its weapon, though the exact conditions under which this occurs are currently uncertain.
3.Balance issue: The Valkyrie's cost is too high.
The Mantis has a cost of 2, and its torso has 53 durability.
The Valkyrie has a cost of 3, yet its torso only has 28 durability.
A 2-cost Mantis can easily defeat a 3-cost Valkyrie in a 1v1 scenario.
It is hard to imagine that this is a mechanoid unit named "Valkyrie." Despite its exquisite appearance, its combat performance is pitifully weak. Its cost should not be 3—perhaps it should be 2—otherwise, its value for money is far too low.
And also that weapon change is very welcome too because i remember trying this mod back in the day but it turned Lancers and Pikemen into rather questionable melee mechs
But during my quick test in game, i noticed the large mech gestator isn't able to produce the melee valkyrie despite being listed in the standard research project
Meanwhile the ranged valk is missing from both the research and the gestator