This doesn't actually help you, because overloading propulsion only increases your speed while moving not attacking, in other words, during the run through cells towards an enemy, for example, not while you're already adjacent to the enemy you want to attack. When you attack you just make an attack with whatever speed and momentum you already have at that point.If i have 1 momentum and 20 speed, and i overload flight units to reach a faster speed of 8, then my melee bonus goes higher, even without moving, as shown by both Cogmind's stats and my weapons'.
An automatic toggle isn't really feasible, since it's not known when your intent is to attack.Correct me if i'm wrong, but doesn't the auto-threads feature already detect attack intent?
Also remember to use the CYCLE button (or hotkey) to quickly overload all your propulsion at once if and when you are going to approach a target.Clicking the CYCLE button doesn't overload propulsion, only swaps it between active/inactive.
But don't expect that staying in an "overloaded" state means anything after you've already engaged and aren't actually moving anymore (this is also why your momentum drops as soon as you do anything over than move).Given what you're saying, it sort of feels like i'm going to cause a nerf to flight/hover melee, but Reaction Control Systems give 1 momentum even if you aren't moving. And those are the best way to dodge stuff while flying/hovering.
Clicking the CYCLE button doesn't overload propulsion, only swaps it between active/inactive.Oh right, I'd forgotten that it doesn't behave like siege mode with treads, which does get cycled to (non-flight player here :P). In the case of overloadable prop it instead cycles past that state automatically, probably a decision made because you're more likely to want to siege anything you can when you can, the entire reason to be toggling treads at all, whereas there are multiple different scenarios in which you want to toggle propulsion, and it's not always to overload.
At least i don't think so? I'm certain i tried several times in my last run to toggle overloading like this, and it didn't do anything?
The reason i checked was because i thought it did overload, so either i missed it during that run, or it was accidentally removed.
Edit: I double-checked a recording, and clicking CYCLE turned my flight units from all active to all inactive. They briefly go yellow, but that's it.
Correct me if i'm wrong, but doesn't the auto-threads feature already detect attack intent?Right, but I was making that statement under the working assumption that you get no benefit from toggling while adjacent to an enemy to make an immediate melee attack with suddenly overloaded prop, in which case there would be no way to know your intent is to an attack simply be moving into a cell with no enemy.
Okay, now I see what you mean. It would've been really helpful if you mentioned the Reaction Control System in your original post, since that changes everything and I wasn't thinking about that at all, was just looking at overloaded propulsion in isolation. (You mentioned momentum, but I considered that as a part of movement, but here we're talking specifically about in combination with another utility.)Sorry about that, i wanted to mention it but completely forgot to do so when writing the post.
So back to the original point... considering this discovery, attacking while overloaded should also burn out your propulsion (perhaps even at a higher chance?), and under such circumstances, having a permanent option to enable that would not be desirable, since then it could damage your prop due to attacks, and you may not always want that in every encounter.Gah.
Given what you're saying, it sort of feels like i'm going to cause a nerf to flight/hover melee
May i suggest changing it in a different, less annoying-to-use way?Yeah I hadn't really given it much thought yet, was just the first approach off the top of my head, but overall the general intent is usually to avoid adding complexity to the rules, however that can be achieved while maintaining the desirable balance and removal of any tedium. I've actually never heard or seen anyone doing this overloading thing, not even all the veteran players who top the leaderboards and like to minmax, though I do wonder if anyone else actually does it.
For instance, requiring the player to have moved with x speed as their last action for that speed to apply with momentum to non-ramming attacks? That would remove the benefit from constantly switching propulsion from overloading to not overloading, at least when attacking a single enemy, because even if they move away, you'd want to keep propulsion overloaded when following to get the maximum bonus from momentum.
I know there's probably quite a few issues with that alternative, but it's just an example.
* NEW: Melee attacks made with any momentum benefiting from speed bonus while using overloaded propulsion can cause burnout as moving normally