Armorbooster pulses can't be cancelled

Posted: //
March 18, 2018, 4:53 p.m.

Title. When using disruptor missile/pulse/whatever on a dreadnought using it, the module won't stop until its whole duration has finished.

I don't know if the same bug happens with weaponbooster pulses/overclock pulses/cloak pulses but it's extremely annoying.

TL;DR: delete tac cruisers.

Posted: //
March 19, 2018, 1:59 a.m.

Yep, this bug happens with all the multi-pulse modules; I'm not sure why. I believe it may be due to the effect being "on rails", so to speak; I noticed in the patch notes that they adjusted the "active time" of armourbooster pulse to match the actual active time (which implies that the "Module Active" indicator isn't actually tied to the active state of the pulse at all).

Posted: //
April 29, 2018, 9:34 a.m.

Updated //
April 30, 2018, 4:36 p.m.


Edit: they also cancel natural health regeneration which is even more annoying.

TL;DR: delete tac cruisers.

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