Strathkin Posted April 12 Share Posted April 12 (edited) Description: "Reduces the cooldowns of Concussive Round and Tech Override by 15 seconds each. In addition, Tech Override grants a second charge, making your next two abilities with an activation time activate instantly." PROBLEM/BUG: Overclock, is not granting the 2nd charge of Tech Override, it's only reducing the cooldown of Concussive Round & Tech Override by 15 seconds. NOTE: Mercenary - Arsenal on IMP has Power Override, this provides 2nd charge for Imperial Characters just fine! @CommunityTeam Edited April 28 by Strathkin Grammar & Image Link to comment Share on other sites More sharing options...
Bar-Da-Voya Posted April 15 Share Posted April 15 (edited) It doesn't give the ability a 2nd charge. It gives the buff the ability provides (which is also called Tech Override) a 2nd charge. Works fine for me.. Edited April 15 by Bar-Da-Voya Link to comment Share on other sites More sharing options...
Strathkin Posted April 28 Author Share Posted April 28 (edited) Well this always used to provide 2 charges, so perhaps they changed how this works; so I've updated the Graphic. Yet "technically" while we still get 2 instant casts for Grav Round &/or Plasma Grenade, we are loosing the ability to get another 6 seconds of immunity from pushback & interupts. It's just strange, also on Merc - Arsenal which is the Imperial equivalent class it does grant 2 charges of Power Override, which gains the chance to spread out their use so you gain not 6 seconds of immunity, but perhaps as much as 12 seconds. So it's a bit less clicking on Pub side, yet it also comes with a cost of loss immunity. Perhaps I'll list this a bug/tooltip error, yet if they did grant 2 charges as it did in 6.0 days just as Imp's still get we'd have 12 second of immunity not just 6. . Edited April 28 by Strathkin Grammar Link to comment Share on other sites More sharing options...
AdjeYo Posted April 28 Share Posted April 28 3 hours ago, Strathkin said: It's just strange, also on Merc - Arsenal which is the Imperial equivalent class it does grant 2 charges of Power Override, which gains the chance to spread out their use so you gain not 6 seconds of immunity, but perhaps as much as 12 seconds. So it's a bit less clicking on Pub side, yet it also comes with a cost of loss immunity. I've just tested this on my Merc, and it does not work as you describe. It provides two buff charges, not a second ability charge. This exactly how it used to work in 6.0 as well. There doesn't seem to be a difference between Merc and Commando here. For both it's: Click the ability once, gain two charges of the buff, the next two abilities with a cast time activate instantly and the immunity kicks in afterwards. Link to comment Share on other sites More sharing options...
Strathkin Posted April 28 Author Share Posted April 28 (edited) @AdjeYo Then maybe they fixed it, yet previously for Commando - Gunnery in 6.0 it did give 2 charges of Tech override; I recall previously seeing 2 charges prior to 7.0 starting. So before I create the BUG thread request, I'll just get a screenshot of "Tooltip" for when override is selected for Gunnery - Commando & Merc - Arsenal and suggest that selecting the appropriate 43 level buff, they just update the tooltip to just say the next 2 abilities... *thumbs up* Edited April 28 by Strathkin Grammar Link to comment Share on other sites More sharing options...
AdjeYo Posted April 28 Share Posted April 28 Choosing a talent or not doesn't update the tooltips. That's why Tech Override still just says the next ability. They should probably update the wording somewhat, I believe this particular talent has existed in some form before ability charges were a thing (I believe they introduced that with 6.0?). So back then saying the ability gets an extra charge was pretty unambiguous. Link to comment Share on other sites More sharing options...
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