Cockpit cabin perk question

The cockpit cabin allows extra damage if you are over 75 km/h with boosters active. My question is does this perk work if you shoot and then turn the boosters off before the bullet hits the target, or do the boosters have to stay active the entire time?? I used to own a cockpit years ago before the boosters could have their ammo increase with boxes and runes, because the perk then doubled booster fuel. They have added runes and changed the perk since then, and IDK how the new perk works. :sob:

I was wondering the same thing in relation to Jannabi and Satori. According to my testing, the bonus damage is applied at the moment of shooting so there is no need to keep the perk active all the time.
Of course, I’m not sure if Cockpit works the same way (and unfortunately I do not have one to test it) but it seems reasonable to assume all damage boosting perks work similarly.

In case anyone would like to test it again, I recommend using Phoenix since it’s doing damage twice - with the bolt itself and then with a delayed explosion so it gives a lot of room to test various scenarios.

Edit: I’ve just tried it again with Aggressor and Imugi - same results.

It’s indeed applied when you shoot.
That quirk led to an interesting build that many player use : Tow with cockpit. As long as you have the perk when you launch the missile, it will benefit from it even if you will almost instantly lose the perk as you switch control to it.

I’ve always been playing these damage boosting cabins under the impression it works when you shoot a projectile / launch a drone and so on, so for example if you’re playing an aggressor and fuze you only need to have the perk up when you launch the drone, rather than needing to have the perk active at the exact time the drone decides to go boom. Same with any guns, though I am not sure if hitscan dps weapons work different, for things like Reaper I imagine you only do the extra damage when the perk is active, and same with heating/cooling weapons like machine guns, so if counts per shot rather than only needing to have the perk up when starting a volley and only resetting if you let go of the firing button or heat up fully.

That is how it would logically go and even with many retarded things in the game I always suspect that these things work reasonably like that.

But it also leads some of the other guns to be questioned, like the dps flying drones, does the perk need to be active during dealing dps damage, only when you launch the drone, or during any “shot” the drone takes (like the Owl). Does a perk affect every shot of a Kaiju individually, or all of the shots in a singular volley like as if it was a cannon, only needing the perk to be up when you shoot rather than throughout the entire volley? I do not know.

But if going by logic I would assume that for drones like owl annihilator turrets etc, it only matters when you launch/drop the drone, rather than having to have it up constantly as the drone fires. On the Kaiju, I suspect that having the perk up when you initially shoot gives the entire volley the damage increase, even if you would not have the perk active halfway through, because I imagine that would be easier to program than each of the individual shots in the kaiju volley having their own check on if a perk is active or not as it leaves the gun