So, all abilities have a cooldown timer on them, varying from 2.5 seconds to 30 seconds depending on the ability...
Well, in interlock, it's possible to stack attacks; that is:
If you use guard breaker, it queues up on the right side box where it shows your next move.. then, as soon as the ability begins to move out of the right box towards the left box (when the roll is made), you can press the hotbar button for that ability again and it'll go right back into the box.. there's a slight delay between the time the dice are rolled and the time the animation starts. This effectively allows you to double-stack abilities in interlock, but it also allows you a bit of an exploit when using a hacker loadout...
With artillerist, you can use this to cast AoE attacks very fast.. assuming you can win all the MCT rolls in interlock. This leads me to believe there may not be server-side verification of cooldown timers (or, more likely, interlock is just a buggy pos) - if cooldown timers are indeed only client side it would be worthwhile to modify the client to remove all cool-down timers.. giving you an extreme advantage.. at least until IS runs out!
I wont have a chance to look at this further for a bit since i'm going on vacation, hopefully someone else can take a look at things and figure it out