The new Brace for Impact now has a built-in hull heal.
This hull heal triggers the damage immunity of the Delta Recruit starship trait (Improved) Temporal Insight.
Slotting the new Unconventional Tactics starship trait from the new Strategist spec tree, using Brace for Impact will also buff all your damage.
Because of the damage buff, you naturally want to use Brace for Impact often. However, in situations where you'd want the damage boost, you usually don't want the damage immunity. It is wasted as you prepare to attack your foes.
My biggest surprise here was that Brace for Impact now has a hull heal. I wonder why?
And could it be that all the goodies that have been piled on Brace for Impact have not been checked for interactions such as outlined above?
Is this intended behavior or an oversight?
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You are in space a torpedo or phaser attack hits your ship. You use brace for impact and your ship applies emergency auxiliary power to the hull so it could straighten in up and absorb or take the damage better or at least save some of the crew from flying into open space if they haven't braced.
As in the series m8 where they close the openings with forcefield.
Now if you don't want the Strategist buffs than don't use BFI or just change to command or pilot for secondary.
As I pointed out above, the hull heal (HoT) they added to Brace for Impact is absolutely tiny and will not keep you alive. Its addition to this ability was quite unexpected (no mention in release notes) and, because it triggers the immunity from Temporal Insight, complicated its use when you choose to slot the new spec tree trait. My guess is they simply didn't remember this was a thing.
I'm not arguing the removal of Brace for Impact, but the tiny hull heal they added to it. An ability that temporarily buffs your kinetic resistance and boosts your damage (in tandem with a new trait they designed for it) should not also have a (rather unremarkable) hull heal on top of it, especially if that hull heal triggers unwanted effects at inopportune times. It's bad design. Keep the heals and damage buffs apart.