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Intelligence Team or Override Subsystem Safeties?

I've been using Intelligence Team on my Intel ships, but I'm not noticing any worthwhile benefits. I understand the threat reduction and the defense boost, but does the stealth feature actually do anything? I use it in combat and enemies are still able to shoot at me and hit me even though I'm technically "cloaked"?

I ask this because I'm thinking of trading the Intelligence Team on all my Intel ships for Override Subsystem Safeties. The power benefits are better and the subsystem disable at the end is not a real issue with the 4-piece Iconian set.

So, would someone be able to explain to me what Intelligence Team's benefits are, if anything, and give me suggestions on what I should do regarding these two powers?

Comments

  • marcaptain2010marcaptain2010 Member Posts: 26 Arc User
    I definitely suggest going with OSS. It makes your ship *really* kick TRIBBLE. I do not use intelligence team, but I definitely *do* use intelligence fleet. Use it if you have it. OSS is amazing.
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 59,174 Community Moderator
    Well... I'd suggest getting both and trying them out. The way the BOff powers are set up, you can easily do that and see which one you like.
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  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    OSS all the way.
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  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    edited July 2015
    It really depends on the ship. For example, I wouldn't want to be on a Faeht that after using OSS got its shields taken offline as a borg high yield torp was bearing down on it. If you're on a tankier ship, or have an eng team that you can keep off cooldown, this might not be a problem. However, intel team is only situationally useful at best, so try stuff out and go with what works for you.
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  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    In my opinion, if you have an Intel station anywhere on your ship you should have at least one copy of OSS.. always.

    The offline system is not a problem, if you don't have any set bonuses to reduce it, you can fix it with engineering team or pop a battery for the offline system. If worse comes to worse.. any system other then shields you can just wait it out.

    OSS is what makes Intel ships worth flying. If you don't use it then you're missing out big time. Intelligence Team is a fairly good ability, but I don't slot it since I depend on Reciprocity, I don't want to lower my threat. I normally roll with OSS and Ionic Turbulance.

    I also really like Surgical Strikes for my single target builds, absolutely devastating ability.​​
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  • kimmymkimmym Member Posts: 1,317 Arc User
    Intel Team stealth seems to do "something," but it seems really fragile. I've found it works best when other people are around and you have some range on your target. It seems to do next to nothing if you are flying right up somethings tailpipe.

    I've used it to good effect in Borg Disconnected, to drop agro so I can release borg. And I love using it for the visual effect.

    If you can only choose IT or OSS, pick OSS. If I wasn't facing a redundant tac ensign I would have likely dropped IT by now.
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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    In my opinion, if you have an Intel station anywhere on your ship you should have at least one copy of OSS.. always.

    The offline system is not a problem, if you don't have any set bonuses to reduce it, you can fix it with engineering team or pop a battery for the offline system. If worse comes to worse.. any system other then shields you can just wait it out.

    OSS is what makes Intel ships worth flying. If you don't use it then you're missing out big time. Intelligence Team is a fairly good ability, but I don't slot it since I depend on Reciprocity, I don't want to lower my threat. I normally roll with OSS and Ionic Turbulance.

    I also really like Surgical Strikes for my single target builds, absolutely devastating ability.​​
    ALSO... if, for example, you have shields go offline, you can hit EptS to bring them back up.
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  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited July 2015
    Well, if you're spamming energy weapon attacks while trying to "cloak" with Intel team, does it make sense for you to stay cloaked?

    Intel Team has some niche uses. But if my slotting of Intel abilities is very low, OSS at the bare minimum goes in. Next in line would be Surgical Strikes, Ionic Turbulence, EMP Pulse Probe (it's very satisfying slamming a blob of Heralds with Ionic Turbulence and EMP Pulse Probe). If you intend to PVP, that opens up more windows because Intel abilities in general are more dangerous in that area.

    Anyways, OSS at the bare minimum. If I can slot an Intel ability, if I can slot only ONE Intel ability, it's OSS. Whether you do Energy Weapons Pew-Pew or even a Science based build, OSS and what it does to your subsystem power for "surges" is too good to pass up. OSS is the one general Intel ability that keeps Intel very relevant, very desirable, despite the later implementation of Command and Pilot Spec BOFF abilities. You can take OSS to most builds and it will make it far better if you know when to use it right.

    Random tip: For playing around, if you don't want that random Subsystem drop at the end of the OSS cycle, you get around that by having:

    a. High Subsystem Repair Skill. Very easy for Feds if they're Human BOFF heavy. A high skill total doesn't outright stop it, but it can lessen it to an extent where it's almost unnoticeable.

    b. Popping Engineering Team within 4 seconds BEFORE the OSS cycle ends. Engineering Team's buff to stop/fix subsystem shutdowns lasts for 5 seconds. If you're in a situation where you're under heavy fire, this may be a good idea. Shields dropping out while under heavy fire is never good, but other hull repair abilities should exist also if you intend to play it like this.
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