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?
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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.
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.
Fleet Admiral Space Orphidian Possiblities Wizard
My character Tsin'xing
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.