I haven't played with the Neutrino ships too much yet, but I am totally in love with the Causality. It doesn't have the speed and acceleration to get to weak spots phased and it's pretty fragile, so attacking up-front with shorter-range/high-alpha weapons (heavy blaster etc) are a quick way to an equally quick fireball. However, it has just enough maneuverability/acceleration profile to keep at range for most ships and hammer on them with a lightning gun and the phase missile ability. It's a good challenging fight alone but when you're coupled with some other ships it's just pure murder - if someone has to vent, it's very hard for them to avoid strikes from the Causality's lightning bolts and missiles.
The only things that are a little confusing are the missiles. They tend to appear in semi-random formations (which can be handy, especially if one appears behind someone's shields!) but have a very short burn time, which means that they have trouble actually even getting properly moving toward the target (pursuing anything is totally out.) More puzzlingly, on a fairly regular basis I'll fire the ability and no missiles at all arrive (or occasionally just a singleton.) I know they go after the current target so I suspect sometimes I'm just materializing missiles off-screen pointed at something else, but there are definitely cases where I'm right in range - targeted on the enemy - and trigger the ability; flux builds up and the usage count goes down, but no boom.
Is there perhaps some way I'm missing of knowing something about the missiles before I fire, like where exactly they are or how many are in position so that I can better plan/time firing the ability?
Anyway, it's a great ship for lurking around fights beating on stragglers and for pretty tense battles with single enemy ships, but gets eaten alive by missiles and fighters (high cloak cost and low flux pool) and fighting multiple enemies at a time is seriously dangerous. I totally dig it and it's fun as all get out to play. Nice work, and thank you!