I've been working on my Imaginos piloting lately and compiled some useful tips for flying it. Yes, the patch is still coming. In the mean time though, here's some reading.
The Dimensional frigate is one of the most atypical ships you can pilot in Starsector right now. To recap, the Imaginos' features are:
E: Scalar Deracinator - teleports to target location after a short delay, during which the ship is vulnerable. Upon arrival, the ship deals a modest amount of EMP and Energy damage to anything nearby. The system has two charges and can be fired off twice in short succession, the charges then regenerate.
Right mouse:
Scalar Rejector - phases out, boosting speed and maneuverability for roughly one second. Nearby projectiles and missiles are sucked in and absorbed, and a burst of damage is released once you unphase, with damage based on the damage value of the absorbed projectiles. Damage dealt is always Energy and EMP. Fragmentation and kinetic damage is weighed less than energy and HE. The Imaginos glows when the Rejector is online. When it's on cooldown (four seconds) the ship goes dark until it recharges.
Built-in Weapon:
Rift Cannon - a fixed, large energy weapon that charges briefly, then shoots a burst of slow-moving, short-range energy bolts. These bolts can be sucked in by your Rejector to act as fuel for the resulting discharge. Leading the enemy and using your own momentum to propel your shots further is vital in order to maximize the efficiency of this weapon. Because it fires a burst of energy bolts rather than one large shot, it's better against shields and hull than armor, but it will still devastate frigate and destroyer armor.
Built-in Hullmod:
Nanolattice Armor - While the ship lacks a shield, it can regrow armor over time. This armor regeneration causes your peak CR time to tick down and is less effective the higher your flux level is. If you want to get the most out of this ability, you need to vent early and often to keep your flux low.
Strengths:Escaping, harassing weak ships, AoEing fighter wings, clearing out missiles, disabling frigates and destroyers, crippling capital ships, protecting allied big targets, and capping objectives
Weaknesses:Precise, hard-hitting weapons, like the Tachyon Lance, Phase Beam, Heavy Mauler, AM Blaster, Heavy Blaster, etc. Your armor regeneration won't help you and two or three unlucky hits can kill you, or force you to waste a lot of CR regrowing armor or dodging around. EMP can also be troublesome. The Imaginos also doesn't do a whole lot of sustained damage, killing a tough target like the Enforcer can take more than a minute. This makes it a better fleet ship than solo ship.
Off the top of my head, here are all the weird tricks/techniques I've discovered so far:
Rift Cannon Trick:The Deracinator disables all weapons while active, but if you start charging your Rift Cannon right before you activate the Deracinator, you can actually get off half the salvo before you teleport away. Occasionally useful while retreating to squeeze in extra damage, or to look like you're some kinda pro or some sh*t.
Extended Rejector: By exploiting the fact that phase ships cannot unphase inside an enemy vessel, you can extend your Rejector duration and keep absorbing shots by skirting the insides of an enemy ship. This is most useful against big ships with a permanent weak spot, such as the Dominator or Onslaught. If done correctly, you will be pushed out by your high flux level naturally, and all the EMP arcs from the Rejector will hit the closest armor tiles once you unphase, dealing a vast amount of concentrated damage.
Shield Breaker: Frontal shields will take a vast amount of damage from the Deracinator explosion if you position yourself at the front of the vessel. This seems to be because the shield absorbs every single EMP arc generated by the system. This makes it a valid decision to teleport IN FRONT of ships like the Eagle in certain situations.
Shot Deflection: The Scalar Rejector begins sucking in projectiles in a much bigger radius than the actual radius in which shots get converted into energy. This allows you to redirect missiles into enemy ships. Most useful against enemy torpedoes and bombs, if you position yourself so the torpedoes will be sucked to the side and into a hapless ship.
Rejector Cancel:You can interrupt the chargeup of your Deracinator by using the Rejector. This can be useful sometimes, if you're about to be fried by an Antimatter Blaster, for instance.
Have fun flying the thing and chime in if you discovered any tricks/bugs.