I flew the T1 scout for a bunch of matches to try it out. I feel like it's really powerful against gunships and non-CP strikes/bombers, but weak against CP as well as good scouts. It's decent in domination, but I don't see myself putting it on the bar for that when the T2 scout is better at many more things. It is better than I thought in TDM though, although I'm not sure it's actually fully meta. It's definitely the best choice when you're being focused at least.
I think it's quite good against CP bombers, especially if you make the switch to RFL. I agree with what Lompi said (and you implied?) earlier about a ship not being meta if it's only useful in certain situations. And I think you guys are right that the T1 scout might fall into this category. I do really like this ship though, and I feel like I do well with it. It feels like my 2nd strongest ship in domination. But you're right, overall it's not as strong as the T2 scout.
I don't think the T1 strike is necessarily better than the T2 for Dom, it's about what role you're filling. The T1 is definitely better than the T2 at killing stuff on the node, but it can't clear nodes. I think of it as flying a T1 gunship or T2 scout.
Agreed here, and a lot of it probably comes down to player style/preference. I tend to fight a lot on nodes, and I really dislike playstyles that force you to get off the node (even if it's momentarily). I think the T2 Strike is probably a bit better in team dom but the T1 Strike is a bit better in solo queue dom. I'd still prefer battlescout or EMP scout over both of them in either scenario though.
I've tried clusters out, I don't like them on the T1 strike. My blasters out-range them, and it's bad for how I fly. Because I open with blasters only, and use missiles when they're running, clusters are limiting -- they only work at close ranges. The 7700m of concussions is a huge deal. If I could I'd take ion missiles on the T1 too. I don't think the snare is worthless at all, I've killed quite a few players like that. If they're low on engines, it also prevents a maneuver (good on barrel roll ships especially). Protons don't work for dogfighting at all, which is why I don't think they're really worthwhile on the T1 strike. You can't use protons at close range except on lazy targets (or someone engaged by another player), which makes them a lot less useful to me. The execute potential of concussions is a lot better than that of clusters because of the SP and higher damage, too. Land them on a strike with 18% hull and he's dead. I don't think raw DPS is a significant enough factor to rule them out.
Fair enough. I basically just use the clusters as a counter to scouts and to add a bit of extra DPS during my retro jousts. Sometimes they work for finishing off a fleeing gunship, but a concussion may work slightly better for that purpose.
Re: T1 scout -- do you take shield disable? That's an issue I have with that ship. If you take shield disable, strikes without CP (and to a lesser degree scouts and gunships) are not really bothered, but if you take engine disable you need to deal with CP. It can't be good against both at the same time.
I take shield disable, but I only ever use the ship in domination. I use it primarily as a counter to bomber spam. Although that seems to be a fairly rare sight lately.
Frustrating that you suggest the meta for T3S being sensor beacon in tdm when everyone will still expect you to have tensor for dom. Is the sacrifice worth it for tdm? Not really. It's still my favorite ship and I'll fly it when I can, but people justify a ship by the damage it can put out while surviving and in that regard it's a weak ship. Forget the buffs/debuffs, that stuff doesn't show up on a scoreboard. It's a ship that was meant to be paired with teammates, and most think the loss of dps isn't worth the sacrifice.
Somewhat related to this discussion - has anyone tried TT/DF/Pdive/EMPm/Running Interference T3 Scout? It sounds like a solid ship that could fill a similar role to the T2 Strike in domination. It might be a bit better when under heavy pressure. The EMPm offers solid team utility while the TT/evasion provides solid DPS and survivability.