SpectralMeat wrote on Jun 9, 2014, 08:17:
I know this question wasn't asked from me, but for me the handling in SC is kind of weird.
Much more simplified than Elite.
It feels like the ship handling was made for people playing with kb+m or a game pad.
If you play Freelancer again the ship handling is a lot like that.
I am not sure what was promised in terms of handling but this Alpha build doesn't feel like ship physics or flight controls for that matter were top priority in the development.
It really doesn't feel like Freelancer, having just played it a few months ago. Freelancer was completely on rails and instantly responsive.
My loaner Hornet - a ship that's supposed to be about military dogfighting - feels very sluggish, bouncy and lop-sided with either of the mouse controls schemes, or even a joystick. It's not even close to how Wing Commander handled.
Early on CR said he wanted to simulate every little thruster and control surface. I remember that well because it was in the original backer presentations. Then it was supposed to be fed through a fly-by-wire control scheme. I'm sure the dev team has fudged the simulation a bunch, but I can feel the middle-man. Maneuvering at speed with even a dent in one of the wings (which have no thrusters and control surfaces mean nothing in void) turns the whole thing into bull riding. My pilot friend loves it but I'm still getting used to spending more time fighting my controls than the enemy.
The most disappointing thing is this sophisticated AI they hyped in a couple videos. So far it's only marginally better than the retard AI in the X games. They can manage to avoid stationary objects - most of the time. However mnay of my deaths have been from Vandul playing chicken or the wingmen shooting up my ass.
The best part about Star Citizen though is how emotionally invested people are getting both for and against the game. It's got as much popcorn drama fighting as a POTUS election.