Forum Discussion
Oh wow.
I was complaining about this same issue (too much angular momentum, too hard to aim) for the first couple weeks of this game. Several people agreed, but I doubted we would ever get any headway in getting it changed, so I just let it go and started to get used to it.
However, I had no idea that mouse players could get around it with the "mouse recenter" key / function.
Question: Can flight stick players not find a way to also use that function, mapped to the keyboard?
It's still not ideal, but I dang sure will be trying, if it will help with this major flaw in the game.
What REALLY needs to happen is they need to reduce the angular momentum effect when centering your controller on every ship across the board. I am fairly sure it is a function of ship type or "maneuverability" rating, but hopefully one that could be adjusted by programmers without also changing the other aspects of maneuverability (i.e. actual turning speed / maximum angular velocity).
Possible arguments about "realism" aside, angular deceleration needs to be much quicker.
The sluggishness of the turn-and-shoot aspect of Squadrons makes it a very STRANGE game. It may have been done to "flatten" the competition so that people with really good reflexes and hand-eye don't have as much of an advantage (perhaps?) but it didn't work. Those who want to be pros develop other advantages to smash noobs, and good for them, but the frustrating effect is that skills transferred from other games do not apply immediately in Squadrons, or to a very dampened level, which has a negative effect on how much / little people like this game when they try it.
That said, I shall be experimenting with that "mouse recenter" function now...
It's PHYSICS PEOPLE!