(Obligatory Disclaimer: I'm simply stating how the game plays and feels to me and to other pilots I've engaged in dialogue with, in the hopes that changes will be made to give us a good flight experience, regardless of the flight model. There is so much fun to be had with MM if they get it right, just as there would have been with the old flight model if they had gotten that right. It's just a matter of getting things feeling right, that's all there is!) :slightly_smiling_face: Combat and Racing have felt pretty bad since the removal of tri-chording, which is a natural phenomenon in Newtonian Physics that occurs in space when you combine two or three directions of thrust to propel yourself faster than if you had only used your main thrusters. They also removed thruster ramp-up time which BROUGHT BACK the dreaded "wiggle". What this results in is your opponent simply flies backwards and shoots at you, while you have little ability to "catch up to him", and when you do, flight is so unsmooth and jerky now with Afterburner doubling your speed that it becomes INCREDIBLY hard to smoothly fly your way behind or above your opponent anymore, so your only truly viable option now is to spam A and D to strafe left and right in order to "wiggle" to avoid fire. This is VERY effective, ESPECIALLY on a keyboard with the now banned-by-Valve tap-strafe (cheater keyboards), because your ship has no "weight" to it anymore, the thrusters just instantly give you for example, 18Gs to the left, and then 18Gs to the right (could even be lower, 6Gs creates the same problem with no ramp-up) which makes the aiming reticle go absolutely berserk when you are trying to aim at someone doing this. It's very frustrating for veteran players, I can't even imagine how frustrating this is to new players. This puts HOSAS/HOTAS users at a disadvantage, as it isn't possible to keep up with a tap-strafe keyboard in order to wiggle as hard as an opponent who is using one. The game is more about fast, hard-to-react-to movements than flying which doesn't feel or look very cinematic. We had a very simple fix for this in previous versions of the game. Thruster Ramp-Up Time, and this is one thing that absolutely didn't need to be scrapped for Master Modes, it is on the contrary, quite necessary for balancing ships and giving each ship some unique personality! Implementing this would make racing feel more interesting again as well as flight in general. Our ships would have some "heft" to them, and you could really appreciate the agility of smaller ships, as well as the raw power of larger ships. It felt really good. Not having this has turned the flight into a twitchy FPS gimmicky-feeling arcade experience at the mid to high-end (Fighting and Racing) of flight-related gameplay, it's gotta change and it's gotta change soon. :smile: (Also, it probably goes without saying but having thruster-ramp-up times would instantly negate the advantage tap-strafe keyboards provide because there'd be no point in mashing A and D as it'd take say, a 1 second delay before you get your max thrust in that direction.) :slightly_smiling_face: