I'm known for long posts but I'll try to make this one straight to the point. I love CIG and star citizen, but the vehicle experience team screwed the pooch in 3.14 regarding flight combat. It almost seems apparent that someone at CIG heard a pilot say that "energy management" is possibly the most important aspect of air combat and never bothered to learn what the pilot meant. Whelp, it has nothing to do with the electrical system in the jet. While a rather complex topic, a dumbed down explanation is that it is a mental understanding of the amount of kinetic energy that the aircraft has to perform maneuvers and the struggle to maintain that energy. If your going hard on the stick and burn off all your energy you may find yourself in a defensive position going barely fast enough to stay airborne. At that point you've expended all of your aircrafts available "energy" and will be unable to perform an action to avoid your imminent destruction. Firstly and plainly, the power triangle needs removed, Period. It's a nice attempt to make folks feel more in control of their ship but it is a failure and it doesn't belong. Imagine buying a car and the salesman shows you the dash control where you can decide whether you want more power to your brakes, your airbag, or your drivetrain... No one, now or ever, would create such a thing. When operating a piece of combat hardware, whether it be my rifle or a fighter jet, the controls and needed input on the device are INTENTIONALLY made to be as simplistic as possible. While engaging a threat, my only concern is what I'm looking at through my optic or windscreen, not what's going on in my vest pockets or on my control panel. I've personally configured a passive macro to route power properly, a simple "if this-do that, if that-do this" code. And that is why the triangle is just silly in the first place, because its a painfully simple code that any aircraft/car/cell phone/toaster oven has been using for decades. Power is automatically directed to where it is needed most. I get my sense of risk and reward from whether my practice and training has enabled me to defeat the enemy. There's no need for a power triangle attempting to augment this. Secondly, capacitors, specifically for energy weapons. I completely see what they are trying to go for here and the trade offs they are trying to achieve. I won't go as far as to say they need to be axed, but they are currently implemented in a way that does not makes sense. I saw nothing wrong with the previous overheat mechanic. It was straightforward and simple, but if capacitors are the way Chris wants to go, than capacitors it is, but not like this. To start, and most importantly, recharge delay... not only does it not make any sense given that they have already explained that it is a multi capacitor system, but its frustrating as hell. My system power dedicated to my weapons' isn't going to just sit there doing nothing to aid me while firing. Not only would it be standing by, ready to instantly recharge, it would also be actively recharging capacitors that have already been spent. When the extent of fire exceeds the recharge speed of the system you would see a notable decrease in fire rate, having expended all reserved energy and now relying on the recharge speed alone. Currently, as one poster wrote, it's as if they are trying to implement an fps reload mechanic into the energy weapon system. If it were simply that, it would almost be barrable, but its even more convoluted. Not only do you lose all ability to fire due to the delay, but you also cant fire again at anytime during the recharge or you will incur another delay. On average it is taking my crafts 8 seconds at 83% weapon power to be able to fire again. That 8 seconds having to track your target, watching its shields start to recharge, and avoiding other threats. Its not intense, or dramatic, Its just bad gameplay. I have backed SC since 2014, almost to the Grand Admiral level. I do not criticize because I find any enjoyment in it. I believe in the future of this game and want to see it succeed. 3.14 has thus far been the worst experience I've had in the verse. The arcade style mechanics do not belong in our space sim. Thank you Addendum: A summery of some follow-up discussions with suggestions. I still feel as though on-the-fly pilot controlled power management should be removed in its entirety. The triangle itself could be repurposed however to adjust desired overclock setting. Making this adjustment would not show instant results as suddenly shunting excess power into and already charged system could be catastrophic. The process would be something done pre engagement and take 20-30 seconds to take effect and likely render the effected system more vulnerable to distortion and other electromagnetic interferences. As for weapon capacitors, I personally feel that my above explanation of how they'd more logically operate would be a fitting way to to model them into the game. Energy storage would still exist and over the course of a fight you will eventually hit a point where you've expended the reserved power. Continuing to fire the weapons will result in a notably lower rate of fire as you are beholden to the recharge rate of the system. If you want a good solid burst of gunfire again you'll have to give it some time to recharge. This way, numbers can still be tuned to maintain the desired amount of dps a player can achieve, still give a period in which your target is experiencing lessoned threat(which we will be grateful for when we are on the receiving end of energy weapon fire), while also not making the player have to sit for 8+ seconds with a dead gun. As it stands now, repeaters often take less time to expend their capacitors than they take to recharge, leaving us with over half of our fight literally unable to attack.