Dear Devs, @YogiKlatt-CIG We are an org mainly doing PVP fleet combat and training based in Asia. After intensive tests overcoming all those server bugs and trolling rail-gunners, we here provide our feedback on this new version of MM. We come from Singapore, South Korea, Hong Kong, Taiwan, and mainland China, so English is not our native language. I will type for them, and please bare with me with all those mistakes. I am happy to explain what I mean if any of the following items are unclear. The following feedback will be grouped into three parts: the bug, the good, and the not-very-good feelings. Bug: 1. DLSS messes up with Tobii and ship UI, making them blurry. We need to move a round to re-focus, but it turns blurry again very soon. 2. Vulcan doesn't work well with the ship UI, particularly true on wide FoV; it blinks badly and constantly. 3. The latest update makes going back to the lobby impossible in AC; it freezes the game. The offline mode seems to be okay, though. 4. Ships will force us into a Zoom-in state; manually zoom-out and re-center will solve the problem, but it is a bit annoying. 5. Gladius only, side strafes will introduce G-force-induced head movement no matter what settings. This seems to be happening randomly based on accounts. Other ships are fine. If this is a feature, please allow us to turn it off; it causes many of us motion sickness. One of our friends, a real-life pilot, feels this really sick as well, not to mention ordinary people. 6. The hit-registration issue is so bad that it happens so often, even during our still-target test at 100-200m. And ironically, the worst gun seems to be the 1800m/s guns. 7. Sometimes, there is a visual bug in the shield colors. It blinks to be red and depleted, then suddenly comes back 8. You lose your pip if you turn some of your weapons off. We found this when turning off the small guns on the Glaive. 9. we are not sure if this is a bug, but ships cannot boost their side strafes at all. This is bad to stick users because sometimes you are not able to have an input that is clean (without side strafe at all?). 10. No black-outs at all, we love this better than 3.22.1 MM where you black outs so often. But it feels too good to be true, and it is potentially problematic because players now can hold boost forever. 11. You cannot rent things like Deadbolt 3 12. Changing ship loadouts is tricky. We have to do it again and again. 13. Redeemer loses its turrets (disappearing entirely). This is a bug from 3.20 14. Too many empty ships on the map dragging our performance down. 15. Convergence issues on fixed weapons, like the Glaive and Blade, the weapons are so bad that they don’t converge at all, and the blade guns seem to be shooting 30 degrees upwards from time to time. The good: 1. Weapon variety is very interesting in 3.23. We spend time testing and think about load-outs, it’s fascinating for us. We understand that more balancing is yet to be done, but the direction is good. 2. Up strafe is much stronger than side strafe, this makes rolling more important and flight skills matter. 3. No blackouts in positional/rate fights. Feels smooth and enjoyable. 4. Certain weapons bring fights closer and quick, MxA and Dominance particularly, they make life and death in between 1-2 mistakes and within 30s, this feels exciting and rewarding. 5. Continuing to the above mentioned, weapons like the MxA and Dominance are in a good and interesting place, probably the dominance is a bit too strong, but it’s just the numbers, it’s range and mechanism brings a lot of choices. MxA feels good, high-risk, high-reward gamble weapons (in dog fight, which is not the intended purpose of them, but they do make dog fights closer quicker and more on the side of rate/position instead of nose-nose DPS, probably because the hit too hard, so get a better angle and position is more rewarding practically) 6. The Mechanism of the newly changed rail guns is interesting, though the number of them (ammo count?, Damage? Speed, Overheat) needs a bit of re-balancing, and now they are useless. 7. More fighters are playable now, we enjoyed our Talon, Katual and Furies a lot. 8. In fights where the two sides agree not to back/side strafe all the time, the fights are interesting and enjoyable. 9. Wiggle is gone, this is the reason why we can gather 20ish people come back to SC. The Bad: 1. The back strafe (side strafe) is so strong. We even feel that it’s very difficult to force AI ships to do close combat, they just back strafe hard and rolling shoot us, who pushes who lose. This feels too much. The only logical tactic is to play defensive, corkscrew and aim, it is boring. 2. Mid-range (300m) aim-dual is too strong, the forward push is not strong enough to effectively counter this or it costs too much boost to do so. With the short ttk of Dominance weapons, the side who initiate the push will normally die very quickly. And sadly, you cannot do effective moves during this push. 3. CF weapons feels too weak, they are not very effective at all against all ships. This is especially true if you put them on Turrets on big ships. Fighters can simply not using them, but big ships needs to use faster guns to counter fighters, however, they are not effective at all. We feel that nerfing its burst damage is not the good way, they should be very effective but capacitor draining, thus make them not good on fighters (with small capacitor) but very good on turrets (with big capacitor. We know they are more accurate, but the recharge time is the same between the weapons; it just does way too little damage to be effective. Either making them more accurate (faster projectiles) or making them a bit higher dmg /quicker recharge will make a big difference. 4. Rail-gun is nerfed for the good of the environment, but it might be nerfed too much and potentially made an interesting mechanism useless, They feel to be special turret weapons, like what you see in The Expanse, strong weapon and people get surprised seeing a small gun boat has a railgun mounted. I am not saying that SC should be like that, but such a special and turret-like aim-charge-trace weapon should be stronger but limited in like fire rate/heat-up rate, ammo count, or sizes (fighters need to trade-off a lot of things for a rail-gun). 5. Side-strafe is too week, that a lot of interesting moves during positional fights are not possible now, you basically cannot make any position change after you get onto someone’s back. 6. Fights now are very sensitive to internet/ping, this is partly because of our inability to force positional/rate fights so everything reduced into a gamble between hit/not hit, so if someone has high ping, they win very easily with those minor teleporting in an aim dual. 7. ESP settings feels so so so bad, is there any other ways to solve the problem of exploiting without taking away our ability to adjust our control feelings? In an aim-centric build, we feel that aiming is not smooth and not fun at all. It makes the entire fighting experience bad. 8. The major difference between a s1-s3 gun on a fighter main and a turret is the capacitor, but now the weapon balance is more about speed/damage. This makes the gunboats not very good against fighters with Dominance guns. 9. Distortion damage is not pulling people out of Nav mode at all or dragging them down until you shut them down. 10. Ship UI and markers are so disorientating, this gets worse if you do positional fights. Even with head-tracking, you get distracted by other white/red targets at a distance, the locked target should have a special color, and should not have it’s bracket and tags disappearing when they are not in front of you. They are all in red now, and it's so hard to tell which triangle is your target and which is an enemy 10km away. Thank you for your time reading all these; we look forward to a newer change solving those issues and, most importantly, the mechanism around the back/side strafe; we want more interesting combat where flight and spatial sense matters. Ono_onO and OPA