I had typed a whole essay here but just accidentally closed the tab and lost everything so I'm going to be short. I miss flying the Talon from 3.13 (not because of the comparison of it vs other ships but because of the flight with Talon vs Talon) it had really great Forward Acceleration (which created control) and a very meaningful boost. When you needed it to perform it would perform. It was possible to wrestle for control with people, create angles and vsing every top player felt like a different Dark Souls Boss. Nobody flew the same but instead had their own interpretation on how to fly. Now I'm a bit disappointed in flight. The roof feels so low from the floor that everyone flies the same, it feels slidey (like ice skating) and sluggish. The days of meaningful wrestling for position is gone and for the most part just feels like turreting down a pip. The flight and boost isn't significant enough to "outfly" a crosshair and the gameplay of dogfighting in fighters feels stale in comparison to earlier patches. Meaningful buffs to forward acceleration and boost would be my best guess to resolving this. Now to the main point I wanted to get across: Balance in 3.4 The beauty of 3.4 was the balancing in flight (not saying the flight model itself) but instead the difference in FLIGHT performance between all the fighters was small in comparison to the drastic differences we have now. The flight balancing between an arrow (the most nimble) and the Vanduul (the slowest) was tiny in comparison to now. So how were these fighters balanced? They were balanced through their other attributes. A ship with huge alpha damage had a very vulnerable hull - for example a common strategy for killing a Vanduul ship before it two shot you was to essentially cut it's damage in half by destroying one of it's wings which had really small HP values. Fly evasively until you can manage to clip one of it's wings reducing it's damage drastically. The sabre flew fast and was very maneuverable but the balancing was in its hardpoints vs it's hull vs it's physical size. At the moment, the Sabre is too slow to compete with almost any other fighter. The arrow being so nimble was because it couldn't take a hit. Once you landed the hard to hit shots, it died soon enough to balance it as a ship choice... It was also very vulnerable to EMP. But what's the real value speeding up all the fighters and instead balancing their remaining attributes? More fun flying our favorite dogfighting ships. At the core of this game we're all here flying space ships and it's just my opinion that every fighter should be enjoyable and a pleasure to fly. It's hard to enjoy playing/flying most of the catalogue of fighters right now. Some of these ships aesthetically look amazing and the dream is to bring them back into service but just aren't competitive because of flight so they inevitably sit in our hangers gathering dust. With similar (not identical) flight characteristics and instead balancing based off other means the fun still exists and we don't have to feel like we're flying a Cutlass Black while dogfighting. This is just an opinion so not a big deal if you don't agree. Also want to state that I'm a huge fan of the other aspects introduced in 3.14 such as the capacitor mini game, the greatly viable multicrew performance, stealth mechanics and the performance of larger ships. Big fan of the team working on this - just wanted to make my perspective public. Apologies for how hard this is to read lol