And here is why: The problem currently is too slow rotational speeds, too high accelerations (in relation to the rotational speeds), and short weapons ranges. Take a Gladius: Pitch and yaw 55 deg per second. Even combined it's only 77 deg per second. To make a 180 deg turn (e.g. to follow an opponent that blew through and who now decides to run) will take 180/77 = 2.3 seconds (minimum, assuming perfect execution). Meanwhile the opponent that is now tricording away with 20 G will have covered a distance of 400 meter and will now only increase the distance due to the difference in speed. The key to good combat, is that you can actually kill someone that doesn't want to be killed (be it a bounty hunter trying to catch his bounty, a pirate, a ganker, etc.). As long as only staged arena style combat is possible (consensual where both agree to certain rules and both are willing to fight to the death of one or the other), there is no multiplayer MMO combat. The speed of combat is only a problem due to server health. The real problem is that you can't pursue someone that doesn't want to be pursued, and the cause of this is the slow rotational speeds and high accelerations that makes it impossible to chase a target that doesn't want to be chased. Lowering the speed of combat will solve nothing (unless you slow it to a comical crawl). Bookmark this post and come back once it has been implemented to see that I'm correct.