Some feedback.
Secondly, if CIG really cared about "balance" and creating a game that actually takes skill, they would not have the current mouse controls from Freelancer/War Thunder.
The controls are not like Freelancer, although I understand why many people would say that they are. Essentially, both mouse modes function like a Vjoy. The difference is that one of them has a
very big deadzone, and gives you the opportunity to train/aim gimbaled weapons manually off bore without having the ship change rapidly course.
This makes it "feel" like you are playing Freelancer or WT arcade mode, since the player puts his marker on the enemy ship and moves it closer to the deadzone as his ship turns to compensate. If you keep the marker on the same position though, the ship will keep turning forever (which is the opposite of what happens in Freelancer for example).
Or could it be, perhaps, that it just isn't balanced to where they want it? You know, with this being pre-alpha and all.
AC has not been "pre-alpha" since 1.00. Also, you have to understand that we have been testing for 10 consecutive months now (its not like its new and unpolished), and there are still a number of aspects of the FM that we do not really know what CIG wants to do with them. One of the main problems that I can identify right now is that CIG did not have a firm idea on what the intended player experience would be at the end off the road, so the agile process they use is a test and re-assess iteration cycle in this part of the feature set.
As we move forward, another problem that
might emerge stems from the fact that community pressure fortifies a certain testing decision in the early testing process, and using the agile process to evolve it is very difficult, and actually counterproductive to the alpha testing process. For example, no-one really has any problem with CIG changing the way the damage states work on the hulls, but trying to balance and change things like the ship stats or what ordnance a certain ship carries is nightmare. Same goes for parts of the aiming feature set in the FM, or the way boosters work, or (more importantly) what thruster output and throttle management will be in the game.
Said community pressure (relying on past dev quotes and todays status quo) is really difficult to overcome, and sometimes forces the developer to stay silent regarding changes on the status quo, or even fail to be brave and iterate/evolve it as the agile process dictates.
Hope that helps, cheers..C: