I've tested a few ships out to see how this turn rate mechanics update affected them and I've seen these results:
Tiny ships (mass 70 to 80) have varied turn speeds in the 2.0 to 4.0 range. Their small size makes them fighter craft in effect with that agility. One test case saw a ship with a mass of 78 end up with turn rates of the following: X2.3 Y4.0 Z2.4. The second test case had a mass of 80 and its results were X2.2 Y3.2 Z2.1. This is in line with dimension-based calculaitons mentioned in the patch notes so these seem to have been buffed up as a result.
Small-ish ships (L167xH34xW83 for example) have a turn rate of 1.1 or 1.2 on the Y axis and 1.0 on the other two. They turn okay-ish though could be faster. In the trial run the mass oc the ships used were about 3k for the first case (1.2 Y axis turn rate) and 5.6k for the second (1.1 y-axis turn rate). The problem is that their "look speed" needs to be faster. Its hard getting beads on ships of similar or smaller mass unless you are flying in reverse and are faster in acceleration than they are (afeat that gets harder and harder). Core placement may have to do with it
Large ships (what most everyone uses) took a major hit. I hate to generalize, but just about any average "cruiser" or Capital Ship regardless of mass has these turn rates: X1.0 Y1.0 Z1.0. In other words, they turn like beached whales (walruses?). The only thing they can feasibly do is fly in straight lines forward, backward, or side-to-side. Forget about mouse turning, it won't happen with any speed faster than a glacier. You'd just not use them. Or if you do you'd be forced to slap turrets on them to deal with the fact you can't turn for beans in the middle of a firefight. Not all ship designs look good with turrets on it and some won't want to use turrets at all because it "breaks the feel of the ship".
So what I've seen is this: the new mechanic favors fighters and small frigates over anything else. They get the full benefit of the system while cruisers and capitals suffer horrendously without the use of turrets. if your server is built around the idea of using small ships then this doesn't bother you much. If you design large ships to use then you will see an entirely different and painfully slow experience. And shields? Forget it, shields are worthless in cap versus cap fights due to the "waffle shotgun" AMC block designs and turrets. No amount of shields will protect you, but that's a different topic.
We can go back to the old turn rate mechanics OR alter the current one to let larger ships turn better and less like beached whales. Flying in straight lines is not my idea of fun in a fight and while small ships are nice, I like medium-sized ships more and some large designs (Vorcha) as well. This change should speed up their "mouselook" turn rate a bit so they at least feel like ships instead of trains on a rail.
This boils down to the following set of ideas for "mouselook" turn rates.
5.0 for small ships.
3.5 for Frigates.
3.0 for Light Cruisers
2.5 (3.0?) for Cruisers
2.0 for Capitals/Heavy Cruisers
1.5 for Titans (Brigadier)
1.0 for Calibiris (Damocles).
Its not perfect but its a baseline. Small ships get the advantage, server-lagging mosnters like Damocles get the worst turn rates. Cruisers are in the middle of the road with an okay turn rate. Capitals start struggling and should carry a few turrets. Titans can turn a little bit but must rely on turrets. Calibiri type ships can't really turn at all and must rely on turrets and fighters for support (like a carrier) to take on enemy small craft whilst attacking the other group's Calibiris/Titans.
Anyone have anything constructive to chime in on this? I liked flying my Defiant before (Carl's hallow version I beleive) but now it handles kind of like a fat pig. And my new Vorcha can't turn for beans (orienting in a sector takes 20 years it feels like).
Tiny ships (mass 70 to 80) have varied turn speeds in the 2.0 to 4.0 range. Their small size makes them fighter craft in effect with that agility. One test case saw a ship with a mass of 78 end up with turn rates of the following: X2.3 Y4.0 Z2.4. The second test case had a mass of 80 and its results were X2.2 Y3.2 Z2.1. This is in line with dimension-based calculaitons mentioned in the patch notes so these seem to have been buffed up as a result.
Small-ish ships (L167xH34xW83 for example) have a turn rate of 1.1 or 1.2 on the Y axis and 1.0 on the other two. They turn okay-ish though could be faster. In the trial run the mass oc the ships used were about 3k for the first case (1.2 Y axis turn rate) and 5.6k for the second (1.1 y-axis turn rate). The problem is that their "look speed" needs to be faster. Its hard getting beads on ships of similar or smaller mass unless you are flying in reverse and are faster in acceleration than they are (afeat that gets harder and harder). Core placement may have to do with it
Large ships (what most everyone uses) took a major hit. I hate to generalize, but just about any average "cruiser" or Capital Ship regardless of mass has these turn rates: X1.0 Y1.0 Z1.0. In other words, they turn like beached whales (walruses?). The only thing they can feasibly do is fly in straight lines forward, backward, or side-to-side. Forget about mouse turning, it won't happen with any speed faster than a glacier. You'd just not use them. Or if you do you'd be forced to slap turrets on them to deal with the fact you can't turn for beans in the middle of a firefight. Not all ship designs look good with turrets on it and some won't want to use turrets at all because it "breaks the feel of the ship".
So what I've seen is this: the new mechanic favors fighters and small frigates over anything else. They get the full benefit of the system while cruisers and capitals suffer horrendously without the use of turrets. if your server is built around the idea of using small ships then this doesn't bother you much. If you design large ships to use then you will see an entirely different and painfully slow experience. And shields? Forget it, shields are worthless in cap versus cap fights due to the "waffle shotgun" AMC block designs and turrets. No amount of shields will protect you, but that's a different topic.
We can go back to the old turn rate mechanics OR alter the current one to let larger ships turn better and less like beached whales. Flying in straight lines is not my idea of fun in a fight and while small ships are nice, I like medium-sized ships more and some large designs (Vorcha) as well. This change should speed up their "mouselook" turn rate a bit so they at least feel like ships instead of trains on a rail.
This boils down to the following set of ideas for "mouselook" turn rates.
5.0 for small ships.
3.5 for Frigates.
3.0 for Light Cruisers
2.5 (3.0?) for Cruisers
2.0 for Capitals/Heavy Cruisers
1.5 for Titans (Brigadier)
1.0 for Calibiris (Damocles).
Its not perfect but its a baseline. Small ships get the advantage, server-lagging mosnters like Damocles get the worst turn rates. Cruisers are in the middle of the road with an okay turn rate. Capitals start struggling and should carry a few turrets. Titans can turn a little bit but must rely on turrets. Calibiri type ships can't really turn at all and must rely on turrets and fighters for support (like a carrier) to take on enemy small craft whilst attacking the other group's Calibiris/Titans.
Anyone have anything constructive to chime in on this? I liked flying my Defiant before (Carl's hallow version I beleive) but now it handles kind of like a fat pig. And my new Vorcha can't turn for beans (orienting in a sector takes 20 years it feels like).