wow, what a nice thread this has become.
I remember discussion with people from OWL where they were saying that this type of flying doesn’t have much sense, cause sometimes you are not doing 100% damage because of turret location.
now that one would be interesting. since i have set those buttons in the time i was only flying eagle-b and alligator (valor) every day, i can only tell, i never cared about gun damage reduction, i just shoot, aim and shoot some more.
Albeit, it is logical that rotating shooting should be affected by it; maybe as said in this discussion, not enough, maybe not at all. Since I am not sure how it works, I would be thrilled to sort that out.
Otherwise, i gotta note, owl members have personal opinions, we also sometimes shout at ourselves and if I write sth. it’s not always built by my opinion but the mix of the different persons interacting with me. So I can’t say, that said statement is something like an owl-wide consensus, I can’t even remember anything about it.
I would not say my ceptor skills are maximum in every way, but this problem is particullary smaller to me, personally, as my fits and flight style actually deals nicely with a looper, and as old CO guy i tend to fit every ship with a ceptor to kill in mind; I do however sometimes see that the effort it costs to remove such a pilot can be too extensive, and if everyone in my team is struggling, gunfire going nonstop to nowhere, and I have to do the kill, it can be just a deathtrap for me the entire game, especially since I am not known for cautious tactics. So it’s not bad to have actually to have some skills to hit fast moving objects, or things you can do to increase your chance, its just the risk/reward being so in their favor.
I would be against to remove those buttons completely to be able to steer the ship in this detail, just dont make it so easy to be effective in it, if you press it non-stop, like, forever.
Interestingly, kostys quite detailed explanations reveal to me, he actually has a similar critique.
Albeit i am not sure, what moving the camera differently would actually change. The fact remains, if i hit that button, i reach maximum rotation in seemingly an instant, while moving the camera still is a relative movement / more analogue kind of control. I think that should be the aspect to think about. So think about it as a controller, and give it some tiring out. Or more focus on reducing gun effectiveness. Seems like two good points to start.
So dunno, what else we are arguing about here, skillz? numbers? Lets do spreadsheets. Having high stats is not always an objective measure, especially if someone cares to keep them high;
By trying to keep them high at all costs, albeit in another game, I learned, actually already becomes the process of lying to myself, and only leads to rage and blaming others for their incompetence and injury on ones numbers making one a bad loser; its like a virtual vent for subconcsious anger about mistakes. Just forget stats as epeen, dont argue around it. Use them for personal measurement. So we all got nice stats compared to the average ones, lets be happy and try to get more excited, that there seems to be some overlap in the feedback 
The only thing stats cant hide is obvious flaws or tendencies in base performance, but they can hide a lot about everything above that.
- “Those are some nice stats, sir, but they won’t help us NOW!”