There is an inherent flaw with the premise of close combat space flight, leading to endless turreting and circle-strafing especially in PVP multiplayer, due to the lack of terrain features in mid space, compound that with the fact that Elite also features lightspeed pulse and beam lasers making this issue even more apparent.
Elite: Dangerous deals with this by limiting the yaw rate and enforce an optimum corner speed by by way of thruster placement and limits in the flight control computer, forcing to roll and then pitch to get the most efficient turn rate (less efficient, but most comfortable for a human pilot), in addition there is a G-LOC system, a preliminary version can be seen here.
So I was reading upon the E:D FAQ, even contemplating a beta purchase, when I started reading this. Now I'm not sure I understand the flight model, so I need to ask, why is yaw limited?
In space, one shouldn't have to fight like a WWII plane. Therefore, I assume I am fully capable of letting the ship rotate freely in space on any axis. This should only be limited to the power output of my thrusters, not artificially limiting how fast I can turn.
Star Citizen does limit how fast you can turn, but let's you turn it off (doing this may also cause you to kill yourself if you're not careful, turning too quickly and applying too many g's to your pilot means you're dead). Does E:D have a similar flight model?
There is an inherent flaw with the premise of close combat space flight, leading to endless turreting and circle-strafing especially in PVP multiplayer, due to the lack of terrain features in mid space, compound that with the fact that Elite also features lightspeed pulse and beam lasers making this issue even more apparent.
Oh, I see. Apparently they think rotating your ship to fire at opponents is overpowered. E:D has a lot of good features, but I don't agree with forcing players to act like they're flying jet planes in space.