This game's mouse-driven control is terrible for the 3d space environment in the game. The concept worked phenomenally well in Microsoft's Freelancer, but in SWTOR, it is slow to respond, the reticle seems to jump, and the mouse doesn't respond easily.
It's far too easy to lose your mouse cursor outside the range of the central display wheel, and turning back the other direction becomes confusing once you have moved outside the ring. Too often I find myself turning left, then STILL turning left when I tried to turn right just because my cursor was sitting outside the ring, on the left side of my scrren.
It's too hard for new players to grasp the game, and even become decent at flying. I am killed before I can ever do damage to other players in nearly every match, nearly every spawn.
As a gamer trained on joysticks for combat flight sim, and a pilot in real life, this is unacceptable. I expect the game to react one way, but it fails to do so. Instead, it seems to completely ignore some inputs I give it (see above about mouse outside the ring), and when it does respond, it's slow.
I've been a fan (and subscriber), since beta, and I was honestly very sad to see the sub-par replacement to Star Wars Galaxies: Jump to Lightspeed. That game had it right. It was a joystick driven combat flight sim with full, instantaneous response to the controls. I realize Galactic Starfighters is new, and you're trying to reach the entire audience of the game, but the current controls are unwieldy and difficult to use.
Frankly, I'm surprised ANYONE can fly these ships effectively in combat. This is going to drive new and inexperienced players away from this new feature as it gets older, leaving it a player base of only a comparative few elite pilots slugging it out.
Come on, SWTOR team, find some way to fly these spacecraft that doesn't suck for pilots.