are you thinking everspace lol
Nope, played both
Everspace has the edge on the basics- for example, you can side-thrust, which you can't in HOTDS, inexplicably (and why rolling is so emphasized I don't know at all, given that it gives no advantages).
Everspace has major problems with an incoherent story, bad weapon design, etc.; it just doesn't add up to Fun when all of the details are in place.
HOTDS has the inverse problem. The story's OK, the fluff makes sense- you're the 47th Ronin, OK, I get that.
1. It feels like we die to RNG, rather than to lack of Skill. Shot speeds from the big guns are so fast that dodging them feels like luck, and frequently I just randomly died while passing by an enemy.
2. The fighter-on-fighter combat is lame, where it really should be the heart of the game. The enemy AI isn't bright and their deaths take forever, as you knock down their health with your auto-aiming guns (which auto-aim because, well, it's 2017 and game developers have apparently forgotten that making the AI not ~too~ accurate and keeping combat distances reasonable is a thing the classics did to make them approachable and fun).
3. Fighting enemy capitals is a binary tree with two branches:
A. Is it absurdly shielded, to the point where only my capitals are useful at all, if I don't have a Heavy Weapon.
B. What a cakewalk, I just killed that Destroyer by getting behind it and shooting a lot.
4. Because there is no in-game way to reload Heavy Weapons, your fighter's participation in Capital ship fights is unimpressive. When, literally, the only way to get more weapons is to kill the Civilians on the map with your last remaining fighter after purposefully dying, to bring in another fighter (because kills generate fighters) so that you have another Torpedo... the game design is broken, yo.
5. Running into things is instant death, which is realistic but not actually fun. Especially when you've just gotten into a fighter and the AI is trying to drive it into an asteroid right up until the moment you take over. That's happened 4 times already.
6. Did I mention that the AI's a little weak? It really doesn't handle asteroids well and it doesn't pathfind at all. Giving attack commands to your fleet when there are obstacles around is often a frustrating experience where a lot of micro is necessary.
7. It's a basically-2D field of play, like Freelancer, but there isn't a button I can use to level out and see "up" and "down" again, like Freelancer had, which is annoying.
8. The upgrades for the weapons, etc. are a little frustrating, in the sense that since you can only have two of them and some of them require another one to be present, your actual loadout choices seem pretty limited. I feel like he was originally going for a totally different power-ramp and then changed course midway through the game's development, but didn't revisit that at all, just made the choices go away.
9. Too few of the weapons are awesome enough. Too few of the upgrades are wonderful or feel like upgrades. The device that makes the static turrets your friends, for example, sounds great until you realize how few missions actually use that mechanic and how basically boring it is, because they're always clustered. You're going to use the Autocannon the entire game, even though it's utterly uninteresting.
10. Not being able to arm each fighter in different ways, so that I can be a Strike machine and my buddy(s) can be Support... was a huge missed opportunity.