I've only just started playing StarSector, and while I'm very much enjoying most of what I've seen of the game thusfar, combat alone is turning out to be more-or-less a dealbreaker with this game, especially with how much the game is emphasizing it's an unavoidable aspect.
- I have no sense of momentum when controlling ships. I regularly am not sure if the ship I'm piloting is still moving, because other ships often seem to match momentum with mine (so all ships friendly or enemy in the encounter are strafing/moving unanimously in the same direction, with the visual illusion that all are perfectly still with the exception of their gunfire), and there's no background detail to give me a sense of direction and speed. This causes me a big problem with leading targets, or determining if I've been hit with an EMP and my engines are disabled, because I don't even know for sure if I'm moving in the first place.
EDIT:
Also, I forgot to specifically ask if there is a mod that changes the WASD keys to function as cardinal directions instead of moving the ship relative to the direction it faces: The option to make the ship always face the mouse cursor isn't really helping with this, because of the relativistic thrust of the WASD keys.
So I have this problem too, especially in hectic fights and I like using the 'T' key, which is a toggle that centers your camera on your target, to do a few things:
-First, break the relative movement illusion by giving myself a constant reference point
-Second, strip away from the other ui clutter, especially when I'm on my old macbook at a small resolution
-Third, give me semi-absolute controls because the viewport is locked.
Also I pause judiciously in hectic fights because the AI loves to sneak a torpedo up your engine port when you aren't looking.
For general advice:
The combat is hard, and is very technical, especially on normal. Do not be afraid to use easy mode for learning or just to play the game. Just like M&B you take less damage and deal more.
Learn the damage types and think about how to best manipulate them. Many of my ships are heavily kinetic-damage focused because I value flux pressure on enemies above pretty much anything else.
As you play the game, you'll learn to identify hulls on sight and get a general idea of their strengths and weaknesses and capabilities. Where certain ships aren't covered by guns or shields, or other ways to exploit them (low flux cap, low dissipation, low armor, low turning speed). Same goes for weapons
Play with the simulator, and the mission mode to get a sense of what size and tech level ships you like to pilot personally, and have supporting you. You'll also learn what kinds of enemies you struggle against and how to deal with them.
Speed and Range are VERY important factors to consider. If you significantly outspeed or outrange an enemy, you can much more easily control engagements, regardless of the situation.
Don't be afraid to fight close together with allies. It will help the combat feel less unforgiving because they can keep you from being surrounded and caught out as easily, and also just mitigate enemy pressure by giving them more targets to wail on.
Overall, use what works for you, Starsector's combat is deep and varied and very flexible. Hope this helped!
RE Ship disablement:
I find this frustrating and unclear as well. The game should definitely inform you better when your piloted ship has any systems disabled. The visuals and sound for an overload are great and clear, but getting your engines/weapons disabled can feel frustrating, arbitrary and unclear, especially from EMP.