Know what, here, let me "whine" some more -
Sounds - I'm uncertain if the cannon sounds are the same as the current one or different, I'll figure that out in a bit when I jump back to the live server but if there different, keep them. The MG noises though after playing my F4F, yeah, no, those need to go.
Bot's - are actually rather surprising. I figured they'd be as clueless as battle against bots or team training ones, but I was proven wrong. They aren't the sharpest tools in the shed, but I actually had a Ki-43 throw me for a loop in a zero when he actually tried (and nearly succeeded) in forcing me to over shoot him so he could get behind me. They may need further refining one way or the other, but at mid tier they seem to be about right so far. Not too insanely good like WoWs, but not as terrible and useless as training room bots.
Module damage (weapon balance) - not nearly as utterly horrifying as I thought it was going to be as I haven't really seen one shot kills from high caliber guns and MG's seem to match about as well at damaging modules all things considered.
Module damage (frequency/severity) - This may well need some dialing back, time today I've only manged getting my wildcat and zero's out for testing. The wildcat with the equipment worst I had was the engine and the pilot really, aside from fires that appear to be way more frequent (another thing that may need to be dialed back a little). However, much like 1.2 when we introduced module damage then, the zero's I'm basically finding useless again. Every single match I used one a hit knocked out the tail and planes like the 109 with nearly double the turn radius are turning inside it, making it so it has no advantage at all where as most hits won't knock out a BnZ planes edge over the zero. I feel things once again shifting to BnZ having a clear edge over TnB.
A6M series - While they have never been the most durable planes in game, it feels like they are taking way more damage and that their survivability has dropped dramatically, with hit points vanishing before I can really even react, something that rarely happens in current version on live server save for encountering planes like the 410, 109z and 262. Unsure if this and previous statement applies to yaks and other similar planes.
New Equipment - For the most part I like these, I feel they add something especially for planes that are considered multi-role because you can tailor it a bit more to one side or the other. Though I'd like light airframe and the control surface one to be a little more clear. 3% increase mobility in turns? What exactly does that mean? Do I turn 3% faster, Do I change directions from a turn 3% faster? If these have any effect on stats it'd help if it actually shows them.
UI - Took a second to figure out, but I actually like it, keep it as is.
Optimization - I still have only the same 20+ fps I've had, but noted that I seem to be on a slightly higher setting looks wise, the plane looked different as did lighting effects, could be wrong though. Either way, I didn't lose FPS this time so, good job.
Also going to note accuracy does appear to be off but I can't be sure if thats something done by the dev team or is simply the server lag.
Overall so far while I intend to do more testing, I'll disagree with Dity in that it's not nearly as bad as 1.5. I'd say overall, I like where the patch is trying to go, I wouldn't recommend releasing it live as is, but this could be a good patch. Just needs some work. Also MM does need to grab a minimum similar to what we have for live players, then fill bots.
Aces/Destroyer/Ace(post1.9)(#of/#) - A6M1(7/1), P-36(1), BF-109b(3), Ao-192(1), beaufighter(3/1), BF-109z(2), P-12(2), A6M2(3), P-51a(4), Yak-7(2), Bf-110C-6(2), F4F(2/4), Blenheim(2), BSH-2(1), XP-50(1), BF-109f(1), LA-5(1), Spitfire I(2), P-40 M-105(3), BF-110e(1), F4U-1(1), FW-190 A-5(4), I-16e.(1), XF4F-3(1), A6M5(5), F7F(1), XF4U-1(1), Bf-109E (1), A7M (2), I-16l (1), P-38f (1), P-40 (1), Mig-3 (1)