So, I spent some time searching the forums and I found alot of threads discussing whether air control should stay in the game or not, but I didn't find any feedback on the actual physics of air control and other movement. Playing the tech demo, there are a couple of tidbits that I would like to bring up. Of course it's all very subjective, but I still figured I'd bring it up and see what other people think.
First of, the air velocity drops off almost immediately (same decay as when on ground?) if you let go of your movement keys. I find it would be more intuitive if you had to do a reverse movement to slow your jump. It's also more or less impossible to do those awesome "jump-spin" shots with the high velocity decay, but that might be a concious design choice to create balance in the first place.
I find that both the inertia when running on ground and the amount of air control you have are quite high. Race- or class based settings for these things could be a powerful tool in tweaking balance.
I'm not sure if I'm imagining it, but it feels like the direction of your jump is altered when you rotate your view - it's hard to tell with the combination of quick air velocity decay and very strong "manual" air control. This might actually be a good thing for increasing maneuverability of the Skulk in particular, but overall I find it rather unnatural (as opposed to breaking the law of inertia. heh) and especially for marines. Again, race- or class based settings for this could be very handy when designing balance.
Lastly and most importantly I would really like to beg the developers to not let the Half-life 1 type of "air control" sneak into the game, where you would - no matter your current velocity - stop dead in the air as soon as you hit the backpedal key and just drop like a rock. Please?