If you wanted to solve the woes of turret balance and multicrew ships that currently exist in Star Citizen, and have existed for years, the weapon changes in 4.8 are instead how you exacerbate them. I don't think the impact has even vaguely been considered here, because if your average turret engagement distance (judged by how reliably a turret can hit anything) is being reduced from a pitiful sub-1km to an outright useless sub-700m distance or less, and that's what you as developers intend - because you're of course fully aware of the knock-on effects of your balance changes with weapons in the game you're making - then it has to be asked ... What is your intention here, CIG? Please answer me: Are turrets overpowered? Are turreted ships overperforming thanks solely to multicrew? If no to both of them, then surely we're missing something? Because last I checked, there's 0 valid reason whatsoever to bring someone in a turret rather than their own ship in 4.7. Sure, there might be one or two ships like the Scorpius and Perseus which aren't bad, but the majority of turreted ships aren't worth considering bringing crew for them and the reasons have been the same for years and years. Honestly just rollback these new weapon changes, nobody would blame you. This weird approach where you nerf literally everything, and nerf the best especially hard, but you simultaneously buff something else to be the new best weapon bar none (Attritions in this case) achieves nothing. You're continuing your weapon whack-a-mole and this approach means we'll all just migrate to the next-best allrounder. We used to have a cannon meta, they got whacked, then we shifted to repeaters, they got whacked, then to cannons again, they got whacked, and we're back to repeaters. Even gatlings are shit now, like a S3 Mantis GT-220 is not much better than a S3 deadbolt in terms of velocity, like what is this? It's bizarre. Except with this new round of """"balancing"""", CIG, combined with unnecessary armour nerfs to larger ships, you've indirectly issued a substantial nerf to most multicrew ships with these weapon changes, which already exist in a state of near-irrelevance. Are you going to add turret quirks at any point? This would solve most issues with turrets. Velocity quirks, spread quirks, capacitor/ammo quirks, etc. You've already introduced % ship quirks like interceptor, what's stopping you here exactly?