Hi team, I wanted to open a discussion about the bullet speed of high-level cannons in the game right now, specifically focusing on the special Size 8 Medusa cannons on the Perseus. When looking at the intended role of the Perseus—a heavy gunboat meant to play like a dedicated sniper against large ships—the current slow bullet speed feels like a big design error. It stops the ship from fighting the way it was meant to. Here is a breakdown of the core issues with the current tuning: Shooting Distance vs. Bullet Speed: Massive sniper weapons like the S8 cannons should shoot fast enough to hit big targets from far away. Right now, the slow bullet speed forces the Perseus to get much closer than a long-range ship ever should, completely erasing the advantage of its huge guns. Target Dodging: Even against the big, slow ships it is meant to hunt (like the Hammerhead, Carrack, or big cargo ships), the slow travel time of the S8 rounds makes dodging way too easy. It forces the Perseus to rely on the enemy flying in a perfect straight line or getting dangerously close just to guarantee a hit. The Sniper Fantasy: The Perseus is designed to punch holes in heavy armor from a distance. If the slow bullets make hitting shots too hard at mid-to-long range, it pushes the Perseus out of its tactical sniper role and into a weird "brawler" role. Since it turns too slowly for close combat, this becomes a fatal flaw against ships actually built for brawling. Turret Placement and Firing Arcs: The physical layout of the top and bottom turrets actually forces the ship to fight at a distance. If an enemy gets too close, the shape of the Perseus's hull blocks the guns, making it almost impossible to get both massive turrets aiming at the same target. Fighting at long range fixes this, letting both turrets fire together perfectly—but the slow bullet speed forces us right back into that bad close-range spot where the turrets can't work together. Cargo Ramp Blocking the Turret: There is also a major physical issue with the cargo bay door. Right now, when the cargo ramp takes damage and breaks, it just lowers down and gets stuck. This physically blocks the lower turret and makes it completely useless. Instead of just dropping down and killing the lower turret's firing arc, a destroyed cargo ramp should completely break off or blow away so the ship can keep fighting. Strafe and Retro Thrusters: To truly work as a long-range threat, the Perseus needs stronger strafe and retro thrusters. The proof of this flaw is in the combat loop: right now, an enemy can just fly straight forward to close the gap. Because the Perseus lacks the thrust to strafe out of the way or reverse quickly to kite the enemy, it gets easily pushed out of its effective range. A slight buff to the directional thrusters would allow it to maintain its distance. More importantly, it would give the Perseus a fighting chance to "dance" and dodge around the massive main laser of an Idris that can currently destroy it in one shot. My Questions for the Vehicle and Combat Teams: 1. What is the current design plan for the bullet speed of massive S7 and S8 special cannons? 2. Are there plans to tune these huge weapons differently from standard ship guns to give them a faster bullet speed, making them work as true long-range sniper artillery? 3. To go further what is the intent and rules of engagement on fleet vs fleet, close combat, light fighter wave beating every capital or sub-capital ships ?