Hi Developers, What’s the current state of weapon balance regarding ballistic nudge and excessive control disruption during dogfighting? Right now, repeated ballistic impacts cause severe pilot/ship displacement, often making ships extremely difficult to control. There isnt antyhing you can now do as a pilot to escape such attack and this makes the game favour swarm low skill attacks. Is this an intended result of the new physics model, or an unbalanced side-effect of how impulse force is applied per projectile? Currently, this has created a clear PvP meta around weapons like the Mantis, Yellowjacket, and Scorpion, while most laser weapons have become largely non-viable (outside of niche cases like limited NDB use). You’ve previously stated that you don’t want a single-weapon meta, yet these weapons clearly occupy that role right now. Key questions: Is ballistic nudge tuned intentionally at this level? Are there plans to normalize impulse forces per round? Is the long-term goal a rotating meta, or stable mixed viability between laser and ballistic weapons? Can we find the balance for laser and ballistics by twweaking the shield values? We support physicalized combat but the current tuning favours control disruption over tactical diversity. We would be hopeful that something can be done regarding these weapons. Yesterday, we ran a 20v20 using balanced loadouts—mostly low-velocity ballistic rounds and mixed laser builds—and the large-scale fleet fights felt great and genuinely rewarding. Thank you. @Thorsten-CIG