I find that all of the turrets, especially the CV and BA turrets are far too accurate in general. Their hit probability seems way too good even against smaller craft like SV's and HV's. This is especially ridiculous when these large turrets are shooting at players at hundreds of meters away with pinpoint accuracy. This makes it so that infantry and SV's and HV's essentially have little chance against even a small number of CA and BA turrets, as they get instantly shot almost 100% of the time. My suggestion in the case of SV's and HV's (and maybe even CV's) against CV and BA turrets would be to implement some sort velocity-based accuracy penalty. If the firing CV is moving with a sufficiently high velocity, then its turrets should suffer accuracy penalties. This would make high-acceleration, insta-strafing CV's less viable with turrets, which honestly just look ridiculous. On the other side, if a craft, whether it be an SV, HV, or CV, is moving sufficiently quickly and is being targeted by a turret, that turret should suffer accuracy penalties. This would allow fast-moving craft like SV's, HV's, or even some smaller CV's have a better chance against CV and BA turrets, and allowing for more dynamic gameplay beyond just tanking enough shield damage in a very repetitive and static manner. It would allow fast maneuvering to actually have an impact on gameplay. On a related note, I'm not sure what the turn speed limit on larger turrets is, but maybe they should be reduced to make tracking fast-moving SV's more difficult. This might even have implications for large CV vs CV or BA combat, as maneuvering would cause turrets to miss their intended targets, both receiving and dealing. If both the targeting turret and targeted craft are moving, then the penalties should stack, and the accuracy penalty should be even worse. For targeting infantry, I think the turrets should suffer both accuracy and detection penalties. There should be *some kind of* advantage for being essentially a tiny little dot in the perspective of the turret. Perhaps the infantry shooting their weapons would increase their visibility or something, but if the infantry is simply advancing towards a turret in the periphery of the turret's vision, they should be allowed to advance undetected. This penalty in detection could simply be a uniform radius effect, but I think at minimum it should be a reduced cone effect, ideally both. This would also encourage the use of smaller sentry turrets specifically against infantry, which despite their reduced range, could maintain their accuracy against infantry (although I still think they should suffer some accuracy penalties as well against infantry). However, I want to stress that this accuracy penalty should only apply to turrets. Stationary fixed guns should be unaffected by velocities, thus encouraging their use via fast maneuvering. Also, this effect, at the most simple implementation could just apply to ships simply moving in straight lines, if that means server performance is impacted less. It would seem a bit odd, but I would find it far preferable to the current state.