Actually thereâ€™s three falloffs.

Each are added to the first, thus allowing turrets to increase range capacity, but as you get further out the lower your chances of hitting.

So a turret with 50km optimal and 50km falloff, within 50km and 100km *(optimal + falloff)* has a 50% chance of hitting, 100km to 150km *(optimal + falloff + falloff)* has a 6.25% chance, and from 150km to max range of 200km *(optimal + falloff + falloff + falloff)* 0.2% chance.

Only exception is Trig turrets as they have 0km falloff.

And only thing that effects these are ammo and tracking computer scripts these ranges adjust.

For example i have an Apoc with Beams that has a optimal range of 112km with radio and range scripts, and even with a signal booster running range script the beam will still hit targets in the first falloff range 50%, never getting target lock past the first falloff range.

While a Leshak with factional turret *(longest optimal range of all trig turrets)* using Meson ammo and 2x tracking computers running range scripts will hit a target just under 90km away. And that scares a lot of players when they see that happening, even those in the same fleet respect it after a few fleets, no longer view the Trigs as solely short to medium range ships.