Tooltip for setting 'Range' is worded as if it affects only the maximum range of turrets. (And it does so! Not sure if it is good or not)
However, it also affects the range of all bullets.
So personal weapons like submachine guns now have the same range as a pistol (with directional firing).
Each turret's bullet flies at that same distance, it will be shot only at targets within its respective shooting range, but a missed bullet will fly the full distance anyway.
That causes a lose-lose situation.
- Either you overbuff personal weapons and any shootout could trigger enemies far beyond expected/visible firing range.
- Or forced to range-nerf bullet turrets (modded or technology-boosted, since vanilla ones are extremely short-ranged by default)
I think the mod should configure bullets so that the maximum bullet flight range is a turret range * some configurable multiplier.
(Actual entity range, since some other mods can modify it dynamically https://mods.factorio.com/mod/SearchlightAssault, or it can be modified by ammo itself, like some mods give uranium magazines a +25% range)
Afaik SearchlightAssault creates a duplicated entity with boosted range stats, but this mod truncates that duplicate entity's range, so I'm forced to use the maximum possible range.
Also, max Range value is limited to 100, but SearchlightAssault boosts it to 104 xD