There has been a lot of talk about the overly nerfed range of the Lance Railgun, but I think it is only part of the problem.
Missile launcher excluded, all player weapons in the game have the same range of just under 1 km.
I find it not only immersion-breaking, but also a huge missed opportunity to add more varied gameplay and another dimension to ship builds.
Instead of the supposedly short-range lasers and fragment cannons, a medium-range not-so-rapid (the stats really need an update) pulse cannon, and a long range bolt accelerator being balanced on dps, ammo use, and plug size only, balance them also on range.
In fact, I would also go one step further and even add an artifact that boosts gun range depending on a certain condition. Wouldn't that be a fun dynamic?
Add the current effective weapon range stat somewhere on the screen both for pilot and the gunner and problem solved, should be pretty intuitive from that point forth. And if you really wanted to make it more fun, some weapons could have both an effective and a maximum range, like for example lasers could deal standard damage up to 1 km away and then gradually decrease over to 0 damage at 1.5 km. Could even add the reverse where lasers deal extra damage at close range, as one example, or slightly less damage due to target being closer than the ideal focal point.
The point is with dynamic weapon range and distance-dependent damage output the ship weapon gameplay would become more fun and varied, which I believe would be a good thing. At minimum please give us static weapon range differentiation so that not all guns shoot the same.