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If processing is taking longer per tick than 1/60th of a second, your effective TPS drops as a result, and the effective speed of the simulation drops at the same rate (this applies even more so on higher speed settings). Turrets consume a lot of TPS because they scan for targets regularly, which is an expensive operation, since it needs to check the status and distance RE: the turret of any pawns on the map, and it needs to do that for every turret on the map.
Thankyou.