You probably want to work out a steering/flocking system instead of using physics.
The most simple one is to use two bullet behaviors on your sprite, and add your sprite to a family.
The first bullet behavior is a constant speed, 0 acceleration, with angle set towards your target.
The second bullet behavior is a 0 speed, small acceleration, disabled by default.
On sprite overlap family, set bullet2 to enabled, and set the angle to angle(family.x,family.y,sprite.x,sprite.y)
Then on sprite not overlapping family, set bullet2 speed back to 0 and disable.
You can improve this by adjusting the (repulsion) acceleration based on distance, rather than simply overlapping.