- Edited
Text walls are boring, so I'll keep this brief
Cannons are off meta. They're only useful against fastwalls, and we haven't seen a truly viable cannon ship since the days of Quix's Whiteout. Although Jun(0)/Yare has recently had sucess with their LC-Avoider, the ship still remains untested VS archetypes other than wall, and unfortunately for it avoiders have some pretty bad match ups if you exclude fastwalls, and LCs don't help with those matchups either.
In order to address this, many suggestions have been thrown around, thought they all suffer from the issue of making cannons even more feast-or-famine - Their slow projectile speed mean that they almost never hit outside of rams
Thus, it was suggested by NAOP for us to increase the speed of cannons, but also at the the same time increase the speed of lasers in order to keep the weapons feeling distinct. I made a mod to test these changes and player around 10 games with Jun(0)/Yare. (And I think a few more games were played by different people) These games demonstrated that these changes were able to do their intended purpose of making cannons viable outside of rams without making them overwhelming
Here are the core of the tested changes:
Small Laser
- Proj. Speed 240 -> 480 (+100%)
- Proj. Health 125 -> 75 (-40%)
Heavy Laser
- Proj. Speed 180 -> 270 (+50%)
- Proj. Health 300 -> 240 (-20%)
Electro-Bolt
- Proj. Speed 180 -> 315 (+75%)
Standard Cannon
- Proj. Speed 150 -> 270 (+80%)
- Turret Turn Rate 45 -> 60 (+33%)
Large Cannon
- Proj. Speed 100 -> 180 (+80%)
- Turret Turn Rate 30 -> 45 (+33%)