4) Cannons, and especially nukes, can too easily be range-boosted further than other weapons.
Walt The cannon range nerf is specifically to solve the massive momentum-boosting advantage that cannons have over other weapons. That's not even really a balance issue, it's just really weird and makes no sense. They might need a separate buff to compensate though.
Walt Instead of lowering range, I could also buff projectile speed a bit, which would simultaneously buff cannons (both accuracy and making them harder to shoot down) while also reducing the effect of momentum boosting. That might be better than a range nerf, though there's a limit because I still want cannons to be slower than lasers.
Equalizer That said railguns and ions can have ranges about 2-3 times that of cannons since they gain little/no range from ship speed. They should be able to match the range that cannons can get from momentum boosting.
First off, I don’t think it’s key for all projectiles to have the exact same 3-second lifetime (which it looks like most of them have in the experimental changes). As long as the lifetime is similar, it should still be difficult to range boost a cannon or nuke more than other weapons.
Walt Standard Cannon
Range: 200 -> 150
Large Cannon
Range: 200 -> 120
Speed: 35 -> 40
Range decreases sound fine to me, as long as they get buffs to compensate. I would suggest keeping the large and standard cannon at the same range though, because I think it doesn’t feel very “large” to have shorter range.
In general I was thinking cannons could be cheap and durable, but short-range and inefficient with surface-area. So in addition to the range decreases, they could get cheaper (cost and/or ammo) and tougher as compensatory buffs. I also wouldn’t be against making them extra-strong vs armor.
Walt Railgun
Range: 250 -> 200
Range is now increased by accelerators
Speed: 110 -> 100
Near-infinite range would definitely help single large railguns compete with fans, but I’m not sure what other consequences this change might have. 200 feels like far too high of a starting range, given how many accelerators are on the average railgun (unless the accelerator formula changes).
Walt Small Laser
Range: 150 -> 160
Heavy Laser
Range: 150 -> 200
Speed: 60 -> 100
What would you think about making the different firing modes of the heavy laser have different balance effects?
Walt Range: 200 -> 250
Damage: 200 -> 300
This sounds very strong. I haven’t had a chance to test it out in depth though.
Walt Nuke
Range: 150 -> 90
I think that decreasing their range to 90 is pretty extreme, but I agree that they can probably be boosted too far now, and I also think that increasing their projectile speed (to reduce lifetime) would feel weird. The only other option I can think of is to have them transition to grid-relative movement over time (like mines), but that makes them difficult to chase enemies with. So I’m not sure….
What to do with nukes probably depends heavily on any reductions to nuke hp, any changes to flak/PD, and the increased range of some other weapons (railguns/HE/EMP).
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In general, with these specific numbers I'm a bit worried that turreted weapons will have too short range to be used on slow ships.