Artillery shenanigans
If you've played on any map with sizable oil, you've also probably lasted long enough to produce Ripple Rockets and Archangels. The problem is not their fun factor or their superior range to other artillery. The truth of the matter is that Ripple Rockets, let alone Archies, outperform the other two artillery paths in both range and damage.
The proposal:
- Significantly reduce raw damage of Ripple Rockets, Archangels.
- Increase splash raw damage and radius of Mortars, Howitzers.
- Decrease accuracy of Mortars, Howitzers.
- Allow mortars to shoot while moving (howitzers unchanged).
- Further increase the cost of Archangel and Ripple Rocket turrets and emplacements.
All-round underdogs
Cannons suck. They cannot compete with any other weapon path. Rather than broadly improving cannons, each cannon type should be slightly specialized to add effectiveness and appeal to each individual turret. With these changes, cannons will compete with and complement, not supplant, other weapon lines like missiles and MGs.
The proposal:
- Light Cannon: Buff ROF, nerf raw damage. Effective against small targets.
- Medium Cannon: Nerf ROF, 1 second of high damage burn, remove splash, increase velocity. Rename to Destroyer Cannon. Name is tentative. Effective against large, tough targets.
- Heavy Cannon: Significantly increase splash radius and damage, nerf accuracy. Rename to Battle Cannon. Name is tentative. Effective against tightly packed groups of targets.
- Hyper Velocity Cannon: No longer replaces Medium/Destroyer Cannon, increase range, remove splash, increase velocity further, increase rate of fire. Name unchanged. Effective against units with lesser range and small targets.
- Assault/Twin Assault Cannon: Decrease weight, slightly nerf ROF, slightly buff raw damage. Effective at assaults [!]





