Hi all, I thought I'd pop back in here and discuss some of the drama resulting around the intended changes to cannons in the 3.2.x patches and what we plan on doing with weapons going forward to help share some awareness and our goals. First up, we're aware of all the commotion and passionate responses to the change we've trialed in 3.2.1 and contrary to popular belief have not just buried our heads in the sand and ignore the feedback. A popular response I'd also like to knock on the head is we also do actually play the game, not just internal dev builds but PTU and Live. We don't just sit in Excel and tweak numbers to our hearts content and push them out untested, everything goes through QA first after internal design testing. Thanks to all of those who put across their feelings in a more reasonable and constructive way than others, alongside those who could see what we were aiming to do with this change. As much as everyone would like us to revert or rollback these changes it is not as simple as that, these changes touche many files and a fair few have had subsequent work done on them by other teams which would result in those people losing their work or us having to spend time re-implementing them. In addition the longer we spend patching up 3.2.x is more time spent not fixing other things in our main branch for 3.3 and the developers doing this have many tasks to do across all areas of the games balance so we'd rather spend the time there getting them all ready to go out in one patch alongside other complementary changes. The current proposed plan for 3.3: Some cannons will stay as semi-auto, will be labelled clearly as such in their names/descriptions and their RoF will be significant decreased, whilst their damage buffed to compensate. A majority of cannons will be "rebranded" as autocannons and returned to fully automatic behaviour. Their RoF will also be significantly decreased and have their damage adjusted in line. A review of all the weapons DPS will be done, to catch any outliers (Hello Glaive/Scythe owners) which were missed in earlier passes. Overheating will have another pass to ensure everything is working as expected in regards to the above changes, overheating will be the primary limiter on cannon DPS versus fire rate. All ships default loadouts will be having a complete ground up review as to whether what they come with is the most appropriate for their intended role. In regards to the last point, this is a big task and one that is sure to upset some owners but its something we've been wanting to do for a long time. Back in the old days there were a very limited selection of weapons ships could be given when released and we've never gone back and revisted them until recently with the power changes. We now probably have 4-5x the variety of weapons ingame than 2014 and as such not everything needs to come with Behring Cannons or Klaus and Werner Laser Repeaters. Finally, for you Vanguard owners out there, I chased up the status of the alternate weapon Nose options and had meetings with the relevant stakeholders this week to make sure they are scheduled in advance of the variants. I can't promise an exact patch date but I'd hope it will be in the next couple to allow you to have 4+ weapon type choices on the nose mounts.