Right, real talk. Same AoE as the Plasma Cannon. Both downs targets instantly, even if the Kannon shoots faster (good in some cases, in others the plasma is better as people walk into the area). Still, plasma cannons arent suppressed like crazy when a heavy bolter shoots at something 20 meters away from you. Plasma cannons have snapshot, allowing its user to deal with melee and others coming up real close, while the Kannon can only fire a bad grenade that won't go off right away. It does seem to be an advantage to the Plasma cannon here. And neither is OP. The old plasma cannon was OP. The Servoskulls are OP. But precious few things are anymore, the Kannon/Plasma Cannon least of all.
Asymmetry is precisely that though. Once faction has weapons the other has no equivalents for. Orks also need their "sniper equivalent", because otherwise they'd have nothing to deal with enemy snipers, and nothing translates "precision removal" to Orkish quite as well as the fastest flying explosives on the field. The only way Deff Kannon could be more perfect was if you could get it in red without playing a specific faction.
Thanks for being a bit of a douche bag to a new member of the community! As far as the one shot aspect of the Ork Cannon, one shot or OHK weapons really dont belong on any faction, except for maybe the Power Fist or Ork Power Claw. Long range, OHK weapons are no skill garbage IMO. Kannon should operate similar to Lascannon, requiring vehicle lock in order to fire. Long Range AOE On Hit Kill weapons are total crap and ruin game play.
As some of the fellas above have said, yeah i'd be hard pressed to call the Kannon OP without dragging the Plasma cannon along. Most of the time I perform much better with the Plasma even. So if the Kannon is going to be touched, so should the Plasma along with it. Oh, and Orks would need something other than just Combi-Bolters to make up for it with long/mid-range combat
The cannon is broken as hell and I still abuse it, basically the better reaper launcher although it does have a counter, if you supress them the screen shakes so intensely I feel sick and the thing could basically fire anywhere even your feet, that ruins the weapon but without it I just go around killing anyone in sight rather easily, JPA is also a really good counter, burst mobility hurts the weapon hard. I still prefer the rokkit overall as it removes those downsides with rng scatter at range in return but still could use some tuning, probably projectile speed I would nerf so at range it's not as snipey if that's a word.
Wait wait, are you and I using a different reaper launcher, though mine dies say torrent...the alt fire does charge up....ah, k, had to read it and reason it out. Meh, I still prefer the reaper launcher, between the charged single shot's precision and the volley fire, I'm usually set for most combat scenarios, minus flyers.
Uuuugh, could we please not fuck over the only good ranged weapons Orks have? You all already made the Rokkit Launcha pretty much barely useful. I've fired that thing into tightly packed groups of Space Marines and managed to not damage any of them so many times it makes me want to weep gently into my Fungus Beer. I mean, hey if you all really want Orks to be pretty much melee only, the least you could do is make our melee not the worst out of every single faction. Our animations are slower, our lunge distances are far shorter, and we do not have a Power Sword equivalent in a Meta where it is king. We don't exist to fuel your Power Fantasy. We want to fucking have fun too.
I honestly think it should have been a heavy direct fire cannon. Like a colonial field cannon while its in its direct fire mode, without such a huge explosive radius, but the mortar option on the kannon is so unreliable. How about this. The direct fire mode for the Kannon will be like a low splash cannon ball but high damage while the mortar retains its high explosive splash+radius. It would help if they would readjust the bloody camera so the bloody cannon doesn't fill more than half of the bloody screen!!!
On Hit Kill, Are of Effect ranged weapons are simply bad for game play, especially OHK AOE weapons that are available to default classes. The Plasmacannon used to be horribly OP, similar to what we're seeing with the Ork Kannon currently. For the good of the game the Plasma Cannon was nerfed, though it could be made more useful as barrage and splash damage type weapon that kills via cumulative area of effect, much like the Plasma Cannon from Space Marine game.