Cannon

Overview

 * The Cannon is a conventional tower, dealing moderate damage at an alterable rate, it's capable of taking down most kinds of enemies.
 * Each rank reached visually grants the tower an additional barrel, has its damage boosted but fire rate decreased. At rank 1, it is fast and weak, while at rank 3, it is slow and strong.
 * Cannon is the very first tower, available to the player, from the very beginning.

Notes & tactics

 * A combination of rank 1, 2 & 3 Cannons can do decent job vs most enemy types.
 * The Cannon is generally considered as not the ideal tower for the heaviest, nor the lightest enemies, and is often replaced by other specified towers like ACP, Drone & Anti-air.
 * Like the other projectile-using towers, the Cannons suffer from random sight obstructions, including other towers, although there are less problems with little towers like Drones & Dispensers and ones with high placing of the shooting part like Violators & Anti-air.
 * Projectile-using towers that suffer from sight obstruction are the Scatter lasers & the ones with targeting system.
 * Overcharging the tower grants 325 damage per 100 resources (= 3,25 damage per resource). This means overcharging gives 94,1% of the damage, gained by building level 3 Cannons, being surpassed only by the Anti-air in this specific ratio.
 * Amp spire correlations
 * A level 1 Amp adds same amount of damage as overcharging a Cannon to more than 3000 damage and makes for a bigger damage gain if being put before the overcharge.
 * A level 2 Amp adds the same amount of dmg as overcharging a Cannon to more than 3756 damage and adding such Amp before further overcharging makes for a bigger damage gain.
 * A lvl 3 Amp adds the same amount of dmg as overcharging the Cannon to above 5079 damage and adding such Amp before further overcharging makes for a bigger damage gain.
 * Overcharging the Amp adds the same amount of damage as overcharging the Cannon to above 16250 dmg and from then on, max dmg gain can be reached by putting equal resources between them.
 * These correlations are valid for the damage value, reached only via upgrading & overcharging, without Tinkerer, Engineer, Core-tower synergy or already existing Amp spire. If any of these is in action, it is needed to calculate the damage, gained by pure overcharging/upgrading (or to remove the buffs) to see the real efficiency stats. Note that all these 4 mentioned buffs stack additively (no multiplications).
 * The attack speed of the tower in-game is converted into shots per second this way: One in-game speed unit is 1/60 shots per second and therefore come the calculations: A level 1 Cannon has 120/60 = 2 shots per second, a lvl 2 tower has 60/60 = 1 shots/sec & a lvl 3 tower - 34/60 ~ 0,57 shots/sec.
 * Alone by itself, this tower finds use mainly in low-resource games in the Campaign & Easy modes, since in Survival and in high-resource Campaign games it tends to fall behind high-potential towers such as the ACP, Anti-air & Drone. Its capability of making Soakers more vulnerable is behind that of the Drone and the Gatling and its single-target DPS has lesser long-game potential than the Gatling and the Anti-air. If the ACP can hit at least 3 lumes at once, the overall damage is higher than that of the Cannon. If the Drone hits at least 2 lumes at once, the overall damage is more than that of the Cannon. If assisted with Range spire, the mentioned towers can easily leave the Cannon way behind.