The speed of the weapons hasn't been altered except the mortar shell, but the cannons are just 'grenade' class instead of bullet class. Basically they are high-speed mortars with short(ish) lifespans, and of course are affected by the overall gravity of the map. I can't change the arc of the shots unfortunately unless the speed is increased or unless i change map gravity, but in doing so i'd have to shorten the lifespan again, and the weapon would be easier to get kills with, AND ship physics would be affected.
I wanted to give the pulse stab grenade physics but its not possible, as the classLabel 'pulse' doesn't work on other classes. However, Im hoping that the pulse cannon will get more use now that its the only straight-shot weapon in the ISDF cannon arsenal besides plasma and MAG (both of which are seemingly under-used). SP and AT stabs have the same damage they do in stock, just doubled shot lifespans to double the range (I plan on doing this with all weapons, the absurdly short range of weapons in BZ2 annoyed me a lot, this seems far more realistic to me).
The advantages of using grenade physics are that SP and AT stab instantly become more effective at hitting turrets which sit behind small hills. The shots can arc over bumpy terrain whereas guns cannot. Turrets will be re-designed to compensate for this slightly with a higher gun-point, but the additional effectiveness of cannons over guns should then make cannons a more worthwhile choice.
Also, the minigun is still bluey-purple

, the chain gun is the orange/yellow one. Both guns leave light smokey trails too. This video is mainly just to show the particle systems and SFX off a bit, rather than weapon balance. Thats not really something I can show with a video, that will have to be tried-and-tested once the AAN has been fully designed.
Furthermore, the mortar range has increased dramatically. I find it odd that mortars (by definition, a long range arcing shell) can be out-ranged easily by light cannons. I increased the speed and therefore range, but made it loose accuracy the further it travels, and gave it a mid-length lifespan to prevent cross-map shooting, and boosted the fire delay from 2 seconds to 3 seconds (the explosions are heavy on particle effects).