This suggestion is not actually mine either, it was made by @Mr_hyperspace and I am merely posting it here in his name as he still hasn’t gotten suggestor. He wrote the entirety of the idea, not me, I am simply doing him a favor by posting it this.
The problem
Cannon fist is in an extremely bad spot right now. its permanently stuck in this limbo between useless and overpowered, depending on what cannonball you use.
This results in an issue where if buffed, the op cannonballs become meta, outclassing everything else, and if its nerfed, normal cannonballs become completely useless
Ideas for solving this issue
Basically, here’s my plan. Get rid of the cannonball management aspect entirely first of all. All it does is lock it out of being effective earlygame, as lategame you have thousands of every type of cannonball.
Second, limit it to only 3 types of cannonballs, Light, Normal, And heavy.
Light will have very high speed, low aoe, and low damage
Normal will be an all rounder, sort of like basic combat, but tweaked a bit to compliment the ranged playstyle.
Heavy will have huge aoe and damage, but with lower range and be far slower.
Why this will help
First off, this allows cannon fist to have an actual niche in pvp. Instead of just being for ship combat, it can fill the role of being versatile and mixup focused. If this makes it too op, you could have a limited number of regenerating cannonballs for each type.
Second, it allows it to actually be balanced. as stated in the problem section, it will always be either underpowered earlygame, or overpowered late game with the current system. With this system, each cannonball type can be individually tweaked for balancing, and there’s a far smaller range of different playstyles with it that could be broken.
Third, gets rid of the galleon sink. Nobody likes having to spend 50000 galleons just to be viable in pvp, especially after already making a build. This would solve that issue as well.