Hi Oogst.
I played Awesomenauts a few... years back I believe. From what I can remember, it was a good game!
Now to answer your question, I believe it depends on the game, but generally speaking, quicker cadence is more desirable.
I believe the challenge comes from meeting, or rather, adjusting the expectations of your playerbase.
I've been involved in a variety of games with a weekly cadence, and this is where I've seen optimal results. Other games I've worked on that had a monthly cadence tend to miss going their full potential (oftentimes coming up with disappointing results in terms of player retention).
If you'd like you can take a look at Space Engineers. This is a great game, and they've been amazing a lot of success with their current weekly cadence.
As for your specific situation, is there any way you can increase cadence and content? (can you make a few hires or reallocate resources?)
I see that you're currently transmuting your problem into something else: since we can't have the cadence we'd like to have, why not make this incremental releases that we can market. The problem is that you're using this for user acquisition instead, which is an entirely different goal.
Are your issues with shorter cadence with retention or acquisition? (or monetization perhaps?)
Edit: On a last note, I would avoid using the term 'patch'. To more people this suggests you are fixing bugs, which also infers you develop bugs. What you really want to put forwards is the fact you're actively working in the game, and are releasing new content. 'Content Push', 'Release', etc. are all better terms to refer to what you're doing. This may not appear like much, but imagine that a player comes across a post about your game (it's the only thing he's ever seen) and he sees 'Patch'. He's likely to thing: here's another incomplete Beta filled with bugs, I'll give this a pass. My 2 cents :)