Currently, you can fit all seven Autocannon II’s onto a machariel and fit either an AB or MJD (actually you could even put both on your ship)) and still have fitting room left over. This means that a pilot wanting to use autocannon II’s can easily accomplish what he needs to do in combat which is close the distance between himself and his intended target so all is good here.
My main has 130 million SPs, perfect fitting skills but cannot put Howitzer II’s onto a completely stripped Machariel it comes up 85 PWG short. If I add a large MJD (or even a regular MWD) the ship is now 1460 PWG short and i still have not even put any other mods onto the ship.
Summary: An autocannon T2 pilot can easily put both the guns and the propulsion mods he needs to quickly cover the distance to his target; whereas, an Artillery T2 pilot can not even fit the guns on his ship without a crutch (mod, implant or rig). Certainly then he cannot fit either a MWD or MJD to quickly gain the range he needs to properly use long range artillery weapons.
My request is that Artillery II Howitzers have there fitting requirements made identical to a Howitzer I so that an Artillery pilot can quickly move to his desirable long range combat position (using a MWD or MJD), just as an autocannon pilot can currently move quickly to his desired short range combat position (using a MWD or MJD).
[Again, without the Artillery II Howitzer pilot needing to use a crutch (implant, mod or rig) just to put the guns and modules he needs to carry on the combat at long ranges.]
Every minmatar ship that fits artillery needs at least one fitting mod when putting T2 1400s and tank on the ship.
You make a large sacrifice in fitting for the largest subcap alpha in the game. An alternative is to use faction artillery, though you still cant use t2 ammo (yet, one day CCP will finish weapon tiericide).
I understand the crutches that can be used to get around a bad game mechanic that should have been clear from my post, and yes i have used a cruise missile MJD / MWD setup many times but that isnt 1400mm projectile game play, nor does it solve the problem that T2 1400mm projectile game play is broken.
Blasters dont do near the alpha artillery does. We are not talking dps, but alpha.
Under the best of conditions, blasters get a 6k alpha, but their max range is maybe 15km. 1400 artillery, under the best conditions does 12k damage at 80-120km, nearly double of what blasters can do and at an insanely higher range.
Blasters can not blow through active tanks in 1 shot. Artillery can. Blaster’s trade off for their damage is range and cap useage. Artillery’s trade off is fitting and RoF.
So yes, fitting the largest subcap gun in the game with the highest alpha requires fitting sacrifices.
It shouldn’t, as i mentioned elsewhere, the highest dps weapon system doesnt need a crutch to work so saying the highest alpha does is just picking your favorite, ‘best statistic / Preferred combat style’ and claiming the one you like is okay but high alpha is not okay. Arbitrary shouldn’t be the basis of game design.