Well there are lots of ways you can play any ship, that doesn't mean they are good ways though. Defender is more limited than most due to having only 3 weapon slots and 5 passive blue slots.
It's mainly the blue slots which limit the ship though. There are only 6 Blue items in the game, 2 of them are shields and 1 of them is Turbo. Bandage is a distant 4th, and Gear Lube and Rudder are 2 of the least used items in the game since their benefits just don't compare to the other blue items and are highly situational depending on the weapons you are using. On top of this, since the speed cap on the ship is so low you can't even stack Turbo's to try and create a speedy Defender. 1 Fully Upgraded Tier 5 Epic Turbo with crew upgrades should be more than enough to hit the cap, meaning you'll never need more than 1 Turbo equipped eventually.
This leaves you with 2 options, Shields or Bandages. Shields win out here big time, but that's not to say you can't make a viable build around bandages. You could try using mortars/snipers/rails/napalm/etc while staying at range and getting the constant heals. Problem here again though is the speed. If someone closes in on you, you have little chance of creating distance again to get the best out of these weapons, and since we have sacrificed shields for bandages in this scenario our HP is low too. The healing you get off the bandages isn't gonna faze a determined shooter or enforcer who has got in your grill.
Another reason why long range builds do not really work on Defender is that if you are trying to stay at range, what happens when your team needs to push to the opposition to win the match. They lack a HIgh HP ship that comes with alot of burst damage to draw fire if you are the only Defender on the Team, and since you are so slow you can't aid in the push if its outside the range of your weapons. In all likely hood, by the time you join the push, the outcome is probably already decided.
All in all due to the speed of the Defender and its ability to stack high amounts of HP, it seems silly for it to do anything other than be on the frontline, ready to make game winning pushes as the spearhead of the team. You need to be in position before the push even happens, and ideally you are one deciding when to push. You can't do these things playing at range or in another manner and not stacking HP. Not every weapon can help the Defender do this, which why you see a prevalence of the bursty type short to medium range weapons like flare with explosives/blasts, grenades, carronades, etc.
So Yes there are other ways you can play Defender, but there is an optimal way, and trueblood Defenders worked it out for themselves. I already knew what worked best for Defender before I even knew about these forums. And to see what other Defender players have written about Defender all it has done is confirm what I already knew. But if you have a brand new revolutionary way of playing Defender, by all means please share.
I understand your perception about these things may be warped since you play yellow boats, where they have the luxury of more versatility. Speeders have options for getting out of trouble and re-positioning, and Enforcers can protect themselves better with tesla sheilds and dancing ( i dunno why its called dancing, every other shooter just calls this ADAD or strafing). Once a Defender gets into a fight, whether they initiated it or not, they just gotta brute force it and out damage the opponent before they out damage you. There's not re positioning, there is no getting away, there is no dancing (its more like a drunk guy stumbling around the dance floor). Assume they will land every shot on you, and pray your HP is high enough while you unload on them. You'll soon know if you are winning cause they will try and run away.
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