My opinion is that defenders can't reach the upper echelons of play because they (similar to fixers) are not viable solo players. They depend on teamwork and distraction.
Let's characterize the play style:
The ship is not well suited to long range combat. Being a big, slow target makes long range battles a losing proposition against any other ship. A sitting duck against mortars, sniper cannon, standard cannon, swift torp, rail gun, missiles.
Corner peeking isn't viable either. You poke out to fire a weapon and it takes a loooong time to reverse direction and hide again. You are going to eat two shots from every ship that can see you before you are able to reverse back to cover.
Best option is to leverage the hp and defense by rolling in close and inflicting chaos on the enemy with heavy burst damage. The approach to the enemy team can be made via flank or via direct confrontation. Both have pros and cons:
1. You can attempt the flank, ideally this plays out as you creep around the rocks to surprise the enemy just as your team closes from the other side. As likely as not, you might have crept around the wrong side and the battle opens up across the map with your team at a 4v5 disadvantage. Your slow useless butt trudges over but by the time you get to the battle, your team is already defeated. The other frequent result is that the enemy scout sees your location and their team quickly closes. As you are solo and slow, you will face a 1vMore and die quick leaving your team at a 4v5 disadvantage. I'd say the stars align on a flank attack 1/3 so this approach is not ideal.
2. You can attempt the direct confrontation. In this scenario, your teammates follow you into battle as you cross open water, finding shelter where possible on the approach. Once you are spotted, the enemy opens a salvo against you and you soak up a ton of damage given the lack of mobility. If your team is in sync, they are close enough to begin attack on the enemy and they help focus down the defender's target. This method relies on the defender holding back in shelter waiting for an opportunity to dive. In my experience, this technique has about the best chance at a win result. The failure occurs when you have a Wrong-Way Rambo Red or a Suicidal Speeder trying a flank attack (they get caught all alone) and not supporting the Dead Defender. Failure also occurs when you have a surprise Feel Myself Fixer that you were counting on to be healing support. Occasionally, you'll be headed to enemy lines with your team behind you. After the first enemy salvo, your team has decided to turn around and go the other way leaving you out in the open and alone.
The teammates must be cohesive and understand the defender is a sitting duck in open water. He needs support, he needs to not be left alone. Despite the massive HP he cannot survive solo. The friends must take advantage of the openings and distraction he provides.
The ship's "perk" of bonus defense is of next to no use. Defense points have been discussed ad nauseum and are useless against the current meta of burst damage. Saving 5% of your health from a long range snipe or rail gun (100/2000) just doesn't cut it when you are dead in 8 or fewer hits. Never mind that it doesn't help vs fire damage.
In the off chance the defender is the last surviving friend, he is again at a disadvantage. Enemies will often flee the slow boat to play the long game.
I've seen enforcers and speeders turn 1v3 matches around because of their solo sustainability. Speeders, fixers, enforcers can also flee for a draw when they are at disadvantage in a 1v1.
I've also seen shooters turn 1v2's around with sheer long range firepower.
Defender does not have these solo advantages. I've been able to turn 1v2 matches around against crippled ships only, granted that the captains made the mistake of coming at me instead of hiding or playing long game.
Because other ships are better able to compete on a 1v1 battle field, the defender is going to continue to be missing from the highest ranks of competition.
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