Distant Worlds 2 – Defense Weapon System Guide

The best for a defense fleet is too generic a query. The intent- and circumstance- for the fleet is going to be the primary deciding factor.

Best Defense Weapon Systems

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Here’s what I think are the best weapons for different types of defense fleets- assuming enemies are worthy of designing such fleets, meaning that the AI has a numerical and technological advantage. Otherwise, you don’t need to optimize, or specialize, at all, and can win the game with just Epsilon Torpedoes without difficulty.

Note that, because of the variance between races, I’m omitting several details. Some races do not work with these, and others are so heavily capable of some that it should be obvious what to do. For example, the Boskara should be fielding All-Purpose fleets, all day, every day, because of their amazing Torpedoes and Blasters. They’ll barely look at Fighters, only because they’ll eventually need some to defend against the Rebel Alliance.

All-Purpose Defense Fleet

  • Primary Weapon: Torpedoes
  • Secondary Weapon: Blasters
  • Composition: 10-20 Frigates/Destroyers, 2-4 support Cruisers
  • Support: Ion, Assault Pods, Fighters, Fleet Targeting/Countermeasures
  • Engagement Range: 50% Fuel

If ‘a defense fleet’ is as specific as you’re designing for, this is it. It always performs, making it the best generic weapon pair. If the ships are tough as can be, they’re good ships. The Epsilon torpedo is solid enough to be an empire’s staple weapon until the final tier weapons are developed. The Shockwave, while not as impressive, still does its job while being dirt cheap and the Quantum Shard is everything it should be. It works for any kind of fleet, and defense fleets are no exception. Torpedo primary fleets can skirmish in a pinch, they’re strong brawlers with supplementary Blasters, and they can focus high high-priority threats easily. Best of all, they work well with automation- leave them with Aggressive/Neutral stance.

Major Colony dedicated Defense Fleet

  • Primary: Large Phaser Lances/Graviton Beams
  • Secondary: None
  • Composition: 8-10 Battleships, 1 support Cruiser
  • Support: Fleet Targeting/Countermeasures, Ion Beams
  • Engagement Range: Same Location

Battleships are good for three things. Satisfying a megalomaniac’s ego, soaking damage, and extending the range and punch of their weapons. Nothing benefits more from this than Phasers and Graviton. The alpha strike of 8 Battleships with Phaser Lances will turn 2 Destroyers into derelict ships- and that’s if half the shots miss, and assuming it’s a single broadside from each ship at maximum range (3.5k), every 8 seconds. With a cautious stance, long-range AI enemies won’t stand a chance, while others will lose roughly half their fleet before closing.

This doesn’t compare to the firepower of an equivalent cost of Blaster frigates, but the Battleships have superb resilience with numerous shields and a 50% regen boost. This defense fleet will weather repeated waves on its own- and that’s not counting the support it should have in the form of fighters from stations and planetary defense guns. It must be restricted to the colony, however. While individually strong ships, their range will be a moot advantage if unable to severely damage targets quickly. If they battle so long that they split up, they’ll remain as bulwarks for the reinforcements you should be sending. They are vulnerable to fighters without support.

Raid Hunter Defense Fleet

  • Primary: S/M Impact Blasters
  • Secondary: Ion
  • Composition: 6 Frigates
  • Support: –
  • Engagement Range: 50% Fuel

These boys have one job. Destroy small enemy forces. Because such forces are weary of stronger opponents, it has to be small enough to not chase away their targets on sight. Best situated at middling value colonies near (not at) borders, unlikely to be targeted. Relying on speed and sheer firepower, they can easily take on any individual target and are perfect for arriving at a system-wide embroiled siege (offensively, too). Optimized for destroying raids and undersized invasion fleets, they will crumble in the face of attack fleets and inevitably will do so under automation. They will frequently take losses because of this, but will usually dish out more than they take. Should be cheap enough to be easily replaced- minimize the use of rare resources, namely Hexodorium, Aculon, and Osalia/Kaasian- hence why not use Titan or L Impact Blasters.

Carrier Defense Fleet

  • Primary: Fighters
  • Secondary: Missiles, Blasters, extra PD
  • Composition: 14 Destroyers (less if Ackdarian or Teekan), 1 support Carrier
  • Support: Fleet Targeting/Countermeasures, excessive PD
  • Engagement Range: 50% Fuel

This fleet size of dedicated carriers will bring more fighters than most (maybe all) AI fleets and can be relatively cheap. The home base for these should be deep in the empire, and target an attack fleet. With an Avoid stance, these carriers are meant to either cripple the target’s fighter force or destroy the fleet outright while taking as little damage as possible. The larger attack force won’t flee from it until it takes heavy losses. It is less ideal in huge battles with multiple fleets over a colony, but if present at the onset of a major battle, it can provide devastating firepower.

Brute Defense Fleet

  • Primary: Blasters
  • Secondary: None
  • Composition: 8 Cruisers, 8 supplementary Frigates, 3 supplementary Cruisers, 1 support Destroyer or Cruiser, Fuel Ship
  • Support: Ion, Fighters, Fleet Targeting/Countermeasures, Long-Range Scanner if possible, Inhibitor
  • Engagement Range: Sector

It’s practically an Attack Fleet for defense. Cruisers don’t put out nearly as much offensive potential as Frigates but have a lot better resilience. The frigates should be slower and provide as much low-cost firepower as possible, while the supplementary Cruisers should provide fighters and Ion. This is meant to be a brick you throw at a problem. While tough, it will break against a worthy adversary, but it will shatter whatever it hits. Too expensive for saturating an empire- include one per major colony.

Gatekeeper Defense Fleet

  • Primary: Missiles
  • Secondary: Blasters
  • Composition: 10 Frigates or 6 Destroyers, 1 support Destroyer or Cruiser
  • Support: Ion, Fleet Targeting/Countermeasures, Inhibitor, Fighters, maybe a Long Range Scanner
  • Engagement Range: Sector

This small fleet is meant not to hold a line on its own, but to hold off a major threat for reinforcements (including more ‘Gatekeeper’ fleets) and warding smaller threats, keeping your assets defended while minimizing fleet losses as much as possible under automation. Saturate your territory with these fleets and specifically target hostile attack fleets with other, specialized fleets, like a Carrier defense fleet. Blasters are a solid inclusion, as fleets will inevitably be engaged at close range unless you control them manually. This is an ideal fleet for huge battles. It’s similar in performance to the generic fleet but does much better at long-range.

Raid Fleet

  • Primary: Blasters
  • Secondary: Assault Pods
  • Composition: 3 Frigates or 2 Destroyers or 1 Cruiser
  • Support: None (does not need Ion)
  • Engagement Range: 50% Fuel

It is only good for targeting stragglers, disabled ships, and joining ongoing battles. If Assault Pods could be a primary weapon, this little force would only use them. It is ideal when your other fleets do not include Assault Pods while facing technologically superior foes, and should have timid retreat settings.

Egor Opleuha
About Egor Opleuha 7617 Articles
Egor Opleuha, also known as Juzzzie, is the Editor-in-Chief of Gameplay Tips. He is a writer with more than 12 years of experience in writing and editing online content. His favorite game was and still is the third part of the legendary Heroes of Might and Magic saga. He prefers to spend all his free time playing retro games and new indie games.

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