User blog comment:Braveangel/About planetary defenses/@comment-2006054-20100423071103

Uh, remind me about those defensive space stations. There is only one defended space station to my knowledge, that is the Collector base. And a light defense at that, with the sci-fi version of the Beholder from the D&D series.

The SR-1 could have landed on any planet undetected and didn't trigger any planetary defense. But SR-2 can't land and the raiding party must board a shuttle to land. This should trigger a ladar warning. Instead the smoking batarian Blue Sun merc was surprised to see a shuttle approaching and he ought to run inside to shout, "Incoming!".

Another case: upon reaching the geth station, Joker commented that only the heat went undetected and the geth within the station could still look out the window and see a ship approached--to which Legion replied that windows are structural weakness and geth don't use it anymore. Modern armies use layers of recon to ensure that accurate position is not discovered by the enemies, a logical approach that should have been taken by the stations that rely on secrecy as their best defense. The same reasoning goes for Horizon. If they don't want Alliance personnel there, fine. But to go without defense?

It IS a plot hole if "we know that the Citadel and Horizon COULD have had stronger defenses" and "for whatever reason, they didn't." It could have make more sense if the Collectors possess technology to neutralize light orbital or surface defense--which probably all the outer colony could have installed by themselves. And it would be more believable if Sovereign have the tech to quickly overcome the first layer of orbital defense before overwhelming the defense fleet.

I forgot that the keepers are prone to whack away all additions to the station. It might be that it is something intentionally programmed into them to prevent the occupying races from installing defenses onto the Citadel. Your argument there makes sense. But still it doesn't prevent the races to install orbital turrets.

About the dreadnoughts uselessness in close combat, the in-game Codex says so. In the entry "General Tactics", it is written that "Neither dreadnoughts nor cruisers can use their main guns at close range; laying the bow on a moving target becomes impossible. Superheated thruster exhaust becomes a hazard." Only fighters are of any use in the "knife-fight" range of dozens of kilometers. And that is the logic behind the destruction of Sovereign by packs of smaller fighters.

The final encounter between SR-2 and the Collector ship underlines the weakness of the bigger ship in close range space battle. The first time SR-1 encountered the Collector ship, it was being ambushed. The Collector ship (apparently also possessed some kind of advanced stealth tech) came out of nowhere and fired immediately. There was no way SR-1 could have responded. However, SR-2 had ample time to maneuver, and the Collector ship (with its superior fire-power) couldn't lock the shot to the SR-2. Even if Shepard chose not to upgrade Normandy's weaponry, SR-2 still could outmaneuver the Collector ship in a dog-fight. Even shooting at point-blank range INTO the Collectors' main gun.

Considering all the facts, I think the asari's Destiny Ascension is more like a deterrent to all possible adversaries, than of real use in actual battle. Additionally, all Council members must board the dreadnought in case of invasion, making the dreadnought a heavier liability in close combat. Anybody with the knowledge of the protocol would immediately engage the dreadnought in close combat to neutralize the highest leadership of the Council races.