These two things seem to be contradictory.
Energy weapons are the primary armament of most
vessels, as they are straightforward, effective, and do
not require additional heavy munitions stores — only
rechargeable power cells and relays that connect to the
vessel’s power systems. Attacks using energy weapons
have a basic Difficulty of 2. Making an attack with an
energy weapon has a Power requirement of 1, and
may spend up to two additional Power to increase the
damage by +1 per additional Power spent.
Torpedo weapons, such as the common photon
torpedoes employed by vessels of many species, are
programmable, self-propelled projectiles with an explosive
payload, such as a quantity of antimatter, or some manner
of field generator. Attacks with torpedoes do not have
a Power requirement, but also cannot use additional
Power to add bonus . However, firing torpedoes can
be considered to escalate hostilities, so attacking with
torpedoes immediately adds 1 to Threat. Characters may
choose to fire a torpedo salvo instead of a single torpedo
(also known as a “Full Spread”), which adds 2 more to
Threat, but which adds +1 to the attack’s Damage and
grants the Spread effect. Attacks using torpedoes have a
basic Difficulty of 3.
- RANGE: This will be one of Close (or C), Medium (M), or Long (L). This is not a maximum range, but rather the optimal range of the weapon. If the target is at that distance, the Difficulty of the attack is unchanged. If the target is closer or further away, increase the Difficulty of the attack by +1 for each category (Close, Medium, Long, or Extreme) away from the weapon’s Range. p.231
- Then there's things like attack patterns and evasive manoeuvre that will also create a difficulty change that don't seem to be automated, so would require the GM to alter the default difficulty for an attack shot.
That's before you consider any of the story might dictate.
Would it not be better to default to 2& 3 that the GM can then alter depending upon circumstances?