It seems to me that the Federation frigate is the only one really designed for close-up brawling, what with its drones. Flying one with rapid-fire plasma yields truly scary DPS versus anything within 2000 meters. There are several problems I see with it, though, and since the game is in beta, providing suggestions to fix them seems to be a good idea. Some of these apply to all frigates, not just Federation.
Frigate drones should have very high Thermal damage resistance. The reason I specify Thermal is because that’s what guided torpedoes do. I’m fine with missiles killing my drones, because I know that missiles will eventually stop coming when the pilot runs out, and I’m fine with guns killing my drones, because that takes aim. The torpedoes are a different matter though, as they’re not ammo-dependent and require no aim at all since drones only have 100 health. Two relatively unskilled torpedo pilots can keep me out of drones for an entire match, even though the torps themselves aren’t a threat to my tank.
Pulsars should have different damage types. Unpredictability is the key to victory in most cases. If an interceptor wants to kill a frigate, he can be almost absolutely sure that the frigate’s main guns won’t be able to hit him very well. And that’s fine, frigates are big, slow ships that should have a glaring weakness. The pilot’s way of covering for that weakness is the Pulsar module (T2+) and drones, in the case of Federation ships. Drones are a special and it’s okay for them to be predictable, but the Pulsar always deals Thermal damage. If a pilot wants to be immune to Pulsars, he fits his ship so that it has a very high Thermal resistance, and every frigate he encounters dies. If there were EM Pulsars, Thermal Pulsars, and Kinetic Pulsars, it would give frigates more options and unpredictability on the field.
Federation frigates should have more health than Empire fighters. If you look at the ship tree, you’ll notice that a stock Empire Phobos Aura has more shield, more hull, higher resists, better turning rate and top speed, and is just better at being a ship in general, than a stock Federation Alligator Mk. II. (If you’d like to check that, those two ships are at Reputation rank 5) I know that the Federation’s specialty is speed, not tank, but it seems to me that frigates, regardless of race, should have more health than fighters. I’m not sure if a buff to the frigate or a nerf to the fighter is in order, but the balance between those two ships looks askew.
Frigate role bonuses should be useful. A 20% reduction in energy consumption pales in comparison to some of the bonuses offered to other roles. Frigates should have incentive to actually USE the modules in their role group. A range or effectiveness bonus would sweeten the pot enough to make Support frigates support, Protection frigates protect, and Engineering frigates engineer.
Take these with a grain of salt, as I fly almost exclusively Federation ships, but for most of these, I’d be just as happy with an explanation of why it’s better the way it is.