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Also, some races have more capable hulls for fighters than others (e.g. with 3 weapons hardpoints rather than 2)
If you're making anti ship fighters, then they need to be able to take hits to deliver their payload. Capitcal ships defeat fighters through saturation of fire.
1. An Interceptor armed with a combination of rapid fire and long range lasers with an onboard scanner on all
2. An anti-capital Ion gun craft
3. A variant of (2) but with a scanner which I mix into the wing
4. A torpedo bomber variant which is deployed only once I've gained fighter superiority
Also, the number and the density are two key factors - it makes sense to use formations.
For close combat the best weapon is some beam with high DPS.
Best is the combination of two fighter waves - one long-range equipped with missiles and something like gravitational guns (self guided energy weapon) - they should stay far from the main combat or be used as a first wave. The second wave is best played by some shielded fighters with beam weapon.
Another excellent combination is the torpedo + laser - but they should be used in big packs and manual work with torpedo launching is required.