For fighters, I find that assault use missile, interceptors use beam, and guardians use kinetic.
Well, I've had others tell me different from their experiences. So really, who knows at this point.
Honestly, I don't really care about which ship roles carrier fighters end up with, except the Guardians with Kinetics often end up sitting at the back of the fleet, and don't get within range to participate in the battle until it's too late. And that's just not right, they're supposed to be offensive elements of the fleet, not sitting behind being useless.
It's why I'd prefer that carrier fighters that become Guardians be at least armed with Missiles; this at least gives them the range to participate in the battle, even if they're sitting back.
I happen to think that each carrier type should have a high capacity version. I think similar modules should be available at the same time (basic first, high capacity later).
Totally on board with this, whether the carrier fighter types are Assault/Interceptors/Guardians or Beam/Missiles/Kinetics. Either way, at least we'll get some control over which weapons our carrier fighters will be packing when they spawn.
Beam weapons has a flaw as the tier 2 version does not have a no-resource-cost version (fighters only use the no-resource-cost versions of weapons). So interceptors don't improve when you research tier 2 beam weapons.
Yeah I've had someone tell me this as well, and I agree it's something that needs fixing.
I've also had someone show me that a possible reason my carrier fighters keep spawning as Guardians is because they spawn with Armor modules for some reason, pushing their Fortitude value above their Threat values.
Is it possible to make carrier fighters spawn with no defenses whatsoever? Apart from weighing them too heavily towards becoming Guardians instead of Assault Fighters or Interceptors, these are Tiny hulls; they're supposed to die like lemmings anyway.