Agreed, it needed to be added for that issue - they could kill a paragon in like 10 seconds, particularly pirates fleets because they only tended to field talons and piranhas because lmao why would I sell them fighter bps. Just means against ships where you want to kill hull quickly with your frag weapons you bought for that purpose... they don%u2019t.
edit:
Hmm, yeah, okay so maybe:
1. Reduce raw numbers for frag damage by 33% across the board
2. Give frag the new bonus that it deals triple damage against fighters and projectiles (in-case there's any situation where non-missle items can be shot down)
3. Frag then deals critical seeking damage to targets depending on their missing armour at the target location, ranging from maybe a 5% chance at 95% armour to maybe 25% at 0% armour.
4. Critical seeking damage ignores armour for the purpose of calculation and deals double/triple/maybe emp, not sure, damage against systems, and maybe even has a chance of causing malfuctions a-la low CR.
end result:
1. Frag still *** up fighters and missiles, as you'd expect it too, happy days.
2. Frag deals moderate damage to hulls but has the bonus of dealing hull damage before the armour is completely gone - Makes it always useful, and has the advantage of knocking out guns and engines more often.
3. fighters and vulcans and suchlike still do reasonable hull damage on their own, but mainly do it via the critical damage, residual armour still reduces the non-critical damage which hopefully stops the "talons gib paragon when it's armours gone" issue.
4. Frag therefore becomes actually useful to take on ships as a psuedo-EMP option, and for chipping hulls down before the armour is stripped.