Right now, the Federation Navy Comet Is underperforming its competitors in faction warfare and is constantly getting destroyed by its competitors in the same class and same type, it doesn’t have any bonuses to Weapon range similar to the competing ships in its class. and even worst its capacitor keeps on running dry too quickly even with weapons running, electronic warfare systems also running unfortunately and auxiliary armor repair systems which was turned on later in the battle and all kept from being able to use my most effective ammo against these such targets because of capacitor issues keeping me from pinning a target in place. And that happened from several battles with this particular ship against other Empire Faction Navy ships.
Of course, if I was able to drain the capacitor of the opponent to my ship and that would have not been much of a problem except, they stayed out of that range because of the range bonuses they get from using other Navy ships that competes against Federation Navy Comet Class ship.
The problem isn’t the ship.
It’s how you’re fitting and flying it.
Most faction warfare frigates rock an afterburner, not an mwd.
Once you get scrammed, you’re a sitting duck with the enemy able to dictate range and the terms of the engagement.
Rail comets were very popular for a long time, maybe try that.
You also need to know what fights you can take and what you should run away from.
Hookbills, for example, are often dual Web, scram, rocket fit in faction warfare space.
The Comet is literally the strongest faction frigate, objectively. It has the most damage, the most tank, is one of the fastest ones, has a huge damage bonus, the most hull HP of any T1 or Navy frigate by a large margin, a utility high, and three mids. Add that to surprisingly high capacitor capacity and the innate strength of blasters as a weapon system and you have a menace of a frigate.
The only way to beat it is to outplay it. If you go toe to toe with the Comet you will lose. You have to orbit it, pull range from it, kite it out (though that’s trickier because of the insane speed), heavily neut it, or specifically counter it with resist mods.
Comets are very very strong against anything that isn’t double web fit. All you need is a strong kiter suspicion and a quick trigger finger when switching to Null.
Two flights of three drones is also crazy. It’s all around a ridiculous ship. Not as receptive to bling as the Hookbill, not as blisteringly fast as the Firetail, not as good of projection as the Slicer, but an excellent ship for nearly any purpose.