TL;DR - The claim of 'Assault Logi' being OP is a load of crap.
Every so often, when there is less and less to complain about in the threads, I start to see "Nerf the Logi" posts. The reason for such outcry is generaly centered around the belief that Logistics suits provide significantly better resources for building an effective 'slayer' class then the Assualt suits do. Often the argument is about how Logistics can out-tank Assault to such a degree that no serious mercenary, hell-bent on death and destruction, would skill any other way. All others cry foul and claim as 'fact' that the Logistics suit is so overwhelming, it breaks the game from a balance perspective.
In fact, at one point we were hearing this argument so much that I, a dedicated 'true' Logistics player since closed beta, actually began to think there was some truth to the claim. So much so that whenever the debate arose, I would inject what I felt was the optimal solution of making equipment slot use in Logistics fittings mandatory in order for the suit to be valid. This idea was often met with a mix of approval and criticizm. Of course, I believed it was a better solution than lowering of CPU/PG or removal of module slots from any Logistics suit.
Finally, I decided to investigate the claim on my own. The biggest complaints spring from belief that Logi's are too tough to beat in a heads-up, one-on-one engagement. This of course is centered around the perceived ability to amass so much HP, through the use of excessive module slots,unfair amounts of CPU/PG and ignoring the Equipment slots, that no Assault suit can stand a chance. So my (unscientific) experiment will revolve around the build up of HP through Shield Extenders and Armor Modules, in the High/Low slots, for each race's Assault and Logistics class dropsuit. The only other slots that will be filled on any suit are the Light Weapon Slot, with a Duvolle Assult Rifle, and the grenade slot, with basic Locus Grenades. All of the fittings are based on a character who is skilled in level 5 across all skills and using Prototype level dropsuits. Since sidarms are not an option in 3 out of 4 Logistics suits, no suit is fitted with them. No equipment is fitted either.
Under these conditions, no fitting has an offensive advantage in either weapon or skills. The combination of modules for each fitting is such that it would give the player the maximum number of HP between shields and armor, without dropping the Movement Speed below 4.0 or the Sprint Speed below 6.0 respectively. These speeds seemed the minimum any player could go and still be effective in a 'slayer' type role.
Below are the specs using the
Dust 514 Fitting Tool created by hydraSlav's and then my conclusion:
Assault Dropsuits (Bonus: +25% to dropsuit shield recharge rate at Level 5)
Amarr Assault ak.0 (Bonus: +25% to Laser heat buildup at Level 5)
H1: Complex Shield Extender
H2: Complex Shield Extender
H3: Complex Shield Extender
L1: Complex Armor Plate
L2: Complex Armor Plate
L3: Complex Armor Plate
Shield: 443 Armor: 670 Total: 1113
Remaining CPU/PG: 131/13
Caldari Assault ck.0 (Bonus: 10% efficacy to Shield Extenders at Level 5)
H1: Complex Shield Extender
H2: Complex Shield Extender
H3: Enhanced Shield Extender
H4: Basic Shield Extender
L1: Complex Armor Plate
L2: Complex Armor Plate
L3: Complex Armor Plate
Shield: 489 Armor: 595 Total: 1084
Remaining CPU/PG: 58/0
Gallente Assault gk.0 (Bonus: -25% to Hybrid Weapon CPU/PG at Level 5)
H1: Complex Shield Extender
H2: Complex Shield Extender
H3: *EMPTY
L1: Complex Armor Plate
L2: Complex Armor Plate
L3: Complex Armor Plate
L4: Complex Armor Plate
Shield: 295 Armor: 856 Total: 1151
Remaining CPU/PG: 109/2
Minmatar Assault mk.0 (Bonus: +25% to Sidearm clip size at Level 5)
H1: Complex Shield Extender
H2: Complex Shield Extender
H3: Complex Shield Extender
H4: Complex Shield Extender
H5: Enhanced Shield Extender
L1: Complex Armor Plate
L2: Complex Armor Plate
Shield: 514 Armor: 466 Total: 980
Remaining CPU/PG: 32/0
Logistics Dropsuits (Bonus: +5 HP/sec Armor Repair Rate at Level 5)
Amarr Logistics ak.0 (Bonus: +25% efficacy to Armor Repair Modules at Level 5)
H1: Complex Shield Extender
H2: Complex Shield Extender
H3: Complex Shield Extender
L1: Complex Armor Plate
L2: Complex Armor Plate
L3: Enhanced Armor Plate
L4: Complex Ferroscale Plate
Shield: 368 Armor: 725 Total: 1093
Remaining CPU/PG: 147/5
Caldari Logistics ck.0 (Bonus: +25% efficacy to Shield Regulator Modules at Level 5)
H1: Complex Shield Extender
H2: Complex Shield Extender
H3: Complex Shield Extender
H4: Complex Shield Extender
H5: Basic Shield Extender
L1: Complex Armor Plate
L2: Complex Armor Plate
L3: Complex Armor Plate
L4: Enhanced Armor Plate
Shield: 540 Armor: 679 Total: 1219
Remaining CPU/PG: 31/1
Gallente Logistics gk.0 (Bonus: -25% to Equipment CPU/PG at Level 5)
H1: Complex Shield Extender
H2: Complex Shield Extender
H3: Complex Shield Extender
L1: Complex Armor Plate
L2: Complex Armor Plate
L3: Complex Armor Plate
L4: Complex Armor Plate
L5: Enhanced Ferroscale Plate
Shield: 330 Armor: 874 Total: 1204
Remaining CPU/PG: 119/2
Minmater Logistics mk.0 (Bonus: +25% to Hacking Speed at Level 5)
H1: Complex Shield Extender
H2: Complex Shield Extender
H3: Complex Shield Extender
H4: Complex Shield Extender
L1: Complex Armor Plate
L2: Complex Armor Plate
L3: Complex Armor Plate
L4: Enhanced Ferroscale Plate
Shield: 403 Armor: 754 Total: 1157
Remaining CPU/PG: 102/4
*EMPTY slot due to lack of PG to fit any more Shield Extender Modules.