i already have some threads on the subject:
https://forums.dust514.com/default.aspx?g=posts&t=81725&find=unreadhttps://forums.dust514.com/default.aspx?g=posts&t=82270&find=unreadlance 2ballzstrong has a thread as well:
https://forums.dust514.com/default.aspx?g=posts&t=73100&find=unreadmike pole a play i imagine similar to yourself had similar concerns:
https://forums.dust514.com/default.aspx?g=posts&t=79438&find=unreadmy main point with regards to the balance HMGs have to have against everything else is that balance is 2nd place to purpose. or rather,
when balancing the purpose of whatever item your balancing must be considered. why?
because your approach to the balance must not make the item lose its purpose.right now ARs out gun HMGs in just about every respect, the HMG isnt even balanced with or on par with the AR but for examples sake, lets say they were.... (HMG does less dps than a militia AR with half the accuracy and 2x the dispersion)
what is the purpose of an AR? multiple purpose weapon, jack of all trads master of none.
what is the purpose of an HMG? anti personell, supression, fire power
clearly the HMG should excel in the area of its purpose, its not supposed to be a versitle weapon, its supposed to have raw power through fire rate, dps, damage per shot, and ammo capacity.
when CCP tried to balance the HMG they made it pointless because you can do everything a HMG can do better with an AR, at 2x the range.
i recommend that the HMG gets a damage and range buff to about the same damage and range as a fully automatica AR of the same class (STD, ADV, PROTO). before you scream OP in girl shrills, remember, everything else about the HMG will remain the same, the reload, over heating, high dispersion and high recoil high damage drop off. so the standard hmg should do 31 hp per shot.
this way the HMG can proper supress the enemy. also, you must have weaponry lvl 5 and put extra points into alot of things for the HMG it must reflect the effort required to attain it.
inaddition, the heavy suit should get the following slight buffs: 15% increase in run and turning speed (still slower than eveeryone else, but fast enough to keep up with squad, and hit targets). 30%-45% resistance to small arms fire (this is in the description of the suit, and the heavy is a slow bullet sponge should be good at absorbing the bullets. this may take the form of a skill OR blanket amount per suit lvl i.e. STD HVY suit = 15%, ADV 25%, proto 45%... or a sprarte skill for heavies only for resistance to damage to shields and armor,, etc)