Before Brink was released, I was raring to be a heavy. I always like to be the tank, and so the idea of being able to soak up and dish out massive amounts of damage was incredibly appealing. As soon as I hit level 5, I made my medium Medic heavy and stuck with him until level 20. At the time, I didn't see the need to switch to a light or medium - with my patented Maximus/Rhett combo I felt I was incredibly deadly.
Throughout my 15 levels of heavy gameplay I thought I was incredibly helpful to my team, as often I'd take down 4 or 5 guys in a mob with my Maximus, effectively ending a charge. There were also times where I escaped a firefight with barely a sliver of health left and thought to myself, "Thank God I'm a heavy, I wouldn't have survived otherwise!"
The slower movement speed and inability to access certain routes didn't deter or concern me. I was always able to get into the thick of combat only a couple seconds after my teammates, and would help mop up the rest of what remained of the enemy team with my Maximus. If anyone tried to run away I'd switch to my COGA-equipped Rhett and take them out. I'd like to think that in many circumstances my Maximus is what tipped the balance to our favour.
The truth is, however, it wasn't.
The first of many problems is that, as a heavy, I was restricted as to where I could go. More often than not, the only route a heavy could take is the route that leads directly into a choke point. For instance, on the first objective on Container City, a heavy simply can't flank the enemy. The jump that lets mediums/lights go to the right of the gate (from the point of view of Security) was always out of reach, and the side door is just as useless as the hole under the gate for mounting a reliable offence. Very often I would end up shooting guys that strayed past the main gate with my Maximus, thinking that by killing them I was helping my team.
I wasn't.
In reality, the people who were stupid enough to get killed by me weren't going to help their team in the first place. The hole under the gate is a death-trap; anyone stupid enough to slide under there in an attempt to defuse the HE charge deserves to get killed dead. That leaves only the medium/light only exit above the side door or the jump down on the right of the gate. Because I couldn't go either way, I focused all my attention on the gate - this was a mistake. Only idiots go under the gate, like I said, so they weren't a threat to the team as a whole. What that meant for my team was that they had one less gun pointed at the enemy, and if they vaulted over either side of the gate I was unprepared. I just couldn't be aware of what was happening, because I couldn't see anything important that was happening.
Technically, I could guard the HE charge as it counted down, but as a heavy you have to make a commitment to a spot to shoot from; since you can't get from point A to point B in combat without getting shot to death because you're slow and gigantic you are confined to a spot that is easily "defensible". I put that in quotations because there simply isn't something like that. Because of the crazy recoil on heavy weapons, you have to fire in bursts which completely defeats the purpose of heavy machine guns. The recoil starts after just a few shots, but the recoils on SMGs are much less than the machine guns, and SMGs output comparable, if not superior, DPS than HMGs. At long range SMGs are more reliable weapons than HMGs because recoil is so much easier to control. Coupled with faster reload speed and firing rate, SMGs often spit out more bullets per minute than my 112-round Maximus. Almost unbelievably, they also have more bullets than me. What this means is that I either had to stand close enough to the gate for my aim to be reliable, and in the act make myself an easier target that is easily flanked; or stand far away from the gate so that I couldn't be flanked, but couldn't reliably kill anyone.
Since I was unable to vault over either of these obstacles, I had to wait for the gate to blow before I actually became useful. If my teammates went either way I would be unable to revive them if they went down or give them ammo when they were out. Basically it was like I wasn't there.
On maps that are much more enclosed, such as Aquarium, I was equally useless. Because they're so enclosed the crazy recoil isn't as glaring an issue; it's still there, but because enemies are generally larger on-screen while they're more likely to be closer it is much easier to manage. However, at close range, SMGs outshine HMGs in every aspect. The Gotlung is rendered useless by way of its spin-up time - in close-quarters this will get you killed. The Maximus does have better base damage than all of the SMGs, but a higher rate of fire is much more important than base damage when differences aren't large. The Chinzor has the same rate of fire as the SMGs but has equal damage, so you might as well use an SMG and have more accuracy and less recoil. With an SMG drum, the 150 round capacity of the Chinzor is also just not that big of an advantage. What this meant was that I just wasn’t as good as I could’ve been.
In close quarters switching to the Hjammerdeim might seem like a good move. However, because heavies are just so damn slow, getting into a good position to use it effectively is too hard to make it viable. The EZ- Nade fills a niche, but it is so rarely useful that you’re better off just flanking the enemy and unloading into them with an SMG.
Well those are my thoughts. If you disagree, please comment, I’d be happy to discuss with you and see why you feel differently.