Being slow means more time for you to be killed.
Exactly. No one seems to mention that heavies are going to be extremely easy targets compared to a light. Lights are gana get more hits in, and if theyre quick enough to throw off the heavies aim just long enough, between the heavies player shredding weapons, and the lights low HP, the few shots the heavy gets in should be in equal % to the damage the light would have done to the heavy.
People need to get out of the MW2 style of thinking, as if the lights can get 1/2 hit killed, and the heavies are usin riot shields... Lights wont, and heavies arnt. If the difference was THAT huge, it would be horridly unbalanced, probably twords the longer living, more deadly heavies.
Lights are going to need to rely on and exploit the opposing players delay in reaction, to reduce their received damage enough that they sufficiently live long enough to put enough bullets in the heavy to deal an equal or greater (through skill non the less) amount of damage.
Think of it this way. Aiming at a heavy, is as easy as killing a light. It will be a competition of the lights evasive tactics and maneuvers, to the heavies aiming, and counter evasion tactics.
To dumb it down even further, Lights are trying dodge, the heavies are trying to hit. Who does a better job of it, should always win. A deadly game of cat and mouse, if you will.
Also, whatever tactics the heavies are using, the lights can form counter tactics. If the heavies are grouped up, lights should spread out, and if the heavies spread out, the lights should group up. Groups are deadly, period. It doesnt matter who's in them, and the BEST way to demolish a large group is by flanking. ANY one is underestimating the effectiveness of a proper flanking maneuver, is straight up foolish. If you have a group surrounded, regardless of how big it is compared to the attacking group, is going to take MASSIVE casualties when being fired upon from multiple directions.
This is because people will naturally split up to fight the independent flanking groups, reducing their previously directed firepower, and they can miss as easy as any other shot. However, on the flip side, the flanking group can aimlessly spray into the group, and count on hitting people. You'll get multiple people hitting the same person, on a spread out scale. Basically, while the big groups ammo and thus damage is being wasted, the flanking group is making the GREAT majority of hits count.
On the flip side, however, its only fair to mention that the large group will eat any DIRECT assault alive, especially large groups of heavies. However, at the same time, a group of lights would utterly decimate significantly smaller groups of heavies.
In my honest opinion, the group that would win would be the one that could adapt and reform tactics the quickest and most efficiently. The battlefield would be a dynamic flux of tactics and counter tactics. Each side would consistently be trying to best counter what the other side is doing.
Sitting here, i could go over a MASSIVE array of examples of various tactics, ways to counter those tactics, and counter-counter tactics. Truth be told it could go exceedingly deep, and the team that does it the best, would win.
Again, a player vs player, not character vs character competition.