Been using the BMG for a while now - just to try and see if it was feasible to use in any way.
As it stands, the damage is far too low to be of any use in most situations, even under the best of circumstances, if you happen to come across a group of bunched up nasties that you can link together - and all 6 - 8 of them happen to be non-low hp enemies, the low damage still makes it just below standard when compared to other weapons in the same situation.
Now, I get it's trade-off is no ammo and the ability to heal/shield friendlies, but despite that, what you most often see is the BMG acting like a very niche weapon, capable of keeping people alive if they take low damage over an extended period of time - which is rare given the high damage other weapons apply - or number of people present. As well as dealing with extremely low-health enemies such as Skitterlings.
Healing rarely out-"heals" shields faster than they recharge, once recharge kicks in - so they are only usefull for the 2,5 - 8 seconds it takes for it to kick in, unless of course they can't or don't dash for cover, which is equally rare.
However, I was wondering, what if the Overload function actually had a purpose?
From what I can gather, in its current iteration, it only serves to prevent people from "scanning" instead of actively targeting enemies - as I can see no noticeable increase in damage if the weapon is overloaded even to the 4th section of the reticule.
What if Overload - while that particular mechanic remained in place - also became an Overcharge - for lack of a better term - both in regards to damage and heal, removing the ability to self-heal in the process, possibly as a trade-off.
Suggestion Here:
So, let's say, for each section of the overload reticule that's highlighted, the damage/heal/shield effectiveness increases by X%, but the energy drain also increases for Y% - something that could be modified by mods/skill levels.
Which would, hopefully, allow the BMG to function in certain situations where high spike damage/heal is preferable to a low but constant damage or heal - damage-wise, situations which are already better accomplished with Infectors.
The trade-off for this increase, apart from the faster charge drain, would also be a risk that you effectively waste a complete mag because you didn't fire soon enough - as well as a slight delay, more or less the equivalent of adding a longer reload time - if you wish to Overload/charge the BMG.
On a side-note, given that the beam isn't cut after aquiring but losing a target, it could be made to revert back to normal levels should that happen.