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I have been playing since console release and I’m here to say the hexfire is fine. In my first ever couple of games I died a decent amount of times to the hexfire and i thought it was overpowered, but then I started getting used to the game and the movement system and found how easy it is to outplay it. Most of the people on here complaining about it just haven’t figured out how to use mobility correctly, if you just sit still and eat bullets of course it’s going to shred you. The hexfire punishes players who don’t move, once I learned this I found it easy to deal with and now I consistently win gunfights against them even when I’m using weapons like riot ones, rippers, harpys, etc. TLDR; The people complaining about the hexfire on console just haven’t learned how to properly utilize the movement the game offers and shouldn’t be taken seriously

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over 4 years ago - /u/UbiMorning - Direct link

Originally posted by Dead-Sync

I would say: we can't accurately tell if it is or not. I don't think it is either, but the issue is due to the awful aim acceleration, a Hex fire with a forgiving 150+ round mag and no recoil is an appealing option compared to the Ripper / Harpy that may technically be better but require a bit more precision.

I do think if the developers fix the aiming issue for controllers, it's possible the Hex will be balanced simply due to the more people being able to achieve the intended proficiency of the AR and SMG.

I dabbled around on PC for funsies (normally play on PS4) and the level of control for the Ripper was fantastic, and made the Hex seem balanced in that environment.

This is what I thought as well! I think it ultimately is more of an issue with aim acceleration and aim assist. The team is monitoring these discussions and keeping an eye on data as well. I think it may be important to check back on the Hexfire once the aim accel options have been implemented.

over 4 years ago - /u/UbiMorning - Direct link

Originally posted by Dead-Sync

Hi Morning, thanks for the response and glad to hear the team is taking note. Love seeing the responses from the community team (on a Saturday, no less). Thanks and hope you have some time to relax this weekend!

I think this is a smart approach, I truly think it is a more nuanced and layered problem than many think of just "NERF THE HEX!"

Not only due to aim acceleration (which I know the team is looking at), but with aim assist as well as you say (which I think doesn't behave as well as it can in CQB - that's just my 2 cents though.)

I can only imagine the complex interplay between those two systems and how that impacts the overall effectiveness of weapons.

I think with that input control cleared up a bit, us console folks will have a better sense of the Hex and where it truly lies.

I work weekends so you'll see me around :P

I definitely agree that it is more of a layered issue than just a simple straight nerf issue, which is why the team is being cautious with it.