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

Many players were mentioning that the Hex's large mag size in combination with the aim assist were what made the Hexfire super strong. As stated in the Dev Notes, the team is monitoring feedback from the community about if this change has made a difference in the Hex's pickrate.

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

Originally posted by TheHairyScream

Like, seriously, do you guys even play your own game? Because it sure as hell doesn't look like it.

Aim assist was never the problem. The fact that the hex is a GOD DAMN ASSAULT RIFLE WITH 150 ROUNDS WHEN EVERY OTHER WEAPON HAS 30 AT MOST. Honestly, it couldn't be any more obvious. 150 rounds of pressure. No risk, high reward. You make a mistake, pfft, still got another 100 rounds. Opponent makes a mistake, misses one shot, done. Dead. No counter.

Add a movement penalty. Add spin up time. Massively reduce accuracy. Anything.

Monitoring feedback from the community? Look at your data from in game, the numbers will be obvious. We've been telling you this is a problem from day one, and you still need "feedback"?!? WTF are you guys doing?

This is the same as the aim console aim problem. I can't explain it other than straight up incompetence. Seriously. Go play Apex and pay attention to why they have millions of players after 5 seasons, and you have none barely weeks into your first season. Then pull the plug, do your jobs properly and relaunch a working game while there's still time, before this becomes the next Radical Heights or Culling or Lawbreakers or (insert half-assed failed idea here)

I have been playing the game since before Tech Test and play it once a day. The Hexfire is a minigun. The team does look at the data from the game and cross-matches it with suggestions from the community plus any solutions they would like to test internally. The team wanted to be careful with not changing too many things at once. Thank you for your input regardless.