One question I want to know from the community, is do you find it more tactically useful to keep the AR or the Sidekick when you pick up your first power weapon? With the AR being a strong headshot weapon too now, is there a wrong answer?
I’m personally a sidekick fan, so I would probably keep it as a secondary when I came across pretty much anything unless there were two power weapons available. Even in other halos I would drop the AR for a BR etc and keep the magnum secondary out of habit.
I keep the AR more often than not. When in a CQC pinch, you need to lay down fire because the odds of you tracking the enemies head is pretty small. Unless you’re just a Halo God like Mint or something.
Sidekick Gang 
I love both. Finally, a pistol that functions as a sidearm that can also handle itself!
I love both, the Sidekick is a weapon that always feels very satisfying to use, it makes me feel like a secret agent every time I use it xD.
The AR is a weapon that I have ALWAYS loved, but that I’m very pleased is actually useful for once. Its pretty fun to spray and pray at some poor bloke in a small hallway.
In the build we played I think the AR is overall more consistently effective, but the Sidekick is more fun to use.
Wish I could tell you but haven’t got to play.
I’m fond of the AR in CE and H2A so I’m expecting to enjoy the AR.
Side kick seems to be a nice weapon in its own right though.
So I’m just happy the sandbox looks viable and fun to use.
Sidekick.
spent most of the flight using the sidekick but ill probably end up using them both. i just love blasting people with the ar then dropping it and finishing them with the sidekick to get that phat “hold this” medal
Several well known YouTube halo sources have released time to kill comparisons and the like since the tech demo finished, and honestly there is no wrong answer. Maybe that’s a problem though, because it essentially makes many of the weapons fit the same role in the sandbox. They all have very similar kill times and work best at similar ranges, etc.
Its kind of a problem that occurred in 5 as well. While all weapons should be useful in some way, making most of them evenly matched in the same situations is a problem. Balancing is key, but so is variety and versatility.
Those are my thoughts at least.
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> Several well known YouTube halo sources have released time to kill comparisons and the like since the tech demo finished, and honestly there is no wrong answer. Maybe that’s a problem though, because it essentially makes many of the weapons fit the same role in the sandbox. They all have very similar kill times and work best at similar ranges, etc.
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> Its kind of a problem that occurred in 5 as well. While all weapons should be useful in some way, making most of them evenly matched in the same situations is a problem. Balancing is key, but so is variety and versatility.
>
> Those are my thoughts at least.
I do think the sidekick is gonna shine more on larger levels. All the maps in the tech test were fairly small, so even the maximum distance you could choose to shoot wasn’t terribly outside an expected range for the AR. A few spots on the training ground map (Live Fire?) you can see some fall-off in the effectiveness of the AR. So once we start getting the Zanzibar-style mid-sized maps, I think we’ll get a better idea. As long as they don’t make the AR a waste of space again like they did following the H5 beta.
The AR has come along was since its inception. From completely removed in Halo 2, its softy brother in Halo 3, and then its nerfed damage in Reach, the Halo AR is a troublesome weapon. Halo 5’s buff then nerf pitbitbin a weird spot where its abilities wete over shadowed by the BR at medium range, and the SMG at close range.
In Infinite, I feel like the AR is in a great spot, high damage and accuracy when burst firing, and capable laying down fire to cover teammates and push enemied away. Solid weapon, best its ever been.
The Sidekick feels like the Halo 5’s gunfighter magnum and thats the best descision 343 has made to the weapon sandbox. Its a competent back up weapon and its deadly in a skilled player. But its not meant to be the utility weapon it was pushed as in Halo 5, so its a win in my book.
Both.
Sidekick for me, it felt great and satisfying overall