Oh I hate the thing, but it does have a narrow “sweet spot” where it’s viable. Irritating thing is many of the maps in Infinite do not set thay up all that well. I honestly don’t know what they could do with it though, as in terms of its damage profile it’s an absolute shield -Yoink!-, so making its tracking more aggressive could very easily make it an easy mode BR. The sandbox needs some TLC either way.
Play ranked. Problem solved. You’re welcome.
Every weapon in the game having increased effective range is the direct result of an open world campaign. This isn’t an Assault Rifle issue, this is a fundamental game design issue that makes the entire weapon sandbox feel very off in 4v4 maps and CQB areas. It’s similar to how the addition of Sprint required the enlargement of playable areas. Now all weapons need to have longer reach because of the open world campaign making everything more open. I’ve been saying Infinite has a lot of issues in close quarters combat since the first flight. Open world Halo was an interesting idea, but in the end it was a mistake because Halo is a finely tuned arena shooter.
Team Slayer needs BR starts, get rid of the AR at all. AR belongs to quick play modes, but not team slayer. And I dont want to jump into ranked because thats the only playlist that contains BR starts.
I don’t get some of the complaints… Wanting “high skill play with a BR”… “But I am not going to play ranked”… That makes no sense to me. If you want BR starts and “high skill play” ranked is where you should play. Sorry some of us enjoy AR starts and the style of play it encourages like actually moving around the map to get to different weapons and actually having to close the distance for gun play. Sorry we don’t want to be able to just hang back and camp with a BR… A lot like “tactical Slayer” talk about a camp fest… BR starts and high skill play equals ranked arena.
The AR requires the least amount of thought, skill, and positonal play. It is on that basis that it shouldn’t be as strong as the other weapons. It removes the idea of rewarding skill.
It’s not nostalgia, it’s the game we all know and love. Ity’s just how it has always been and it worked 
If an elite premise = wanting skill to be more of a factor…then I guess i’m guilty.
What does that say about the people that don’t?
Because adjusting 5/6 other weapons that already have their niche in the sandbox doesn’t make sense, when you can adjust the 1 weapon that is overlapping those 5/6 weapons and making them more redundant in the first place.
Especially when it is that 1 weapon that is the outlier when compared to all previous Halo titles.
Surely that’s the logical thing to do?
Precisely!
It just lowers the skill floor so significantly.
If you’re getting killed by people who are just sprinting in a straight line and holding the trigger down on you then you need to reevaluate your own skill here instead of acting like the AR is the largest contributor to your deaths
Exactly though.
You can only whiff a couple of shots from the whole mag and if you do then the AR wins.
How can requiring:
80% accuracy and inhuman reflexes to track strafing, be balanced with simply holding down a button?
No one can predict strafing, so hitting a strafing enemy with the Sidekick is half luck and If you’re half a pixel off the enemy or you have ANY bloom the sidekick shot just disapears…
I think there is a masive difference with Sidekick on controller vs MnK.
I consistently see people just spamming with full bloom and bare aiming or following the strafe and they delete people but on MnK if you have half a pixel not on the enemy and any bloom at all, the bullet just vanishes.
Is that your experience?
Not sure I totally agree. The range could definitely be nerfed as I experience what OP wrote far more on large maps. But other than that I like how the AR is not a useless weapon but one that levels the filed a bit. The sidekick will win any day and BR at long range. The radar is useless though, can’t wrap my head around that one at all.
Sadly, I think this might on the money

That’s an interesting point actually…
…no excuse for it being like it is in MP though, in my opinion though.
Nope, the AR is fine as it is and honestly it has the same skill level as the BR. If a player is able to shred you with an AR from a far its because they know what they are doing.
The AR is fine how it is and id should stay as starting weapon in Team Slayer. I would just reduce a little bit the range of the AR. It shouldnt be that effective in medium range.
But on short distance, the AR is designed to shred an opponent. And this is exactly how it should and does work.
I think the AR needs a Big buff / Faster TTK and and buff range distance.
That’s on you then, mate. The Sidekick kills 0.27s faster than the AR does, and falling suboptimal of it’s killtime is entirely in your hands, as opposed to the AR which will miss at least a few shots regardless of your own accuracy due to spread.
I’m not gonna argue that you should be landing perfects every time with the Sidekick. But even if you miss a couple of shots you can still outpace an AR every time.
To provide a comparison, the AR only kills .08s faster than the BR it’s apparently dominating.
I take it you’ll be joining and competing in the world championship and winning??..
Or did you forget this is not destiny and actually has a world championship?
On M&K you can’t see the range where bullet magnetism no longer applies to your shots, because there isn’t a red reticle. It’s pretty short, not much longer than radar range and only gets a small bump when you zoom in with it. Once you’re outside that range, controller players also need to pace out their shots a bit. Luckily bloom refreshes super fast in this game so you lose almost no killtime by pacing.
So long as you’re inside the bullet magnetism range, though, it will negate spread caused by bloom so you can spam away and just need the “base” reticle (the outer circle that doesn’t expand) to be touching the target to land a hit. But once outside it’s about pacing and making sure the small inner reticle is on-target, controller players no longer have any aim assist at that range either.