Halo Infinite Test, thoughts on Sidekick?

I bring this topic up due to my test flight of halo infinite. After several matches I have room to say the sidekick is rather destructive to halos overall flow of combat.
This is just my option but it does not feel satisfying to use, the kills do not feel great. It seems to me that it deviates to far from the magnum to really replace it in combat. It doesn’t feel right, I’m not sure on the exact amount of shots or even if that’s the issue.

in a game mode like slayer I cannot see myself being satisfied with this as my sidearm.
id love to hear other thoughts and options!

Something definitely is different with it. Coming from Halo 5, where I primarily use the pistol and 3-4 times a match get perfect kills, I found the sidekick to almost bloom. I was definitely frustrated with it. I thought maybe it was me just having terrible aim, but the second I switched to the battle rifle in infinite I was sitting around 55-60% accuracy as opposed to 35-45% with the pistol.

As to destructive? I don’t think so only because I think players will have to accept that this pistol will be different (kinda like the change from CE to Halo 2) and will have to switch it out if they don’t like it. I do agree that this pistol feels very different and a negative different in my personal opinion. I was bummed when I played a couple matches with it. I don’t even know how many shots it takes to get a perfect kill with the sidekick. I just have a hard time believing that my aim is universally bad, but the second I make the switch to a BR it’s all fixed lol.

I love the pistol and hope in the final build it reverts back closer to what it was in halo 5. Or if they keep it the way it is, give us a mode where our secondary is a battle rifle so that way if players like the pistol in infinite they can play the mode with the pistol and players who don’t can play another mode.

Coming from H5 where the pistol was completely OP… I’m glad this pistol wasn’t great. I tried using it like the H5 pistol but was getting frustrated. I wasn’t a fan of the bloom or the kickback when shooting these weapons.

It’s a side-arm, not a hand cannon like CE and 5. Still - it was pretty satisfying to use IMO, and as I got more use to the speed of the bloom, I was able to consistently get kills.

I like it - I greatly prefer H5’s pistol, but it was solid.

The main problem is alot of people, especially people coming from halo 5, are using the sidekick like it’s a primary. It isn’t there to act as a substitute for a BR or Commando, it is strictly a sidearm used for cleanup kills or for mid-range combat when you have nothing else really. Just use the AR…

For me it is played and it feels very satisfying. I’ve had a lot more fun using it than using the magnum in Halo 5.

I like the pistol. It takes skill to master. You’re not relying on free aiming anymore, you have to time your bloom at mid range, and you can still shred through enemies with rapid fire at close range. Perfect. I would not change a thing.

@Mr Sir 81 I agree that the pistol was definitely very strong in Halo 5. However, I do like that Halo 5s pistol could hold its own against a BR or DMR. Since weapon spawns in infinite are finite and there aren’t that many precision weapons on the maps (currently), I wish the pistol was stronger and almost back to halo 5 just so players could continue to hold their own when someone gets a BR.

Infinite’s pistol lacks range and that’s part of the problem. Up close it’s fine to quickly finish a kill (though even then it barely beats someone with good AR aim), but if I’m not fortunate enough to get 1 of the 2 BRs usually on a map then what am I to do against people with BRs on the other side of Bazaar? Because luckily I was someone who had a BR and let me tell you it was fun to go up against players across a map using the sidekick lol.

Ageed, I’d prefer if the AR and sidekick compliment each other, instead of AR being better at everything, and sidekick left in the dark.
I’d give it a scope. I think it would fit with something like the h4 magnum, weak and not too many bullets but still actually useful. You can just get a kill with a mag if you don’t miss shots.

Halo 5 was too much by far, and while I like the CE magnum it wouldn’t fit as well in this sandbox. But the Sidekick is more like the h2 pistol atm, which is not exactly a loved version of pistol in the first place.

ODST, Reach and 4 were on to something imo.

And this is of course all just my opinion lol

Completely agree with you Spam8358

From the game preview, the Sidekick pistol seems to be more like a hybrid of the Halo 2 and Halo 4’s magnum pistol.

In Halo 2, the pistol was a trigger happy precision gun that you could dual-wield a duplicate or another gun to compensate for the lack of zoom-in scope, and Halo 4’s pistol had a zoom-in scope, stronger bullets to limit bullet capacity to 8 shots, and no dual-wielding.

To be compared, the Sidekick took the ammo capacity of 12 shots from Halo 2 and the Zoom-In Scope (AKA Smartscope) from Halo 4 since you cannot descope a gunslinger.

What was left out was Dual-Wielding, and this Pistol was a secondary weapon.

Despite my disappointment, the Sidekick feels good to shoot, but good luck aiming at somebody without that Smart-Scope.

I think it’s no-shield damage range needs nerfed. The amount of times I was getting one-tapped at longer ranges got annoying.

“Sidekick” is an accurate term. Its always had my back in fights where the primary isnt fast enough or needs reloaded.

the damage is good, the recoil managable, ammo size is fine.

Its what the Halo 2 magnum should have been.

I also used it as a final few bullets in most cases. A true sidekick - I’ve unloaded my AR, missed on a few, shields are critical for both us us, blip blap, win.

Like I said in another post and I’m still probably the minority in this opinion. Damage and range need to be nerfed on it. Unless I was put on all teams of heavy duty sweats last night, the main weapon I was killed by was the sidekick . Its a pistol, and pistols shouldn’t be primaries IMO, one of the big reasons why I finally just stopped playing Halo 5 long ago. Range and damage shouldn’t be what they are, drop both and I think the sidekick can make its way into the sandbox nicely. As it currently sits I’m seeing a Halo 5 pistols only Arena all over again.

> 2533274977541874;1:
> I bring this topic up due to my test flight of halo infinite. After several matches I have room to say the sidekick is rather destructive to halos overall flow of combat.
> This is just my option but it does not feel satisfying to use, the kills do not feel great. It seems to me that it deviates to far from the magnum to really replace it in combat. It doesn’t feel right, I’m not sure on the exact amount of shots or even if that’s the issue.
>
> in a game mode like slayer I cannot see myself being satisfied with this as my sidearm.
> id love to hear other thoughts and options!

It feels just as combat effective as the Halo CE magnum. I think being able to quickly kill someone with any kind of sidearm in Halo is a bad idea. That being said, I do actually really like the AR and Sidekick spawns it feels equal and the guns can be used to create some good combos obviously we don’t know how effective the combos will be in PVP. If I asked you this question what would your answer be:

Which sidearm would you rather have?

A: Sidekick

B: Halo 3 Magnum

EDIT: I there was a PVP test yesterday I missed it noooooooo

Random question but after realizing the pistol in Splitgate was full auto is the sidekick also full auto? I didn’t try that in the tech preview.

> 2533274799035438;18:
> Random question but after realizing the pistol in Splitgate was full auto is the sidekick also full auto? I didn’t try that in the tech preview.

It’s a semi but shot interval is very low so with a quick trigger finger it looks like firing a full auto. This difference will probably be felt between playing on mouse vs controller.

The sidekick was great in my opinion, it can be powerful in right hands.

But I would give feedback on the reload animation. I hope they make it more punchy and slow down the reloading for more smooth animation.