So I’m creating this topic to discuss how effective the AR in the sidekick are when it comes to long range I came across it mostly in big team on my first day which I need to experience more of it to really confirm.
But I noticed that a lot of spamming was happen with the two weapons people just going crazy with shooting at long range This concerns me for mostly playing against PC players because of course they have nearly perfect game and don’t have to fight much when it comes to aiming.
I think both the AR and the sidekick need a range Nerf but not a damaged nerf I just think their effective range is too high for standard starting weapons.
The sidekick is a precision weapon and will be able to have that range most of the time, and if the AR had shorter effective range, it may end up contending with the Bulldog for a place in the weapon sandbox.
I’m glad the AR is effective at longer ranges. Skill with precision weapons should always trump automatic weapons but I’m happy to see the AR be a viable option more of the time.
The sidekick, commando, and sniper all need bloom removed. And I would prefer if the AR and other automatics had a fixed spread instead of blooming, and remove the headshot multiplier on the AR.
I know you’re talking about effective range, I’m saying that if the effective range is too short, it may be too similar to the bulldog in terms of range and therefore become too similar to the point that it doesn’t matter which one you use.
Yeah the range definitely needs a nerf especially on the pistol. I feel like it would get players to engage up close more. However I do think the pistol damage needs a nerf, there’s no way a pistol should beat an AR.
I agree for the Commando. The Sniper seems to have been fixed since the flights, it no longer fires until the Bloom fully resets, like in Reach. The Sidekick though? If it didn’t have Bloom, the cross maps on M&K would be so much worse than they already are. It’s already so painful getting peppered like crazy at long ranges with it as it is.