The headshot multiplier on the AR wasn’t added until H5. And it was already controversial then.
The issue I have with the AR is that because of its killtime and range capabilities, coupled with its extreme ease of use, it becomes nearly impossible to win a fight against one with more than a sliver of health left. Meanwhile against any other weapon I can rely on most players to miss shots so I can walk away with enough health to fight back if someone else shows up.
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Nerf the damage and the range
I feel like the AR’s effective range is just a touch too long. Side kick feels fine to me.
Definitely agree. It’s not so much the range in the game as much as it is the usability at range with different inputs. Controllers lose aim assist and those long range micro adjustments are harder.
AR I could argue has a bit too much but you could also argue the BR is just really bad in this game too.
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I could’ve sworn it was there earlier. In that case, I admit I was wrong and apologize to XplosivBolts.
I totally agree. It always feels like I am on low health after a gunfight. Combine that with grenades, and now my shields never get a chance to recharge.
The AR is too powerful.I think it need a debuff.It makes the player don’t need to think.
the damage is okay.The problem is the range
If you play on M&K, the Sidekick is great. If you play on controller the Sidekick sucks. The 365 RPM is simply too high for a controller player to reach.
Click-click-click-click-click-click-click in 1.1 second
vs.
Trigger pull-trigger pull-trigger pull-trigger pull-trigger pull-trigger pull-trigger pull in 1.1 second.
Whoever thought the Sidekick was a balanced starting weapon for crossplay needs to get his/her head checked. 