Just lower the max rate of fire on the Sidekick a bit and make it a balanced weapon no matter your input device! (Even if it’s only for a TEST for a month or so to see player feedback.)

Ever since Halo Infinite was released I see posts on the Sidekick being OP, it being balanced, it being good and it being bad. And to be honest, everybody is right!

For a large part it depends on your input device if the weapon is bad, balanced, good or OP.

The Sidekick can fire AT LEAST 365 rounds per minute. Maybe even faster. But the person testing this couldn’t tap faster. For reference the Halo 5 magnum can only fire at 150 rounds per minute.

A mouse click is roughly 1 mm, a pull on a controller with triggerstops is somewhere between 3 and 8 mm. And a pull on a regular Xbox controller is 12 mm. I heard there are also controllers with triggers that function like mouse clicks, but I don’t know how common they are. But those distances will play a HUGE factor in deciding if you can use the Sidekick as a primary weapon, a cleanup weapon or somewhere in between.
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So what’s the solution? JUST LOWER THE MAX RATE OF FIRE! That way the weapon becomes balanced on every single input device. And as a good side effect it is also healthier for the player from a Repetitive Strain Injury (RSI) perspective. The people working at 343 probably don’t know this, but it is EXTREMELY unhealthy for your arm and hand muscles to tap a mouse or controller at 365 rounds per minute.

The mag is fine. The distance is fine. If you nerf either one of those two, you keep the same problems: the weapon will perform different depending on the players input device. The only thing that is not fine is the rate of fire and as an effect also the time to kill.

So 343, if you’re reading this, Just for a TEST lower the max rate of fire for the Sidekick to somewhere between 200 and 260 RPM for about a month and see how players respond. If people don’t like it, you can always tune it back to 365+ rounds per minute.

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Was thinking about this the other day when was in a match and was testing fire rate as got annihilated from some guy who was firing off the sidekick like a machine gun, could deffo do with some balancing out.

Normally I switch to it if run out of ammo when in a fight, think I had similar issue with the stalker rifle

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I’m sure 343 are constantly reviewing the telemetry.

Who is killing who with what. Using which input.

And they’re not backwards in buffing and nerfing anything not performing as expected.

Maybe the slightly easier ROF on the keyboard balances the increased aim assist on the controller. Or something similar.

Both inputs have their pros and cons.

Just keep in mind that you can’t just focus on the pros for the “other” side.

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I’d rather them not touch it at all instead. The weapons in a pretty good place alongside the other weapons in the game, and doesn’t need to be changed in any way.

Plus why did a new topic need to be made when there is already a topic covering nerfing the pistol?

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Everyone always says this but nobody ever posts video.

The sidekick has about the same rate of fire as a Commando - a little slower than a Commando - at max. But that’s also max bloom so it’s not usually landing well.

Sometimes you can receive a full wave a sidekick ammo due to lag. Feels like cheat but it’s just poor server conditions.

It’s the controller players doing that

Because it was trying to nerf it in a way that doesn’t solve anything.

The extra aim assist on controller is solved on M&K by being able to use your whole arm instead of only your thumb. That has nothing to do with a higher or lower rate of fire.

And there is now also an uneven playingfield between controllers with triggerstops and without. And both have the same amount of aim assist. Extra or less aim assist on controllers doesn’t solve anything between controllers with and without trigger stops. There are even controllers with triggers that function like mouseclicks.

Sidekick is the end result of the overall lack of balance/consistency in the gunplay - on one hand we have a pistol that has no recoil, little to no bloom, and headshots, versus a fully automatic assault rifke with huge bullet spread from the very first shot and inability to do headshots, geee, guess which one is gonna be the better gun of the two starting ones (because loadouts are not welcome by the ild-time communy)… But all the die-hard Halo fanboys here are unable to see it, because “it’s Halo!”, or “sandbox!”, duh. Well enjoy your dead game while it still lasts.

H5 Magnum was perfect, no idea why they thought going for a spammy gun would be a good idea.

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It wasn’t perfect, it was on par with a BR which was outrageous.

And that’s what I like; no more 99.9% BR fest.

Is it kinda idiotic to outplay a BR with a pistol? Yes but the gameplay was fun and miles ahead of Infinite.

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Well, that H5 Magnum will basicly come to Infinite in 2,5 days: the Bandit Rifle.

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Totally agree. It was a good starting weapon. It had a healthy rate of fire. The only thing that was a bit OP was the range. But if they nerfed the range by about 20% people would go and look for a BR, DMR or Carbine.

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Fingers crossed. :smiley:

20 characters.

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what I see is getting killed by what appears to be two or three shots from the sidekick. I’m sure it’s lag but I’ve had cracked people I’ve chased after and they turn and kill me while I’m full health and full shield with a couple shots from the sidekick which isn’t possible. Happens quite a bit but again it could be lag mixed with rapid fire options. I know with my current controller vs an original Xbox controller I can fire way faster due to a fraction of the trigger pull to get a round off. I feel like this gun firing speed is completely subject to what you’re using not the gun itself. Guess maybe it could use a minimum time between shots so it levels the playing field ? Not a huge issue in my opinion but maybe that’s a viable option. The range is pretty far for a pistol really and the fact that the spartan can’t control the recoil but he can flip a scorpion tank is pretty crazy.

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