I will challenge you to an SK sniper fight.
You will see the SK being akin to a more rapid-fire DMR and out-matching the Commando in raged combat because of Bloom.
Do you know why I mentioned in an earlier comment of mine how the Halo 3 ODST Tac Magnum was “good but it can be better” and then dropped it for the Covenant Carbine?
Because both have pretty much the same effectiveness at range.
But the CC has 18 shots while the Tac Magnum has 12 shots.
So I am increasing something of value while having the other stats basically remain the same.
Had the SK and VK been more similar stats when it came to damage at range, we would see players dropping the SK for the VK simply because of the ammo capacity alone.
sk sniper fight? (20 chars)
a sidekick wins against a sniper at long range?
No.
I am challenging you to test out the SK in ranged combat.
Play a custom game with a friend with only the Sidekick as the weapon of choice and see how well you can target someone at mid-range.
To have it as “the best starting weapon” is a terrible way to defend it. Try hard mindset, no shade.
Starting weapons should never be in your kit for comfort. It should be used as a last resort. You should be actively looking for new weapons to use and replace. Trade the AR for BR even though it is semi good, but your secondary should always be replaced unless you havent found one yet.
I understand your a ranked guy, and thats perfectly fine, but ranked mindset should never be considered in core. There is a bigger world out there than just ranked.
1 Like
the point is, the sidekick wont win against other long range weapons which is fine but ar/sk starts are not well rounded weapons for maps that have long ranges. trying to use the sidekick against another sidekick at long range is not fun either. Its ok in swat.
My point is that the SK is too reliable of a weapon at mid-range and close-range.
So as a result, you are hesitant to drop it in exchange for some of the other weapons on the field; such as the Pulse Carbine or the VK Commando.
Like OP said, it is “too reliable”
Starter guns are supposed to be just enough to make sure that respawning isn’t too much of a punishment, but when players are hesitant to swap out one of their guns for another gun unless it is a power weapon, then you have an issue.
Take a look at Halo 3 ODST.
Like I said before, I am willing to exchange my Magnum for the Carbine.
Take a look at Halo 3, which had both the AR and the SMGs.
I saw plenty of players pick up the SMG and dropping the AR because the SMG has a higher rate-of-fire, ammo capacity, and also had the bonus of being dual-wieldable.
Halo Reach’s Magnum was one of the best in the series, and yet we still saw plenty of players drop it in favor of the Needle Rifle or the DMR.
The only other mid-range accuracy weapon I see people exchanging their Sidekick for in Infinite is the Battle Rifle.
And that is a bit of a sandbox issue.
If they fixed the Commando, this would be a non-issue as the SK would fall under the category of “This is good. But it can be better.”
- https://nyc3.digitaloceanspaces.com/memecreator-cdn/media/processed/53e/template-life-is-good-but-it-can-be-better-2027-0c6db91aec9c.jpeg
1 Like
It’s way too spammy is my issue. The main way most people use it is to just shoot as fast as possible without really aiming it. It’s frustrating when you’re pacing your shots and not missing, but the other guy just mag dumps and the game randomly decides to give him the win because reasons.
1 Like