The Sidekick is a starting weapon in the quickplay playlist, where M&K- and Controller users will constantly be playing against each other.
If an M&K user with a Sidekick is facing a Controller user with a Sidekick, he/she will win. No doubt.
The weapon fires an insanely fast 365 RPM, and requiers 6 bodyshots and a headshot and has an optimal TTK of roughly 1.1 second.
1 mm click-click-click-click-click-click-click mouseclicks are just A LOT faster than 12 mm trigger pull-trigger pull-trigger pull-trigger pull-trigger pull-trigger pull-trigger pull movements.
If you donāt believe me, go watch some YouTube videoās by M&K content creators and Controller content creators. M&K can use the Sidekick as a main weapon at pretty long distances (because M&K doesnāt rely on aim assist) and Controller users can only use the Sidekick as a cleanup weapon.
And I have seen many people say that the Sidekick is intended to be a cleanup weapon. I am a 100% fine with that! But then make it so that the weapon functions as a cleanup weapon, regardless of your input.
Some easy way the weapon can be adjusted:
Full auto. Many weapons in the game are full auto, even weapons that donāt need it because their firerate is pretty low (like the Disruptor (that electric pistol)).
OPTIONAL full auto. Bungie is going to implement this function in Destiny 2 in December. You can simply turn it on or off, depending on your preference.
Lower the firerate of the Sidekick and up the damage of the bullets in such a way that it becomes a 5 shot kill, making it a short range Magnum.
Lower the firerate of the Sidekick even further and up the damage of the bullets in such a way that it becomes a 4 shot kill, making it a short range DMR.
There are probably other solutions. Iām all ears.
I think the solution lies in making it a dedicated cleanup weapon or redesign it completely as you propose. In the latter Iād rather have it be a slower paced magnum again then a low magazine uzi.
For the ācleanup scenarioā I wouldnāt mind a severe nerf to its damage to shielded targets but decrease the bloom/crosshair so itās a reliable headshot. This means in TTK it would always lose to the rest of the sandbox but comes to light when either finishing a target damaged by your AR or when combined with a plasma weapon.
My main annoyance with the weapon currently is that I canāt trust it, especially for that final important headshot. Even when pacing shots or even completely waiting and taking a breath after shieldbreak too often itās a gamble.
I really like the Sidearm but youāve proposed reasonable changes - I like the idea of it being less effective against shields but more reliable once theyāve popped. Would potentially help stop the relentless āAR-to-meleeā trading as well (which I appreciate has always been pretty prominent)
Balance discussion aside, I think it would be nice if the Sidekick was full auto. It would even the playing field between people who play fairly and all the people using auto-fire scripts/controllers.
Your proposal seems sound for mp, but thatād cripple the sidearm for campaign. The H3 magnum had good stopping power and surprisingly good accuracy/range, but a lack of dedicated scope and low firerate made it practically non-viable, it was easily superseded by BR (which is fine here in H6 since its treated as a sidearm).
I propose that weapon functionality should slightly differ between the two game modes. More powerful features for weapons, which impair mp balancing, could be implemented exclusively in campaign.
I canāt really say I agree. I use controller and the sidekick has immediately become my first choice weapon even on BTB lol havenāt loved a pistol this much since Reach