Sidekick pistol

To little magazine ammo in the sidekick pistol. 10 bullets to kill without headshot. 7 with headshot. 12 bullets in one magazine.

The gun is one of the hardest to use. And often your magazine runs out before you get a kill so you have to switch weapon or reload to get that kill. Considering the BR that you can get 3 kills with if you hit all you shots shouldn’t the sidekick pistol be like 18 shots in a mag. Or a minimum of maybe 16 if u want to keep the magazine low. So you can at least get 2 kills if u are skillful and still miss some shots, but at least get one kill without the fear of having to reload. It is annoying to reload it all the time and it really is a risk vs reward to use the gun because of the low magazine size. And it is a shame that it has so low magazine ammo because the gun is so fun to use. And another thing. The magazine capacity the weapon have makes it a requirement to reload after every encounter. Which is not useful in many situations.

Sidenote, im am a champion i halo 5 so there are far worse players that me that will have bigger problems.

If they made it a 6 shot kill with the same time to kill and upped the magazine to 18 rounds, I think it would be a much more reliable weapon.

Also not a fan of the bloom/random spread.

I agree. I feel like it’s only purpose is to finish people off when you run out of ammo with the AR, which feels good when you do it but by itself it sucks balls.

I dunno if this is a totally fair criticism. I’ve outclassed BR users with the Sidekick at a relatively decent range without reloading. Having to reload after an encounter is completely reasonable. I feel like the H5 magnum has set this expectation that every sidearm needs to be overpowered.

> 2533274953121424;3:
> I agree. I feel like it’s only purpose is to finish people off when you run out of ammo with the AR, which feels good when you do it but by itself it sucks balls.

I would be interested in them leaving the sidekick as is (because as the name implies and you are saying, it is just their to assist the AR imo) but introducing a newer pistol with increased damage which can be picked up on the map

It wouldn’t feel so awful if it didn’t have bloom limiting your effectiveness no matter how well you stay on target.

A powerful 1v1 oriented precision weapon limited by range(as compared to a versatile BR) could have been a cool weapon, but no we’re stuck with useless RNG “sidearm” because some people can’t handle a human handgun being a useful weapon.

I actually disagree. I’d prefer to just get the aim assist improved and the ammo remain as it is

> 2535463864695680;5:
> > 2533274953121424;3:
> > I agree. I feel like it’s only purpose is to finish people off when you run out of ammo with the AR, which feels good when you do it but by itself it sucks balls.
>
> I would be interested in them leaving the sidekick as is (because as the name implies and you are saying, it is just their to assist the AR imo) but introducing a newer pistol with increased damage which can be picked up on the map

I’m crossing my fingers for the magnum to return, especially in BTB where you get melted without a BR/Commando.

<mark>This post has been edited by a moderator. Please refrain from making non-constructive posts.</mark>
*Original post. Click at your own discretion.

> 2533274947805189;7:
> I actually disagree. I’d prefer to just get the aim assist improved and the ammo remain as it is

The aim assist is fine you just suck dude.

> 2533274953121424;9:
> > 2533274947805189;7:
> > I actually disagree. I’d prefer to just get the aim assist improved and the ammo remain as it is
>
> The aim assist is fine you just suck dude.

Were you hoping to engage in some kind of semi-useful conversation here, or did you really just want to insult me?

I hate the Sidekick. Its one of those guns I can’t wait to trade for something that actually works as intended. I feel like everyone else just spams the heck out of it and gets random kills, but I try to actually be accurate with it while pacing and it just doesn’t register shots. I guarantee if we had theater mode we could see bullets pinging off off people and not doing damage every match.

The clip sizes in this game are definitely concerning. It’s frustrating that many battles are determined by who needs to reload.

Curious how the clip sizes compare in previous Halos.

The magazine size is actually pretty consistent with the last several Halos. Most of the games in the series have the intention of starting weapons being good for one kill at a time, with a few extra bullets before reloading in case you missed a few shots. That’s if you consider the AR/SMG and Magnum starts game modes. The CE pistol and the BR/DMR are capable of more than one kill per magazine though.

> 2760465307323250;12:
> The clip sizes in this game are definitely concerning. It’s frustrating that many battles are determined by who needs to reload.
>
> Curious how the clip sizes compare in previous Halos.

They’re all pretty on par with previous games, heck the magazine sizes for some weapons haven’t changed in almost 20 years, the BR (36/mag), Sniper (4/mag) and Rockets (2/mag) being examples. The only weapons that have really changed in terms of magazine are the Assault Rifle, Needler and pistol, but then again their functions have changed significantly over time.

The journey of Halo’s pistols has been especially interesting.

Halo CE: 3 shot, 12/mag, scopeable monster
Halo 2: mediocre. unscopeable, 7-8 shot, 12/mag finisher
Halo 3: ok but unreliable, 4 shot, 8/mag
ODST: weak damage but accurate, scopeable, 12/mag headshot king
Reach: strong but bloom-heavy, scopeable, 4 shot, 8/mag
Halo 4: ok damage but accurate, scopeable, 5-6 shot, 8/mag crapfest
Halo 5: high damage, high accuracy, scopeable, 4-shot, 8/mag

The only weapon whose journey rivals the pistol is the Needler.

They need to up the aim assist on console for it by a tad or fix aiming or something then it is pretty much fixed if they just -Yoinking!- get rid of the -Yoink- -Yoink- -Yoink- -Yoink- bloom.

> 2533274892901745;14:
> > 2760465307323250;12:
> > The clip sizes in this game are definitely concerning. It’s frustrating that many battles are determined by who needs to reload.
> >
> > Curious how the clip sizes compare in previous Halos.
>
> They’re all pretty on par with previous games, heck the magazine sizes for some weapons haven’t changed in almost 20 years, the BR (36/mag), Sniper (4/mag) and Rockets (2/mag) being examples. The only weapons that have really changed in terms of magazine are the Assault Rifle, Needler and pistol, but then again their functions have changed significantly over time.
>
> The journey of Halo’s pistols has been especially interesting.
>
> Halo CE: 3 shot, 12/mag, scopeable monster
> Halo 2: mediocre. unscopeable, 7-8 shot, 12/mag finisher
> Halo 3: ok but unreliable, 4 shot, 8/mag
> ODST: weak damage but accurate, scopeable, 12/mag headshot king
> Reach: strong but bloom-heavy, scopeable, 4 shot, 8/mag
> Halo 4: ok damage but accurate, scopeable, 5-6 shot, 8/mag crapfest
> Halo 5: high damage, high accuracy, scopeable, 4-shot, 8/mag
>
> The only weapon whose journey rivals the pistol is the Needler.

Good info. My experience is mostly from the first Halos (and I’m talking from 2001 thru 2009.

M6D in HCE, in practice, provided probably 3 or 4 kills before reload was necessary
M6C in H2 was mostly effective dual-wielded, but frequently attributed to 2-3 kills before a reload was needed, in practice.
M6G in H3 was more reliable than you think and was a 5-shot, especially when used with the reticule-less scope. In practice, mostly effective with grenades or PP, and provided maybe 1 or 2 kills before reload was needed

Infinite’s Sidekick seems many fights in practice don’t even provide 1 kill before reload is needed, but the aiming is more difficult and attributes to that.

> 2533274910627211;15:
> They need to up the aim assist on console for it by a tad or fix aiming or something then it is pretty much fixed if they just -Yoinking!- get rid of the -Yoink- -Yoink- -Yoink- -Yoink- bloom.

And give PC players even MORE range with it? No thanks. They’re already laser beaming people across Behemoth. The last thing I want is to get shredded in 1.1 seconds from base-to-base on Blood Gulch.

> 2533274810177460;17:
> > 2533274910627211;15:
> > They need to up the aim assist on console for it by a tad or fix aiming or something then it is pretty much fixed if they just -Yoinking!- get rid of the -Yoink- -Yoink- -Yoink- -Yoink- bloom.
>
> And give PC players even MORE range with it? No thanks. They’re already laser beaming people across Behemoth. The last thing I want is to get shredded in 1.1 seconds from base-to-base on Blood Gulch.

Pc wasn’t a part of the conversation but that’s why I want them to fix aiming, because I can actually compete with Pc players as long as my aiming isn’t -Yoink-.

The bloom isn’t even bad with it. It’s the aim assist that causes problems. Outside of red reticle range, it’s basically useless.

> 2533274910627211;18:
> > 2533274810177460;17:
> > > 2533274910627211;15:
> > > They need to up the aim assist on console for it by a tad or fix aiming or something then it is pretty much fixed if they just -Yoinking!- get rid of the -Yoink- -Yoink- -Yoink- -Yoink- bloom.
> >
> > And give PC players even MORE range with it? No thanks. They’re already laser beaming people across Behemoth. The last thing I want is to get shredded in 1.1 seconds from base-to-base on Blood Gulch.
>
> Pc wasn’t a part of the conversation but that’s why I want them to fix aiming, because I can actually compete with Pc players as long as my aiming isn’t -Yoink-.

The only way to fix it would be to extend the red reticle range for the Sidekick to the point that it’s effective across large maps.

That’s not going to happen. And I really don’t want it to happen.

I’ve found its bloom entirely inconsequential when I use it for it’s intended purpose, close range duels and cleanups.