The MK50 Sidekick has become overpowered with the latest update

There is no competition to the MK50 Sidekick, it destroys everything else including the MA40 AR. They used to be balanced. Why did it change?

What update? What’s been changed?

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I haven’t noticed a change either…

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Precision weapons should always beat out automatics, separating the skilled players by the less skilled with a skill gap, its fine. DONT change it.

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Calling the Sidekick a precision weapon is arguable. Its a bloomspam weapon.

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No balancing updates have happened as of yet. Pretty sure the only updates so far have been to do with the store, passes, XP, challenges, adding playlists and a failed BTB Hotfix.
The sidekick is also fine as is. If you hit your shots you beat an AR, but you miss one or two, you lose.

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This is laughable…

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Unless there was an unannounced patch dropped, there have been no changes to the sandbox. That said, many people have been pointing out how laughably potent the sidekick is (especially for KBM). It’s more likely at this point more people that have been playing consistently have just gotten better with the weapon, and its insane TTK is becoming more noticeable.

Also, it’s insane accuracy with controller.

There was an update?

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It’s not overpowered? What are you talking about?

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I’ll admit the Sidekick is a little too powerful, but only because it can outpace a commando most of the time, and even an AR up close. Which just means the AR needs to be tweaked, and the commando buffed.

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The Sidekick was meant to be a shortrange weapon.

Halo isn’t a game about range, but skill requirement and role in the sandbox.

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It can be quite accurate on controller in the hands of the sweaties, but thats got nothing on the KBM sweaties. Those guys have been deleting people since soft launch with the thing, even at distance. Controller is starting to slowly catchup but the input medium simply doesn’t allow for the same level of recoil control. Same issue with the commando.

It’s part of why before they do any weapon tuning they really need to consider splitting inputs for a bit, or at least allowing a user based option.

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It is meant to have a little more range than an AR , but not as powerful. Yet I feel like the sidekick has too much damage for that role, and the AR has too much spread to make up for that.
If I were rebalancing I would decrease sidekick damage just slightly and increase its spread.
Decrease AR range, but give the AR tighter bullet spread.
Decrease the max hip spread of the commando, but increase for zoomed in, as well as flat damage increase.

So make the AR the only gun worth using in social, even more like COD then.
Giving the AR a tighter spread is the same as giving it more range because spread is the limiting factor of range.
How about just remove bloom and keep it the same, zero reason for a flat damage buff when the weapon could just be made more consistent.

This is not accurate. KBM players hardly use the Sidekick.

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Lmao I’m done. He’s being beamed by controller players and doesn’t even realize it. It’s like that meme with the guy sticking a twig in his bike tire, he falls off and just goes “Gahda*mn keyboard players!”

I’m used to being attacked by controller players. I’m both KBM and controller and just pointing out what isn’t right. Truth hurts is the saying.