The Side kick is so...

very inconsistent, never even when in the drills did i know how many shots it took to break shields and then go for the head shot. It felt like the damage was all over the place especially at any kinds of distance. I found myself wasting 24 rounds or more trying to kill one dude that I kept shooting and shooting. The concept is great and all but my god does it stand nowhere close to any of the pistols from any of the Halos. They need to decrease the mag size and up the damage or really take a look at how the damage is being applied and how it drops off at distance because I personally will never use it. It doesn’t feel like a side arm that a two ton super solider would use to take out a room full of people or how Jerome had to clear that carrier room for Isabel shooting the laser in Halo wars 2. Who else has experienced this in their own playthrough???

I think you’re in the minority here. The sidekick feels like a weaker magnum (not meant to replace it of course), but nowhere near as weak as it was in H2, 3 and ODST. I mean, have you played those titles? Did those magnums feel like something “a super soldier would use”? The sidekick has a good fire rate and good killing potential, but not enough that it outshines the BR. It’s in a great spot right now so I feel your problem is with your shot pacing. You shouldn’t spam it too much; what’s your accuracy in matches like? I feel that it’s on the lower side, no offense.

I found it effective when my aim was on-point, and not effective when it wasn’t. Player error was the only reason it failed on me, and I’m okay with that.

It’s RRR is a little bit on the short side though, the problem I have with it’s RRR is the opposite of the AR. Firstly I don’t think using smart scope should increase the RRR of a weapon, it should ONLY be a cosmetic zoom to allow more precise manual aiming but should not, in any mechanical way, be superior to hip fire. Meanwhile scoped weapons should be the only ones that benefit from an RRR increase by zooming in. As for how I feel like the problems are opposite, I think the AR’s RRR should be it’s hipfire range at all times, while I think the Magnums should be it’s zoomed RRR at all times.

> 2535445157734653;2:
> I think you’re in the minority here. The sidekick feels like a weaker magnum, but nowhere near as weak as it was in H2, 3 and ODST. It has a good fire rate and good killing potential, but not enough that it outshines the BR. It’s in a great spot right now so I feel your problem is with your shot pacing. You shouldn’t spam it too much; what’s your accuracy in matches like? I feel that it’s on the lower side, no offense.

I was actually getting plus 15 kills a game and I actually tried to main the pistol and not pick up any weapons so I could really test it. even the halo reach magnum for me felt way better. the designs fine but it doesn’t feel like right. Not saying it doesn’t preform but no way is it what the pistol should be. The halo 2 magnum I love I can kill people all day with that so my aim isn’t the issue. Ive talked to people during the test and they say the same thing while others don’t have an opinion.

> 2533274810177460;3:
> I found it effective when my aim was on-point, and not effective when it wasn’t. Player error was the only reason it failed on me, and I’m okay with that.
>
> It’s RRR is a little bit on the short side though, the problem I have with it’s RRR is the opposite of the AR. Firstly I don’t think using smart scope should increase the RRR of a weapon, it should ONLY be a cosmetic zoom to allow more precise manual aiming but should not, in any mechanical way, be superior to hip fire. Meanwhile scoped weapons should be the only ones that benefit from an RRR increase by zooming in. As for how I feel like the problems are opposite, I think the AR’s RRR should be it’s hipfire range at all times, while I think the Magnums should be it’s zoomed RRR at all times.

the ads was weird just like in 5 I found that it didnt really help me and that i could still get shots across the map non ads.

we must not forget that this first beta was given with known bugs and now they are fixed.

> 2533274860712851;6:
> we must not forget that this first beta was given with known bugs and now they are fixed.

Oh no doubt, there were alot of visual bugs and other things but no way personally did they affect my experience. Im excited where this halo is going.

> 2737679237780340;7:
> > 2533274860712851;6:
> > we must not forget that this first beta was given with known bugs and now they are fixed.
>
> Oh no doubt, there were alot of visual bugs and other things but no way personally did they affect my experience. Im excited where this halo is going.

I can’t wait to test the next flight. :slight_smile:

While I do feel that the sidekick needs some slight changes, I personally feel it’s one of the best pistols in the series. It’s being set up as a sidearm weapon, mainly used for quick engagements at close to medium range and a good follow up weapon to go to when you need to reload your primary weapon.

I felt like it did really well for me in the weapon drills as well as in MM. It really comes down to pacing and tracking the enemy player well. It’s certainly difficult to use, but powerful if executed effectively. Much improved over the H2 and H3 pistols, but not overpowered like the CE magnum or the H5 pistol.

> 2533274860712851;8:
> > 2737679237780340;7:
> > > 2533274860712851;6:
> > > we must not forget that this first beta was given with known bugs and now they are fixed.
> >
> > Oh no doubt, there were alot of visual bugs and other things but no way personally did they affect my experience. Im excited where this halo is going.
>
> I can’t wait to test the next flight. :slight_smile:

I was unlucky and dont use social media cancer so I missed the PVP part of it. I wonder how aim assist works on console because in the pc version it felt like nothing as usual. I play mcc constantly and pray all the feed back they get from here and there will make this game gold. I felt like it was halo 5 mixed with aspects of all the games and said to myself this is was 5 should have been.

> 2533274860712851;6:
> we must not forget that this first beta was given with known bugs and now they are fixed.

very important to remember for sure, some people expected it to be more complete.

> 2533274823599281;11:
> > 2533274860712851;6:
> > we must not forget that this first beta was given with known bugs and now they are fixed.
>
> very important to remember for sure, some people expected it to be more complete.

we’ll see later. but i think 343 will do its best to patch all the bugs before the release.

> 2533274860712851;12:
> > 2533274823599281;11:
> > > 2533274860712851;6:
> > > we must not forget that this first beta was given with known bugs and now they are fixed.
> >
> > very important to remember for sure, some people expected it to be more complete.
>
> we’ll see later. but i think 343 will do its best to patch all the bugs before the release.

most of them, plus some new ones that get found between now and then.

> 2533274860712851;12:
> > 2533274823599281;11:
> > > 2533274860712851;6:
> > > we must not forget that this first beta was given with known bugs and now they are fixed.
> >
> > very important to remember for sure, some people expected it to be more complete.
>
> we’ll see later. but i think 343 will do its best to patch all the bugs before the release.

I feel like until release they are gonna have flights galore so the MCC tragedy doesn’t occur again. They need a home run

> 2737679237780340;1:
> very inconsistent, never even when in the drills did i know how many shots it took to break shields and then go for the head shot. It felt like the damage was all over the place especially at any kinds of distance. I found myself wasting 24 rounds or more trying to kill one dude that I kept shooting and shooting. The concept is great and all but my god does it stand nowhere close to any of the pistols from any of the Halos. They need to decrease the mag size and up the damage or really take a look at how the damage is being applied and how it drops off at distance because I personally will never use it. It doesn’t feel like a side arm that a two ton super solider would use to take out a room full of people or how Jerome had to clear that carrier room for Isabel shooting the laser in Halo wars 2. Who else has experienced this in their own playthrough???

I had a similar experience with the damage being inconsistent, and the sidekick was a big disappointment.

I really liked it.

Good starting weapon and complimented the AR nicely.

Kept forgetting to count the right number of shots though.

Its feels like a great secundary weapon, feels like a gun-fighter Halo 5 Magnum, (not a great weapon per-se), have a lot of inconsistencies when you hit a enemy, but can coexist with a “regular magnum”, make a great balance (less damage but, high fire rate= Sidekick) and (more damage but, low high fire rate= “regular magum”)