The Sidekick ttk is just a little too fast

We don’t want a repeat of halo 5 pistol starts… The handgun is not a primary weapon, yet its ttk is on par with the BR and commando. And it also favors M&K users an custom controllers because It doesn’t really have any recoil so there is no penalty to spamming fire as fast as you can. Compare this to the commando which has a decent recoil and the sidekick starts to out perform…
I personally think it should have its rate of fire capped, similar to the magnum. or add recoil to add a difficulty curve to the weapon. I don’t know if a damage nerf would be required in this case, but it may help if the other options don’t balance the weapon.
We suspect that they are balancing the games sandbox, right now, around their 3rd attempt at an MLG circuit, which is a dumb idea in itself. But even still, in its current state, the pistol will probably default to being the primary weapon again in Arena 4v4s. Which is just bad for the sandbox in general.

I find M&K honestly the only issue with the Sidekick, as M&K extends it’s range well beyond it’s intended area. Having the Sidekick be a very fast killing option for closer range engagements is great, as it serves as an excellent backup to pretty much every primary weapon in the game. But on controller they made it’s red reticle range much, much shorter than the AR’s on purpose. It feels like an oversight that more wasn’t done to limit it’s range game for M&K users.

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> We don’t want a repeat of halo 5 pistol starts… The handgun is not a primary weapon, yet its ttk is on par with the BR and commando. And it also favors M&K users an custom controllers. It also doesn’t really have any recoil so there is no penalty to spamming fire as fast as you can. Compare this to the commando which has a decent recoil and the sidekick starts to out perform…
> I personally think it should have its rate of fire capped, similar to the magnum. or and recoil to add a difficulty curve to the weapon. I don’t know if a damage nerf would be required in this case, but it may help if the other options don’t balance the weapon.
> We suspect that they are balancing the games sandbox, right now, around their 3rd attempt at an MLG circuit, which is a dumb idea in itself. But even still, in its current state, the pistol will probably default to being the primary weapon again in Arena 4v4s. Which is just bad for the sandbox in general.

Totally agree with this.

The sidekick’s role in the sandbox should be a starting backup weapon, not a spawn and swap to weapon.

On maps like recharge, people don’t even pickup weapons on the map anymore, there’s just a team of four running around with pistols because its easier to kill with it than pickup weapons or the AR.

Just spam shots center mass, then quick headshot, or just keep spamming and get a lucky headshot thanks to bloom, which happens a lot to me from my experience using it.

Even jumping and evading you still can’t escape the randomness of a Nickle sized reticule on my monitor hitting everything in the middle which lines up perfectly center mass, shoulder height.

Even with the AR ( without burst firing ) you can still run out of a mag and not get a kill, with the sidekick, you can get 2 kills per mag.

No recoil, high rate of fire, high random hit count, high mag count, higher TTK than pickups = Easy mode.

Not to mention paced shots have insane range and can pick off “one shot” players at a distance with a well placed shot, and with a mouse that’s easy to do.

The proof this weapon need nerfing… just play any 4v4 game and it’s all everyone uses. I feel like I get free pickins from most of the pickup weapons that aren’t a sniper.

Anytime you want a bulldog, it’s there.

Lower the rate of fire, remove bloom, add vertical recoil , lower ammo count and give it it’s indented purpose of a sidearm, not a " go to " weapon.

Personally, I wouldn’t mind it being close to the halo 3 magnum ( But a slightly faster rate of fire and a little better accuracy and let it be duel wield )

EDIT* forgot to mention how the reload is almost instantaneous, so it’s almost as if you never stop firing.