It’s like you purposefully ignored the part of my comment where I talked about falloff.
Explain to me how skill cap is going to make the shotgun or SMG or spiker or plasma rifle or plasma sword or mauler or gravity hammer effective beyond close to low-mid range range in Halo 3. For literally all these weapons, range is absolutely critical to their role in the sandbox.
Conversely, I want you to look me in the face and say the sniper and beam rifle do just fine in close range combat so long as you’re skilled enough, meaning a skilled player would just hold the sniper rifle at all times and never swap it for a shorter range weapon when they’re facing equivalently skilled players.
Here’s how I know you’re just bad at the game. The sidekick has a lower ttk than the AR and it’s a great counter to low skill players just running forward and holding the fire button with the AR. It’s so easy to just melt bad AR players by spamming the sidekick and barely even worrying about bloom at the effective range of the AR. At short ranges, sidekick beats AR. There’s a goldilocks low midrange zone where the AR fares well against the sidekick, but even then if you just hold the fire button you’re going to miss a strafing opponent at that range.
Which is directly counter to your claim that the AR just doesn’t have a real effective range.
I honestly feel like the sidekick and AR compliment each other perfectly. They couldn’t have chosen a better name for the pistol as it truly is a sidekick to the AR. Use them both together, properly, based on range and you will excel.
The sidekick should be used first at range, as you push in and get closer while dealing damage with the sidekick, swap to the AR to spray them down and secure the kill.
Same goes in reverse, you shouldn’t be using the sidekick within the range that the AR can spray you down and kill you in one mag and if you are, you’re using the sidekick wrong. If you come up on someone at close range, you should be spraying them with the AR and then switch to the sidekick to finish them when they try to escape by putting distance between you and them.
I think both weapons are in a very good spot already and changing anything right now could drastically effect the game for the worse.
This depends on your skill level. The sidekick has a lower TTK than the AR if you land a headshot when the enemy’s shields pop, and at close range the bloom from the sidekick is negligible due to aim assist.
Everyone that keeps saying that the sidekick has a higher ttk is failing to realize the degree of difficulty it’s is to get that lower ttk. I’ve been playing Halo for 20 years and usually around the 1.5 KD range so not great but above average and this is the hardest FPS I have ever played, it is miles harder than any other Halo except maybe Halo 5 which is just a bit less harder. This is because the sidekick is the hardest precision weapon I’ve ever used from any of the Halo games. To try and land all my shots with a sidekick on skilled players strafing consistently is simply impossible with how low this games aim assist is and because of how much bloom the sidekick has. Sure beating a scrub that’s using an AR is easy with the sidekick but playing against skilled players using AR’s is a whole different game and will just result with 90% of the kills in the lobby being from AR’s.
Since the Update today, i Need in close Range 2 magazines with the AR and 2 with Pistol in Head aiming , much Matches Witz 178 ms why? Before Update today 15 ms . Not funnny