Gameplay

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==Universe and lore==
==Universe and lore==
{{Main|MK50 Sidekick}}
{{Main|Mk50 Sidekick}}
Manufactured by [[Emerson Tactical Systems]], the [[MK50 Sidekick]] is a semi-automatic handgun in service with the [[UNSC Armed Forces]]. Described as "powerful and compact", it fires 10mm rounds from a detachable box magazine that typically holds 12 rounds. It differs significantly from the [[M6 series]], the UNSC's most prominent sidearm, lacking the M6's signature hand-guard and [[Smart-linking|smart-linked optic]], the [[KFA-2 x2]], while also firing a lower caliber round. The weapon usually sports an olive green and matte black finish.{{Ref/Game|Id=HIMK50|HI|[[weapon]]: MK50 Sidekick}}{{Ref/Site|Id=Monster|URL=https://news.xbox.com/en-us/2020/08/31/xbox-monster-energy-promotion/|Site=Xbox Wire|Page=Bank Now, Play Later: Halo Infinite Meets Monster Energy Global Partnership|D=6|M=8|Y=2021}}
Manufactured by [[Emerson Tactical Systems]], the [[Mk50 Sidekick]] is a semi-automatic handgun in service with the [[United Nations Space Command]] armed forces. Described as "powerful and compact", it fires 10mm rounds from a detachable box magazine that typically holds 12 rounds. It differs significantly from the [[M6 series]], the UNSC's most prominent sidearm, lacking the M6's signature hand-guard and [[Smart-linking|smart-linked optic]], the [[KFA-2 x2]], while also firing a lower calibre round. The weapon usually sports an olive green and matte black finish.{{Ref/Game|Id=HIMK50|HI|[[weapon]]: Mk50 Sidekick}}{{Ref/Site|Id=Monster|URL=https://news.xbox.com/en-us/2020/08/31/xbox-monster-energy-promotion/|Site=Xbox Wire|Page=Bank Now, Play Later: Halo Infinite Meets Monster Energy Global Partnership|D=6|M=8|Y=2021}}


The MK50 Sidekick entered production at some point before [[2559]]. By December 2559, the weapon was in service with UNSC forces aboard the {{UNSCShip|Infinity}}, and saw action at the [[Battle for Zeta Halo]]. In [[2560|the following year]], the weapon was again used at [[Installation 07|the ring]].{{Ref/Game|HI|[[campaign]]}}
The Mk50 Sidekick entered production at some point before [[2559]]. By December 2559, the weapon was in service with UNSC forces aboard the {{UNSCShip|Infinity}}, and saw action at the [[Battle for Zeta Halo]]. In [[2560|the following year]], the weapon was again used at [[Installation 07|the ring]].{{Ref/Game|HI|[[campaign]]}}


<gallery widths="210px">
<gallery widths="210px">
File:HINF NewSidekick.png|link=MK50 Sidekick|'''[[MK50 Sidekick]]'''<br/>{{Small|''[[Halo Infinite]]''}}
File:HINF NewSidekick.png|link=Mk50 Sidekick|'''[[Mk50 Sidekick]]'''<br/>{{Small|''[[Halo Infinite]]''}}
</gallery>
</gallery>


==Overview==
==Overview==
The Sidekick is a [[pistol]] first introduced in ''[[Halo Infinite]]'', which works well as a general-purpose sidearm to supplement the player's primary weapon. Featured in both [[campaign]] and [[multiplayer]], it can be found very commonly in both modes, and is frequently part of the player's standard loadout. Shots from the Sidekick do relatively little damage, but can be fired very rapidly at the cost of significant [[bloom]]. The Sidekick can function well as a primary weapon in the hands of a skilled player, though as its name suggests, it is most effective when paired with another weapon. This allows the player to strip the opponent's shields with the main weapon, then switch to the Sidekick and finish them with a [[headshot]].{{Ref/Reuse|HIMK50}}
The Sidekick is a [[Weapon class#Pistol|pistol]] first introduced in ''[[Halo Infinite]]'', which works well as a general-purpose sidearm to supplement the player's primary weapon. Featured in both [[campaign]] and [[multiplayer]], it can be found very commonly in both modes and is frequently part of the player's standard loadout. Shots from the Sidekick do relatively little damage but can be fired rapidly at the cost of significant [[bloom]]. The Sidekick can function well as a primary weapon in the hands of a skilled player, though as its name suggests, it is most effective when paired with another weapon. This allows the player to strip the opponent's shields with the main weapon, then switch to the Sidekick and finish them with a [[headshot]].{{Ref/Reuse|HIMK50}}


===Counterparts===
===Counterparts===
Throughout the ''Halo'' franchise, there have been several weapons similar in role to the Sidekick.
Throughout the ''Halo'' franchise, there have been several weapons similar in role to the Sidekick.


Most notable of these is the [[Magnum]], another pistol first introduced in ''[[Halo: Combat Evolved]]''. Like the Sidekick, it is a [[precision weapon]] capable of headshots, though in most iterations it had a longer range and less [[bloom]], at the cost of not being able to fire as rapidly as the Sidekick. Most similar to the Sidekick is ''[[Halo 2]]''{{'}}s iteration, which lacked a scope and dealt very little damage, but could be fired incredibly rapidly. Two variants of the Magnum are also of note when comparing to the Sidekick: the [[Automag]] and [[Gunfighter Magnum]]. The ''[[Halo 3: ODST]]'' iteration of the Automag could fire at a comparable rate to the ''Halo 2'' Magnum, similar to the Sidekick, but unlike the Sidekick, was ineffective against shields and had a very large zoom range. The Gunfighter Magnum is in many ways a direct predecessor to the Sidekick, having appeared in the preceeding game to ''Infinite'', ''[[Halo 5: Guardians]]''. It has a short zoom distance, but fires incredibly fast and takes a comparable number of shots to kill.
Most notable of these is the [[Magnum]], another pistol first introduced in ''[[Halo 2]]''. Like the Sidekick, it is a [[precision weapon]] capable of headshots, though in most iterations it had a longer range and less [[bloom]], at the cost of not being able to fire as rapidly as the Sidekick. Most similar to the Sidekick is ''Halo 2''{{'}}s iteration, which lacked a scope and dealt very little damage, but could be fired incredibly rapidly. Two variants of the Magnum are also of note when comparing the Sidekick: the [[Automag]] and [[Gunfighter Magnum]]. The ''[[Halo 3: ODST]]'' iteration of the Automag could fire at a comparable rate to the ''Halo 2'' Magnum, similar to the Sidekick, but unlike the Sidekick, was ineffective against shields and had a very large zoom range. The Gunfighter Magnum is in many ways a direct predecessor to the Sidekick, having appeared in the preceding game to ''Infinite'', ''[[Halo 5: Guardians]]''. It has a short zoom distance, but fires incredibly fast and takes a comparable number of shots to kill.


On the [[Covenant]] side, the [[Plasma Pistol]] is the only notable comparison. It was first introduced in ''Halo: Combat Evolved'' and has changed significantly between games, but generally it has a high rate of fire, though its plasma projectiles are slow and deal little damage. Unlike the Sidekick, the Plasma Pistol is not capable of headshots. It also features a second firing mode, which requires a brief charging time, but fires a powerful projectile that can break most enemy's energy shields in a single hit, and in most games, briefly disables vehicles.
On the [[Covenant]] side, the [[Plasma Pistol]] is the only notable comparison. It was first introduced in ''Halo: Combat Evolved'' and has changed significantly between games, but generally, it has a high rate of fire, though its plasma projectiles are slow and deal little damage. Unlike the Sidekick, the Plasma Pistol is not capable of headshots. It also features a second firing mode, which requires a brief charging time, but fires a powerful projectile that can break most enemy's energy shields in a single hit, and in most games, briefly disables vehicles.


Finally, the [[Forerunner]]s have the [[Boltshot]], a weapon first introduced in ''[[Halo 4]]''. In its initial appearance, it was a precision hitscan weapon, with a high rate of fire but limited magazine and low damage, making it similar in many ways to the Sidekick. However, it also featured a secondary firing mode, which fired a shotgun-like blast capable of killing enemy players in a single hit. The weapon was significantly changed in ''[[Halo 5: Guardians]]'', firing a burst of three slow-moving tracking projectiles with each trigger pull, and entirely removing the secondary firing mode.
Finally, the [[Forerunner]]s have the [[Boltshot]], a weapon first introduced in ''[[Halo 4]]''. In its initial appearance, it was a precision hitscan weapon, with a high rate of fire but a limited magazine and low damage, making it similar in many ways to the Sidekick. However, it also featured a secondary firing mode, which fired a shotgun-like blast capable of killing enemy players in a single hit. The weapon was significantly changed in ''Halo 5: Guardians'', firing a burst of three slow-moving tracking projectiles with each trigger pull, and entirely removing the secondary firing mode.


<gallery widths="210px">
<gallery widths="210px">
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===Stats===
===Stats===
{{Expand-section}}
{{Expand-section}}
The following table summarises the Sidekick's stats in ''Halo Infinite'':
The following table summarizes the Sidekick's stats in ''Halo Infinite'':
{{/Stats/FPS}}
{{/Stats/FPS}}


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The Sidekick is best used at mid-to-close ranges, where its spread and lack of a long-distance zoom will be less impactful. It is most effective when paired with another weapon to strip the enemy's shields first - particularly plasma weapons, which excel at this - allowing the Sidekick to swiftly finish them with a headshot. However, it can be used as a primary weapon at closer ranges, where it is often an effective tactic to fire as fast as possible, aiming for the opponent's head. When at long distances, users should switch to a longer-range weapon, such as the [[Battle Rifle]] or [[Commando]] if one is available. Otherwise, the player should zoom in and pace their shots to prevent the bloom from causing their weapon to become too inaccurate.
The Sidekick is best used at mid-to-close ranges, where its spread and lack of a long-distance zoom will be less impactful. It is most effective when paired with another weapon to strip the enemy's shields first - particularly plasma weapons, which excel at this - allowing the Sidekick to swiftly finish them with a headshot. However, it can be used as a primary weapon at closer ranges, where it is often an effective tactic to fire as fast as possible, aiming for the opponent's head. When at long distances, users should switch to a longer-range weapon, such as the [[Battle Rifle]] or [[Commando]] if one is available. Otherwise, the player should zoom in and pace their shots to prevent the bloom from causing their weapon to become too inaccurate.


==Skins and coatings==
==Variants==
{{Main|Weapon coatings (Halo Infinite)#MK50 Sidekick|l1=Weapon coatings (Halo Infinite)}}
===Striker Sidekick===
In ''Halo Infinite'', the Sidekick can be outfitted with various [[Weapon coatings (Halo Infinite)|weapon coatings]] to customise its appearance.
The Striker variant of the Mk50 Sidekick has improved stopping power and increased precision capabilities. It has an additional yellow stripe and yellow-colored magazine.{{Ref/Game|HI|Striker Sidekick in-game model}} It has an extended magazine of 14 rounds (from the standard 12 round magazine).


In campaign, the Striker Sidekick is a [[Legendary variant weapons|legendary weapon]] awarded to the player in the [[Forward Operating Base]] progression system upon reaching 2,200  [[Valor]]. It has an increased magazine size of 14 rounds. The rounds from the Striker Sidekick deals higher damage (killing a fully-shielded Spartan with 6 rounds instead of 10 rounds); it can kill in a fully-shielded Spartan with minimum of five rounds, assuming the fifth shot is a headshot. The weapon has reduced bloom at the cost of higher recoil.
In multiplayer, when players pick up or spawn with the Striker Sidekick, their [[Weapon customization|customization options]] are automatically applied to the weapon model, and the unique appearance of the Striker Sidekick is lost.
<gallery>
File:HINF SidekickStriker 1.png|John-117 with the Striker Sidekick.
File:HINF MK50 Striker Sidekick.png|First-person view of the MK50 Striker Sidekick.
</gallery>
==Skins and cosmetics==
{{Main|Weapon customization}}
In ''Halo Infinite'', the Sidekick can be outfitted with various [[Weapon customization|coatings and models]] to customise its appearance.
===Coatings===
{{:Weapon customization/Coating/MK50}}
{{:Weapon customization/Coating/MK50}}
===Model===
{{:Weapon customization/Model/MK50}}


==Medals==
==Medals==
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{{Navbox/Weapons/Gameplay}}
{{Navbox/Weapons/Gameplay}}
 
[[Category:Halo Infinite weapons]]
[[Category:Human weapons (gameplay)]]
[[Category:Human weapons (gameplay)]]
[[Category:Magazine reloaded weapons]]
[[Category:Loadout weapons]]
[[Category:Pistol weapons]]
[[Category:Bullet weapons]]
[[Category:Magazine-fed weapons]]
[[Category:Semi-auto weapons]]
[[Category:Semi-auto weapons]]
[[Category:Halo Infinite weapons]]
[[Category:Loadout weapons]]
[[Category:Precision weapons]]
[[Category:Precision weapons]]

Latest revision as of 21:09, November 8, 2024

HP-Icon-Gameplay.svg
This article documents its subject as it pertains to the gameplay of the Halo games, rather than the lore.
Sidekick
A transparent crop of the Mk50 Sidekick in-game model. Courtesy of User:BaconShelf.
Gameplay role

Faction:

Human (UNSC)

Weapon tier (?):

Loadout weapon

Weapon class (?):

Pistol

Weapon type (?):

Precision weapon

Firing mode:

Semi-automatic

Effective range:

Close to medium

Counterparts:

Human (UNSC):

Covenant:

Forerunner:

Weapon stats

Damage:

Low

Damage type (?):

Kinetic

Projectile speed:

Very high, near instantaneous

Rate of fire:

High

Accuracy:

Medium

Magazine size:

12 bullets

 

"Semi-automatic firearm effective at close to medium range."
— In-game description

The Sidekick is a human pistol first introduced in Halo Infinite. It is a precision loadout weapon which deals kinetic damage and is most effective in close quarters. The Sidekick deals little damage per shot but can be fired very rapidly, at the cost of accuracy.

Universe and lore[edit]

Main article: Mk50 Sidekick

Manufactured by Emerson Tactical Systems, the Mk50 Sidekick is a semi-automatic handgun in service with the United Nations Space Command armed forces. Described as "powerful and compact", it fires 10mm rounds from a detachable box magazine that typically holds 12 rounds. It differs significantly from the M6 series, the UNSC's most prominent sidearm, lacking the M6's signature hand-guard and smart-linked optic, the KFA-2 x2, while also firing a lower calibre round. The weapon usually sports an olive green and matte black finish.[1][2]

The Mk50 Sidekick entered production at some point before 2559. By December 2559, the weapon was in service with UNSC forces aboard the UNSC Infinity, and saw action at the Battle for Zeta Halo. In the following year, the weapon was again used at the ring.[3]

Overview[edit]

The Sidekick is a pistol first introduced in Halo Infinite, which works well as a general-purpose sidearm to supplement the player's primary weapon. Featured in both campaign and multiplayer, it can be found very commonly in both modes and is frequently part of the player's standard loadout. Shots from the Sidekick do relatively little damage but can be fired rapidly at the cost of significant bloom. The Sidekick can function well as a primary weapon in the hands of a skilled player, though as its name suggests, it is most effective when paired with another weapon. This allows the player to strip the opponent's shields with the main weapon, then switch to the Sidekick and finish them with a headshot.[1]

Counterparts[edit]

Throughout the Halo franchise, there have been several weapons similar in role to the Sidekick.

Most notable of these is the Magnum, another pistol first introduced in Halo 2. Like the Sidekick, it is a precision weapon capable of headshots, though in most iterations it had a longer range and less bloom, at the cost of not being able to fire as rapidly as the Sidekick. Most similar to the Sidekick is Halo 2's iteration, which lacked a scope and dealt very little damage, but could be fired incredibly rapidly. Two variants of the Magnum are also of note when comparing the Sidekick: the Automag and Gunfighter Magnum. The Halo 3: ODST iteration of the Automag could fire at a comparable rate to the Halo 2 Magnum, similar to the Sidekick, but unlike the Sidekick, was ineffective against shields and had a very large zoom range. The Gunfighter Magnum is in many ways a direct predecessor to the Sidekick, having appeared in the preceding game to Infinite, Halo 5: Guardians. It has a short zoom distance, but fires incredibly fast and takes a comparable number of shots to kill.

On the Covenant side, the Plasma Pistol is the only notable comparison. It was first introduced in Halo: Combat Evolved and has changed significantly between games, but generally, it has a high rate of fire, though its plasma projectiles are slow and deal little damage. Unlike the Sidekick, the Plasma Pistol is not capable of headshots. It also features a second firing mode, which requires a brief charging time, but fires a powerful projectile that can break most enemy's energy shields in a single hit, and in most games, briefly disables vehicles.

Finally, the Forerunners have the Boltshot, a weapon first introduced in Halo 4. In its initial appearance, it was a precision hitscan weapon, with a high rate of fire but a limited magazine and low damage, making it similar in many ways to the Sidekick. However, it also featured a secondary firing mode, which fired a shotgun-like blast capable of killing enemy players in a single hit. The weapon was significantly changed in Halo 5: Guardians, firing a burst of three slow-moving tracking projectiles with each trigger pull, and entirely removing the secondary firing mode.

Gameplay[edit]

Stats[edit]

Help.png This section needs expansion. You can help Halopedia by expanding it.

The following table summarizes the Sidekick's stats in Halo Infinite:

Infinite
Weapon type Loadout
Damage type Kinetic
Firing mode Semi-auto
Precision weapon
Zoom levels 1.40x
Magazine/clip size 12

Advantages[edit]

  • Has a very fast firing rate, allowing the player to deal a lot of damage quickly
  • Can headshot unshielded enemies for an instant kill
  • Is very common and is often a loadout weapon, meaning that ammo will be plentiful

Disadvantages[edit]

  • Has bloom when fired too rapidly
  • Magazine is small, requiring frequent reloading
    • Only one enemy player in multiplayer can be killed per magazine
  • Range is limited by weapon spread and short zoom level

Tactics and strategies[edit]

The Sidekick is best used at mid-to-close ranges, where its spread and lack of a long-distance zoom will be less impactful. It is most effective when paired with another weapon to strip the enemy's shields first - particularly plasma weapons, which excel at this - allowing the Sidekick to swiftly finish them with a headshot. However, it can be used as a primary weapon at closer ranges, where it is often an effective tactic to fire as fast as possible, aiming for the opponent's head. When at long distances, users should switch to a longer-range weapon, such as the Battle Rifle or Commando if one is available. Otherwise, the player should zoom in and pace their shots to prevent the bloom from causing their weapon to become too inaccurate.

Variants[edit]

Striker Sidekick[edit]

The Striker variant of the Mk50 Sidekick has improved stopping power and increased precision capabilities. It has an additional yellow stripe and yellow-colored magazine.[4] It has an extended magazine of 14 rounds (from the standard 12 round magazine).

In campaign, the Striker Sidekick is a legendary weapon awarded to the player in the Forward Operating Base progression system upon reaching 2,200 Valor. It has an increased magazine size of 14 rounds. The rounds from the Striker Sidekick deals higher damage (killing a fully-shielded Spartan with 6 rounds instead of 10 rounds); it can kill in a fully-shielded Spartan with minimum of five rounds, assuming the fifth shot is a headshot. The weapon has reduced bloom at the cost of higher recoil.

In multiplayer, when players pick up or spawn with the Striker Sidekick, their customization options are automatically applied to the weapon model, and the unique appearance of the Striker Sidekick is lost.

Skins and cosmetics[edit]

Main article: Weapon customization

In Halo Infinite, the Sidekick can be outfitted with various coatings and models to customise its appearance.

Coatings[edit]

Weapon customization/Coating/MK50

Model[edit]

MK50 Sidekick
vde
Weapon Model Manufacturer Lore Rarity Introduced In Unlock Requirements
Icon of the Critpoint Shroud Weapon Model.
Critpoint Shroud
343 Industries Exponentially increases the weapon's visual appeal. It also makes it look cooler. Epic Season 01: Heroes of Reach Purchase the "Maltese Mayhem Weapon Set" from the Shop for 1,500 cR (or 800 cR during a sale)
Icon of the M90 Shroud Weapon Model.
M90 Shroud
Weapon System Technology Marketed towards the police and self-defense markets. Legendary Season 01: Heroes of Reach Purchase the "Pop Weapon Set" from the Shop for 800 cR
Icon of the Tacticlamp Weapon Model.
Tacticlamp
Weapon System Technology A frame-mounted, non-reciprocating shroud with accessory rails. Rare Season 01: Heroes of Reach Purchase the "Tacticlamp 117" bundle from the Shop for 1,000 cR
Icon of the Mk50 Groovegrip weapon model.
MK50 Groovegrip
Lux Voluspa A favorite sidearm of tech-savvy mercenary groups and security firms. Epic Season 04: Infection Cyber Showdown II Event Pass level 5
MK50 Swiftguard weapon model menu icon.
MK50 Swiftguard
Emerson Tactical Systems Emerson-developed data acquisition suite with real time targeting telemetry meant to integrate directly with the latest VISR displays and tactical uplink protocols. The latest beta-build firmware provides improved end-to-end data encryption and increased compatibility with vintage UNSC protocols. Epic Season 04: Infection Purchase either:
  • "Warning Signs" for 1,500 cR
  • "Hazmat Haven" for 3,400 cR
Icon of the "Stocking Stuffer" armor model for the Mk50 Sidekick
Stocking Stuffer
343 Industries High-velocity holiday cheer. Legendary Season 05: Reckoning Purchase the "Santa's Little Helper" superbundle from the Shop for 3,400 cR
Legendary, Banished, Chop chop.
Vicious Sidekick
Banished Chop chop. Epic The Yappening II Purchase the "Cestus" bundle from the Shop for 2,400 cR
Always against the current. (Fracture: Tenrai/Legendary)
Leaping Bounty
Fracture: Tenrai Always against the current. Legendary Tenrai IV Purchase the "Kendo Master" bundle from the Shop for 2,200 cR
Icon for the Photon Exciter MK50.
Photon Exciter
Fracture: Firewall The battle is on. Playtime is over. Legendary Haloween Purchase the "Molten Chrome" bundle from the Shop for 2,200 cR

Medals[edit]

The following medals are exclusive to the Sidekick, or to the pistol weapon type in Halo Infinite. Other, less specific medals, can also be earned with the Sidekick, but the ones listed are only those that are unique to pistols or to the Sidekick itself.

Icon Name Game Unlock requirements
Halo Infinite Technical Preview Gunslinger Medal Gunslinger Halo Infinite Kill 5 enemies with pistols
Halo Infinite Technical Preview Quick Draw Medal Quick Draw Halo Infinite Kill an enemy with a pistol immediately after switching to it

Gallery[edit]

Renders and cutouts[edit]

HUD icons[edit]

Screenshots[edit]

List of appearances[edit]

Sources[edit]

  1. ^ a b Halo Infinite, weapon: Mk50 Sidekick
  2. ^ Xbox Wire, Bank Now, Play Later: Halo Infinite Meets Monster Energy Global Partnership (Retrieved on Aug 6, 2021) [archive]
  3. ^ Halo Infinite, campaign
  4. ^ Halo Infinite, Striker Sidekick in-game model