Changes for Halo 5 infection

First ill say that I love Halo 5’s infection. Its easy. Its simple and it can be hectic at times too. However, thats the problem. Halo 5’s infection is too easy and can be too simple. Only time when it is hectic is when you are overwhelmes by doing something dumb.

1: Get rid of infinite ammo: The point of being a human is to feel like you are trying to survive by being limited. The only buff the lastman standing had was an overshield and infinite running. But now, with just an SMG as last standing, you can pretty much win the game if aware enough.

2: Make power weapon limits: Like arena, make only 2-3 power weapons on each map. In infection, you have about 10 power weapons everywhere. Sniper, SAW, Hydra… It can all be in 2 map and dominate even as last standing. Need to add 1-2 power weapons specifically for the map. Not just toss whatever weapon there are like sniper on every map.

3: Weapon dissapearing: Once a weapon is picked up and you die with it, ot doesnt drop. Cant be licked up. Meaning if someone does with a SAW 5 seconds after picking it up, it doesnt drop or come back. But not instantly, like a few second drops so it can be countered by trolls.

4: Map changing interactions: This was from oringinal… And I feel by how easy it is to win, it needs some way to counter camping in Halo 5 infection… Because we know its easier to camp in that mode than the others. Like in Reach on that rocket map(Forgot name), you break walls to lead to new areas and if its not broken late game, you could trap yourself and have no time to escape. Halo 5 needs ways to block off paths to cut off the survivors from grouping and camping in one area with autos.

I see humans 60-40% of the time surive infection now by how it is. And i think the point of infection is to NOT survive. It builds up tension when men are slowly dying and weapons are depleting as you get hordes slaughter your t-bagged body. And I dont want want infection to be like the original, but, tweaks to feel like the original. Right now… Its just too easy.

I dont see how most of these would change how the game is played. People are still going to camp no matter what.

> 2533274907200114;2:
> I dont see how most of these would change how the game is played. People are still going to camp no matter what.

Making it less viable to camp, such as eliminating all areas with one-way entrances or putting power weapons (which also need to be significantly decreased in their frequency) in very open areas would definitely increase the tension and more or less keep things moving. R.I.P.Tide and The Crypt are the biggest offenders. The Crypt is also perhaps one of the worst maps I’ve ever played in any Halo game: it’s terrible for Infection, and after trying some 2v2 on it, I can safely say that the map is about as stagnant as Halo 2/3’s weapon balance.

too much camping honestly

I see the infected win just as much as the survivors. It’s definitely possible for the infected to win, but I will say some of the power weapons on the maps are a bit ridiculous. *cough cough SPNKr

Just make it so there are no single entrance campIN5G locations

I agree with every one of your points except #1 and #5.

The reason why people camp is because when you are mobile zombies will camp around corners and kill you, since you can’t see them on the radar. The alpha zombie just makes this worse because he is never on the radar, even when he is moving. Zombies need to be permanently on the radar in order to encourage mobile play. Alsi the time ia too short per round. It needs to be about 5 minutes instead of 3. This way humans have to last a lot longer to win. The power weapons are just fine the way they are. You go through a lot of ammo when killing a lot of zombies, and you have to constantly switch out power weapons to get more ammo. If there was only 3 power weapons then you would run out of ammo within 2 minutes and the players who get the power weapons at the start automatically win. Picking up ammo and weapons from dead Spartans is also important because you start with hardly any ammo and the only way get more ammo is to get power weapons and gather ammo from dead Spartans.

Yeah, the power weapon camping is my biggest problem.

> 2535419166122192;1:
> First ill say that I love Halo 5’s infection. Its easy. Its simple and it can be hectic at times too. However, thats the problem. Halo 5’s infection is too easy and can be too simple. Only time when it is hectic is when you are overwhelmes by doing something dumb.
>
> 1: Get rid of infinite ammo: The point of being a human is to feel like you are trying to survive by being limited. The only buff the lastman standing had was an overshield and infinite running. But now, with just an SMG as last standing, you can pretty much win the game if aware enough.
>
> 2: Make power weapon limits: Like arena, make only 2-3 power weapons on each map. In infection, you have about 10 power weapons everywhere. Sniper, SAW, Hydra… It can all be in 2 map and dominate even as last standing. Need to add 1-2 power weapons specifically for the map. Not just toss whatever weapon there are like sniper on every map.
>
> 3: Weapon dissapearing: Once a weapon is picked up and you die with it, ot doesnt drop. Cant be licked up. Meaning if someone does with a SAW 5 seconds after picking it up, it doesnt drop or come back. But not instantly, like a few second drops so it can be countered by trolls.
>
> 4: Map changing interactions: This was from oringinal… And I feel by how easy it is to win, it needs some way to counter camping in Halo 5 infection… Because we know its easier to camp in that mode than the others. Like in Reach on that rocket map(Forgot name), you break walls to lead to new areas and if its not broken late game, you could trap yourself and have no time to escape. Halo 5 needs ways to block off paths to cut off the survivors from grouping and camping in one area with autos.
>
> I see humans 60-40% of the time surive infection now by how it is. And i think the point of infection is to NOT survive. It builds up tension when men are slowly dying and weapons are depleting as you get hordes slaughter your t-bagged body. And I dont want want infection to be like the original, but, tweaks to feel like the original. Right now… Its just too easy.

If last Spartan standing infinite ammo is removed, then they shouldn’t have a waypoint above their head.

> 2533274853641752;8:
> The reason why people camp is because when you are mobile zombies will camp around corners and kill you, since you can’t see them on the radar. The alpha zombie just makes this worse because he is never on the radar, even when he is moving. Zombies need to be permanently on the radar in order to encourage mobile play. Alsi the time ia too short per round. It needs to be about 5 minutes instead of 3. This way humans have to last a lot longer to win. The power weapons are just fine the way they are. You go through a lot of ammo when killing a lot of zombies, and you have to constantly switch out power weapons to get more ammo. If there was only 3 power weapons then you would run out of ammo within 2 minutes and the players who get the power weapons at the start automatically win. Picking up ammo and weapons from dead Spartans is also important because you start with hardly any ammo and the only way get more ammo is to get power weapons and gather ammo from dead Spartans.

Picking up ammo im fine with. Fewer power weapons on maps im fine with. But itd the feeling that there are enough weapons on the map for every survivor to survive and needs to be a less amount of weapons. Besides, 343i added weapon crates so less weapons need to be added.

I said less areas to camp. Not take camping away. Right now, that oil rig map has a perfect area to camp inside the building and so does other.

> 2533274820807179;10:
> > 2535419166122192;1:
> > First ill say that I love Halo 5’s infection. Its easy. Its simple and it can be hectic at times too. However, thats the problem. Halo 5’s infection is too easy and can be too simple. Only time when it is hectic is when you are overwhelmes by doing something dumb.
> >
> > 1: Get rid of infinite ammo: The point of being a human is to feel like you are trying to survive by being limited. The only buff the lastman standing had was an overshield and infinite running. But now, with just an SMG as last standing, you can pretty much win the game if aware enough.
> >
> > 2: Make power weapon limits: Like arena, make only 2-3 power weapons on each map. In infection, you have about 10 power weapons everywhere. Sniper, SAW, Hydra… It can all be in 2 map and dominate even as last standing. Need to add 1-2 power weapons specifically for the map. Not just toss whatever weapon there are like sniper on every map.
> >
> > 3: Weapon dissapearing: Once a weapon is picked up and you die with it, ot doesnt drop. Cant be licked up. Meaning if someone does with a SAW 5 seconds after picking it up, it doesnt drop or come back. But not instantly, like a few second drops so it can be countered by trolls.
> >
> > 4: Map changing interactions: This was from oringinal… And I feel by how easy it is to win, it needs some way to counter camping in Halo 5 infection… Because we know its easier to camp in that mode than the others. Like in Reach on that rocket map(Forgot name), you break walls to lead to new areas and if its not broken late game, you could trap yourself and have no time to escape. Halo 5 needs ways to block off paths to cut off the survivors from grouping and camping in one area with autos.
> >
> > I see humans 60-40% of the time surive infection now by how it is. And i think the point of infection is to NOT survive. It builds up tension when men are slowly dying and weapons are depleting as you get hordes slaughter your t-bagged body. And I dont want want infection to be like the original, but, tweaks to feel like the original. Right now… Its just too easy.
>
>
> If last Spartan standing infinite ammo is removed, then they shouldn’t have a waypoint above their head.

Waypoint always been there sonce Reach I think. Evem when you have no ammo.

> 2535419166122192;11:
> > 2533274853641752;8:
> > The reason why people camp is because when you are mobile zombies will camp around corners and kill you, since you can’t see them on the radar. The alpha zombie just makes this worse because he is never on the radar, even when he is moving. Zombies need to be permanently on the radar in order to encourage mobile play. Alsi the time ia too short per round. It needs to be about 5 minutes instead of 3. This way humans have to last a lot longer to win. The power weapons are just fine the way they are. You go through a lot of ammo when killing a lot of zombies, and you have to constantly switch out power weapons to get more ammo. If there was only 3 power weapons then you would run out of ammo within 2 minutes and the players who get the power weapons at the start automatically win. Picking up ammo and weapons from dead Spartans is also important because you start with hardly any ammo and the only way get more ammo is to get power weapons and gather ammo from dead Spartans.
>
>
> Picking up ammo im fine with. Fewer power weapons on maps im fine with. But itd the feeling that there are enough weapons on the map for every survivor to survive and needs to be a less amount of weapons. Besides, 343i added weapon crates so less weapons need to be added.
>
> I said less areas to camp. Not take camping away. Right now, that oil rig map has a perfect area to camp inside the building and so does other.

Each survivor needs 2 power weapons because of the lack of ammo in them. There could be less power weapons as long as there is more ammo in them though.

I wouldn’t change anything too fundamental, other than forcing a shotgun onto the last man standing. The only thing I would really change is fix 3 ridiculous camping spots. The gauss tunnel on power installation 484 has 2 movable crates, once in place, humans are completely untouchable. The thing with the covetable staircase is also an extremely easy holdout with more than 3 humans. On back woods, I think everyone has seen that spot behind the tree.

The infection is near perfect. 3 bad spots between all the maps is a good start. The gameplay fundamentals are great.

People play infection in 2 ways:

  1. They camp in a blocked off area with a group or by themselves. They will survive for a while, and then one of two things will happen. They will either survive if they’re good enough. If not, they will either just get overwhelmed or decide to leave the area and run around or run to another area. Personally, on some maps I stay in one area for part of the game, then when the infected numbers increase I go to a confined area and fight them off until time runs out. The infected can easily counter this. All they need to do is attack all at once and the survivors will drop like rocks.

  2. They’re gonna run around randomly or run around to stay moving. If they’re running randomly, they’re most likely noobs. Some people run around to stay moving and so that they’re not in one place. They will most likely
    stay in the outside areas of the map and pick up ammo along the way and kill the infected. I normally do this on open maps. Now, this is harder to counter. The person running will either run into a bad area by mistake and get killed, or they can last towards the end and get targeted along with 2 or 3 of the remaining survivors.

Infection is not too hard. The survivors have always been more powerful. Their ammo is limited too. The infected have great jump and lunge, not to mention alpha’s invisibility and their numbers increase throughout the game. Power weapons could be tweaked a bit, but if there are 8 infected and 1 sniper, it won’t kill them fast enough. Hydras are only good long distance. It’s pretty balanced. With some tweaks it will be great.

I’m a major H3 Infection veteran and this is certainly a large step back for the gametype at or beyond the level of H4 Flood, though I’m happy the tools are at least in place to eventually get it right.

Infection at its core is inherently shotgun/pistol v hordes of swords/hammers, period. There must be magnum starts; there is no place for AR or weapon pickups in the core gametype, as it should simplistically boil down to paper and rock vs scissors. Zombies are inherently weak and succeed through cooperation and overwhelming with group rush strategies and feint tactics and there’s no need for such tactics anymore as a lone invisible Zombie can basically waltz right up to anyone due to the radar settings being as they are. Due to the fact that nearly EVERY map appears to be an endless system of sealed corridors and short corners, it has almost completely eliminated the mid to long game role that the Magnum fills anyway.

The permanent cloak for Alpha Zombies is ridiculous, especially due to how much faster H5 plays and how dodgy the sword hit detection seems to be. It works far better as a pickup if it must be included, or if you insist as the first life ONLY. Reach did it well enough that if you insist on an Alpha buff it is in the form of sprinting ability and/or headshot resistance.

For now I’m going to stick with the real thing on MCC, as this stuff is really no fun at all. I hope the community speaks and is listened to and we can play true Braaaains as it should be rather than the current poser gametype.

The Magnum is OP in this iteration of infection, you can very easily one shot with it across maps and it works well up close too, I can see why ARs replaced it. I’d like it if the alphas had more health and speed instead of active camo though

> 2533274829052501;16:
> I’m a major H3 Infection veteran and this is certainly a large step back for the gametype at or beyond the level of H4 Flood, though I’m happy the tools are at least in place to eventually get it right.
>
> Infection at its core is inherently shotgun/pistol v hordes of swords/hammers, period. There must be magnum starts; there is no place for AR or weapon pickups in the core gametype, as it should simplistically boil down to paper and rock vs scissors. Zombies are inherently weak and succeed through cooperation and overwhelming with group rush strategies and feint tactics and there’s no need for such tactics anymore as a lone invisible Zombie can basically waltz right up to anyone due to the radar settings being as they are. Due to the fact that nearly EVERY map appears to be an endless system of sealed corridors and short corners, it has almost completely eliminated the mid to long game role that the Magnum fills anyway.
>
> The permanent cloak for Alpha Zombies is ridiculous, especially due to how much faster H5 plays and how dodgy the sword hit detection seems to be. It works far better as a pickup if it must be included, or if you insist as the first life ONLY. Reach did it well enough that if you insist on an Alpha buff it is in the form of sprinting ability and/or headshot resistance.
>
> For now I’m going to stick with the real thing on MCC, as this stuff is really no fun at all. I hope the community speaks and is listened to and we can play true Braaaains as it should be rather than the current poser gametype.

No, no, you don’t understand. The magnum is “overpowered”. That’s why no more Shotgun-Magnum starts.

In reach almost every game the infected win(good) now almost every other game survivors win(bad)

> 2533274829052501;16:
> I’m a major H3 Infection veteran and this is certainly a large step back for the gametype at or beyond the level of H4 Flood, though I’m happy the tools are at least in place to eventually get it right.
>
> Infection at its core is inherently shotgun/pistol v hordes of swords/hammers, period. There must be magnum starts; there is no place for AR or weapon pickups in the core gametype, as it should simplistically boil down to paper and rock vs scissors. Zombies are inherently weak and succeed through cooperation and overwhelming with group rush strategies and feint tactics and there’s no need for such tactics anymore as a lone invisible Zombie can basically waltz right up to anyone due to the radar settings being as they are. Due to the fact that nearly EVERY map appears to be an endless system of sealed corridors and short corners, it has almost completely eliminated the mid to long game role that the Magnum fills anyway.
>
> The permanent cloak for Alpha Zombies is ridiculous, especially due to how much faster H5 plays and how dodgy the sword hit detection seems to be. It works far better as a pickup if it must be included, or if you insist as the first life ONLY. Reach did it well enough that if you insist on an Alpha buff it is in the form of sprinting ability and/or headshot resistance.
>
> For now I’m going to stick with the real thing on MCC, as this stuff is really no fun at all. I hope the community speaks and is listened to and we can play true Braaaains as it should be rather than the current poser gametype.

have you played with the magnum in infection? it is ridiculously easy to kill infected trust me if pistols were starting weapons whoever was infected would either leave or go afk.