Problems with Flood
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Infection was always supposed to be simple. There should be NO armor abilities in Flood, just sprinting for all players. The entire point of Infection to begin with was to have a “zombie apocalypse” style gametype, with somewhat simplified gameplay. The only time any armor abilities or other player modifications should be included is for special gametypes.
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The infected have a huge lunge range. The sword/arm-spine-thing lunge range should be returned to the standard range. I should not be able to nosedive-lunge a spartan from the roof of a building/structure.
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The zombies should have no shields. One headshot from the magnum/other precision weapons should kill them.
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Scoring should be kills only, either one point per kill or ten points per kill. Adding all the points for various actions just makes it over-complicated.
5)The maps need to look the part. Infection was always about the humans picking out spots to hunker down and defend themselves against swarms of zombie players. The maps had crates, wood pallets, and other debris piled into what looked like hasty fortifications to attempt to keep the zombies at bay. Many of these things were destructible or at least movable (i.e. continually hitting it, etc.) to maneuver them into place to open or close entries or exits. If the zombies wanted to beat the humans, they had to think about their approach carefully, and try to stay off the radar, and then strike at the very last moment. This needs to come back.
- There needs to be actual gametypes, and they need to be “serious” gametypes. Zombie Ghosts in Reach was a silly gametype with horrible balance issues. Make more gametypes, and model them after horror movies or other similar tropes to keep the atmosphere the way it should be; serious, dark, scary, etc.
Here are some quick ideas:
Phantoms
- Zombies have active camo
- Humans have increased radar range
Speed Demons
- Zombies have 2x speed, no sprint.
- Humans have Battle Rifles
Alpha Zombies
- Starting zombies (Alphas) are red and have infinite sprint
Mitosis
- Zombies all have Hologram
Fort Z
- All humans have Sentry Turret
That’s it. Those are pretty easy fixes, and it took me all of 5 minutes to think of those gametypes. 343, if you can’t do the same, you should quit while you’re ahead. I know I will.
Other people, please add your opinions to this post so that it doesn’t sink into oblivion and 343 actually notices it.
Nobody?
There’s gotta be some people who would still go for a good Infection-style gametype.
Infection has always been messed up/imbalanced. It will never be balanced in Matchmaking. The reason it worked when it was first created was because you played it in customs w/friends. Thus it was easy to laugh off your 40 deaths or whatever.
In Matchmaking people want to win and they want their stats to look good. They don’t know each other and they don’t care if everyone has a good time. If a bunch of people weren’t having a good time at a system link party in Halo: CE or Halo 2 then you quit playing that gametype or changed how you were playing it. No one cares in Matchmaking, they’re out for themselves and that’s not a good way to run a gametype that is imbalanced by nature. The gametype originally relied on an honor system to change teams once you were killed, that’s how much you needed people to play along.
Imbalanced by nature = sword vs. guns, outnumbered in the beginning versus outnumbered at the end.
Flood/Infection just doesn’t work as a balanced gametype in Matchmaking. Some people have fun with it, they probably still have fun with it.
There are other problems with Flood btw that you don’t mention. For example I get the same amount of points for killing a Flood (+10) as they do for killing me. Somehow I don’t think it’s quite as easy to kill with a sword when the entire other team starts with shotguns and pistols, so why not make it +5 for killing a Flood and +10 for killing a human? As it is everyone gets their points as a human and gets their misery as a flood, which is exactly how infection has always played in Matchmaking. Also why no betrayal penalty? I’m guessing the lack of a betrayal penalty is because 343 knew that there was a large concentration of idiots/jerks in the Flood playlist.
Some people are ok being miserable for half a match in hopes that they’ll get to have an awesome time in the other half, but I’m not one of them. There is no “fixing” flood because the concept was broken from the beginning.
I think if they just make your deaths and kills not count it wouldn’t matter and it would be fun.
But I probably wouldn’t play it because I always seem to die by someone I had just killed and it gets on my nerves. Its probably because of the clientside hit detection, they sliced me on their screen but I shot them on mine before they got there but it happens too often and is very annoying.
> Nobody?
>
> There’s gotta be some people who would still go for a good Infection-style gametype.
Great ideas, but things need fixing before we start thinking about new ideas… 343i introduced enough new ideas for the time being.
I agree with all these posts. This is just another one of the many examples of why 343 needs to separate competitive from social playlists. Then make K/D only count on competitive playlists. Because right now you’re just getting a bland of the tryhards and ones who don’t care. It’s really frustrating when playing objective games.
I like all of your different gametype ideas though. The only thing I disagree is that I think zombies should still have shields. Getting shot once with a pistol would never take down a real zombie. 
> Problems with Flood
>
> 1) Infection was always supposed to be simple. There should be NO armor abilities in Flood, just sprinting for all players. The entire point of Infection to begin with was to have a “zombie apocalypse” style gametype, with somewhat simplified gameplay. The only time any armor abilities or other player modifications should be included is for special gametypes.
>
> 2) The infected have a huge lunge range. The sword/arm-spine-thing lunge range should be returned to the standard range. I should not be able to nosedive-lunge a spartan from the roof of a building/structure.
>
> 3) The zombies should have no shields. One headshot from the magnum/other precision weapons should kill them.
>
> 4) Scoring should be kills only, either one point per kill or ten points per kill. Adding all the points for various actions just makes it over-complicated.
>
> 5)The maps need to look the part. Infection was always about the humans picking out spots to hunker down and defend themselves against swarms of zombie players. The maps had crates, wood pallets, and other debris piled into what looked like hasty fortifications to attempt to keep the zombies at bay. Many of these things were destructible or at least movable (i.e. continually hitting it, etc.) to maneuver them into place to open or close entries or exits. If the zombies wanted to beat the humans, they had to think about their approach carefully, and try to stay off the radar, and then strike at the very last moment. This needs to come back.
>
> 6) There needs to be actual gametypes, and they need to be “serious” gametypes. Zombie Ghosts in Reach was a silly gametype with horrible balance issues. Make more gametypes, and model them after horror movies or other similar tropes to keep the atmosphere the way it should be; serious, dark, scary, etc.
>
> Here are some quick ideas:
>
> Phantoms
>
> - Zombies have active camo
> - Humans have increased radar range
>
> Speed Demons
>
> - Zombies have 2x speed, no sprint.
> - Humans have Battle Rifles
>
> Alpha Zombies
>
> - Starting zombies (Alphas) are red and have infinite sprint
>
> Mitosis
>
> - Zombies all have Hologram
>
> Fort Z
>
> - All humans have Sentry Turret
>
> That’s it. Those are pretty easy fixes, and it took me all of 5 minutes to think of those gametypes. 343, if you can’t do the same, you should quit while you’re ahead. I know I will.
>
> Other people, please add your opinions to this post so that it doesn’t sink into oblivion and 343 actually notices it.
I agree with all of this, I hate AA’s especially thruster, it ruins the survivability of humans.
You just have to be good at the game. After that, nothing else matters.
Oh, and tips for being a Flood. Hide. Never go attack a human unless it is a means of protecting yourself. It will save your life LOTS of times.
Just tone down thruster pack and I will play it.