Halo 3/2A Infected is horrible

Here are the reasons why:

  • The survivors are too overpowered ie they can one shot the infected with magnums at long range and slaughter them at close range with a shotgun - The infected cannot move quickly, which makes it even more difficult. - Survivors have radar. Even if it is only 10m, it is still something that needs to be removed. - Some Halo maps ie Zenith and Avalanche are way too open, making the fight for survival/infecting other survivors boring. - The betrayals are extremely common as well. It’s far too often that you have people betraying you. This is due to boredom ie being an infected player and getting slaughtered or being a survivor and having a dull experience. Don’t believe me? http://i1208.photobucket.com/albums/cc369/Zachary_Myers/Halo%20The%20Master%20Chief%20Collection%204_zpsgfxnaumd.pngHere are some suggestions:

  • If we’re talking 2/3 infected players per round, make the Infected a bit more resilient to bullets. Also, power weapons like shotguns and snipers should be scattered around. - If people want the infected to die a bit more quickly and have power weapons readily available, then have four survivors against eight infected per round. - More unique maps without the need for overpowered choke points. Make the maps unique, yet open for various avenues of travel. That way, there’s no sweet spot for the survivors. - For the modes with faster speed and hammers, it’s a pretty good setup. However, the infected need to jump higher within these modes. - Disable friendly fire and add the ability to join in session.

Waiting for an argument

I Have had the bad experience of meeting many traitors in almost all playlist I have ever played.
If there is no traitor in the team, someone on my team leaves the game. :confused:

Sorry for my English, I used the Google translator xD

I like Halo 3 and H2A infection better. Multikills is what makes Infection fun to me. Overpowered Flood made the game mode way worse on the 360 version of Halo 4, but atleast they made the Halo 4 version in MCC a bit funnier.

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> Here are the reasons why:
>
> - The survivors are too overpowered ie they can one shot the infected with magnums at long range and slaughter them at close range with a shotgun
> - The infected cannot move quickly, which makes it even more difficult.
> - Survivors have radar. Even if it is only 10m, it is still something that needs to be removed.
> - Some Halo maps ie Zenith and Avalanche are way too open, making the fight for survival/infecting other survivors boring.
> - The betrayals are extremely common as well. It’s far too often that you have people betraying you. This is due to boredom ie being an infected player and getting slaughtered or being a survivor and having a dull experience. Don’t believe me? http://i1208.photobucket.com/albums/cc369/Zachary_Myers/Halo%20The%20Master%20Chief%20Collection%204_zpsgfxnaumd.png
> Here are some suggestions:
>
> - If we’re talking 2/3 infected players per round, make the Infected a bit more resilient to bullets. Also, power weapons like shotguns and snipers should be scattered around.
> - If people want the infected to die a bit more quickly and have power weapons readily available, then have four survivors against eight infected per round.
> - More unique maps without the need for overpowered choke points. Make the maps unique, yet open for various avenues of travel. That way, there’s no sweet spot for the survivors.
> - For the modes with faster speed and hammers, it’s a pretty good setup. However, the infected need to jump higher within these modes.
> - Disable friendly fire and add the ability to join in session.

I agree about H2A, but not Halo 3. In H2A, 343i messed it up by using terrible maps and giving survivors overshields when there’s still like 5 people left. It’s ridiculously stupid. Halo 2 zombies is meant to be played with friends. Otherwise, you’ll rage. Lol. But with friends, it’s fun.

In Halo 3, if you’re a zombie, it’s about working in groups and being smart. Sometimes, all you have to do is wait it out a little bit behind cover. Survivors don’t have an advantage with the small radius radar. Once they see someone on the radar, you’re already close enough to lock on with your sword. So, no, their radar doesn’t help them. Only scares them when they’re above a lot of zombies or something. You can’t take friendly fire out, or else people will be able to randomly throw grenades wherever. That’s annoying and will make things worse.

I don’t experience betrayers often, but you wanna know why there are more betrayers in H3/2A? Little kids who got their Halo 4 Flood gametype outvoted.

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>
>
> In Halo 3, if you’re a zombie, it’s about working in groups and being smart. Sometimes, all you have to do is wait it out a little bit behind cover.
>
> You can’t take friendly fire out, or else people will be able to randomly throw grenades wherever. That’s annoying and will make things worse.

The groups I can agree with because it’s much easier to swarm. However, when the entire team of survivors are condensed in one area against only a few zombies, it’ll be 10-20+ deaths later until the infected might be able to kill a couple of survivors. As mentioned before, their one shot abilities from afar really pay off immensely. As an infected player, having to crouch walk and wait for long periods of time for a chance to infect someone isn’t very fun for the majority. You might infect one or two with strategy, but at what cost? 20+ deaths?

Halo’s friendly fire can be removed. I don’t see how “randomly thrown grenades” will make the mode worse since it won’t kill teammates (unless the fuel cells can still kill regardless of friendly fire being disabled). The only thing it might kill are the zombies, but at the same time, it spares people from being team killed and part of someone’s fruitless shenanigans.

Overall, I felt that Flood was about a survivor’s skill and adaptability to survive against a larger threat. Halo 2/3 Infected is majorly centered upon when the survivor runs out of bullets.

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> > >
> >
> >
> > In Halo 3, if you’re a zombie, it’s about working in groups and being smart. Sometimes, all you have to do is wait it out a little bit behind cover.
> >
> > You can’t take friendly fire out, or else people will be able to randomly throw grenades wherever. That’s annoying and will make things worse.
>
>
> The groups I can agree with because it’s much easier to swarm. However, when the entire team of survivors are condensed in one area against only a few zombies, it’ll be 10-20+ deaths later until the infected might be able to kill a couple of survivors. As mentioned before, their one shot abilities from afar really pay off immensely. As an infected player, having to crouch walk and wait for long periods of time for a chance to infect someone isn’t very fun for the majority. You might infect one or two with strategy, but at what cost? 20+ deaths?
>
> Halo’s friendly fire can be removed. I don’t see how “randomly thrown grenades” will make the mode worse since it won’t kill teammates (unless the fuel cells can still kill regardless of friendly fire being disabled). The only thing it might kill are the zombies, but at the same time, it spares people from being team killed and part of someone’s fruitless shenanigans.
>
> Overall, I felt that Flood was about a survivor’s skill and adaptability to survive against a larger threat. Halo 2/3 Infected is majorly centered upon when the survivor runs out of bullets.

It’s just a lot of the maps that 343i implemented are terrible maps that weren’t widely played on the original games. Maps where all the survivors can huddle in a giant room or something. I agree with you on that, and I believe that is the big problem with MCC’s infection.
BTW, Infection isn’t about K/D, if that’s what you’re getting at. It’s about surviving, or infecting everybody as a team. If the latter, then sometimes it’s necessary to sacrifice yourself while your teammate sneaks up from the side or something.

The flood is completely unfair. They have a clear advantage. They’re basically normal spartans (with shields), super-thrusters, and swords. Survivors barely have a chance, unless it’s a big open area where you can huddle in a corner with a bunch of teammates.

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> > > The flood is completely unfair. They have a clear advantage. They’re basically normal spartans (with shields), super-thrusters, and swords. Survivors barely have a chance, unless it’s a big open area where you can huddle in a corner with a bunch of teammates.

Flood is more difficult, but I believe it’s what makes the mode better and more fair for both teams. You’re constantly on your toes and afraid because you are more susceptible to death. This allows not only for heart pounding moments, but also for the rounds to go a bit faster.

In other words, I would rather enjoy 1 minute rounds of pure intensity over 5 minute rounds of sheer boredom.