Halo 4 Flood Idea

Ok for the longest time i have had SWAT ideas. Like say a forerunner and Covenant SWAT gametype and they have put those in the game.So why not do that with flood. Add in a new gametype called Forerunner Flood. Where everything is the same except the Human Shotty and pistol are replaced by the Scattershot and the Boltshot or just have us use the Scattershot with no secondary. And hey you know how 343 wanted Wargames to be wrapped around with “Fiction” storyline. Well Forerunner Flood is wrapped in fiction. If you think about it. The Forerunner Weaponry was made to fight and to kill off the flood. Thats why the bodies disintegrate. With the body disintegrating it prevents the parasite from infecting the body and spreading. So, Yeah i think it would be awesome to add in Forerunner Flood. Itd be lots of fun and its wrapped in Fiction. And we would be able to use the weapons that the forerunners made specifically to fight the flood.

Scattershot details below if you dont believe me :stuck_out_tongue:

http://www.halowaypoint.com/en-us/intel/inteldetail/ed0a17b0-c4f2-4ca5-9dac-dc0e95e64865/scattershot?category=weapons

It seems like a good idea, but the thing is, the Scattershot is just random as all hell and won’t always get the instant kill when it should compared to the Shotgun. Unless 343 will update it to be less random, your idea could work a lot better since people won’t be getting as frustrated when they should have gotten a kill but they didn’t because of the Scattershots problem.

> It seems like a good idea, but the thing is, the Scattershot is just random as all hell and won’t always get the instant kill when it should compared to the Shotgun. Unless 343 will update it to be less random, your idea could work a lot better since people won’t be getting as frustrated when they should have gotten a kill but they didn’t because of the Scattershots problem.

You do have a valid point. They should update just the Scattershot for flood only. or something. Maybe just nerf it just a tiny bit so its, like you said, a lot less random.

https://forums.halowaypoint.com/yaf_postst186219_Flood-Feedback.aspx

You should drop your suggestions in there :wink:

> It seems like a good idea, but the thing is, the Scattershot is just random as all hell and won’t always get the instant kill when it should compared to the Shotgun. Unless 343 will update it to be less random, your idea could work a lot better since people won’t be getting as frustrated when they should have gotten a kill but they didn’t because of the Scattershots problem.

Stop cussing.

The flood bodies… they actually don’t get disinterested… yeah… you would think… but no… I tried it.

That could work, as long as the ‘humans’ are a two hit kill to balance out the Scattershot’s accuracy.

I hate being a negative but I would much rather Flood just be removed all together. Flood mode sucks however Hivemind is a great step in the right direction. Why not just focus on that. That said I am struggling with the Scattershot and Boltshot commendations so I would play it I guess.

> It seems like a good idea, but the thing is, the Scattershot is just random as all hell and won’t always get the instant kill when it should compared to the Shotgun. Unless 343 will update it to be less random, your idea could work a lot better since people won’t be getting as frustrated when they should have gotten a kill but they didn’t because of the Scattershots problem.

There are differences between the Shotgun and the Scattershot. While the Shotgun closely resembles typical Infection, it has less of a spray, but also less range than the Scattershot. The Scattershot, on the other hand, has slightly higher damage, a slightly higher fire rate, and greatly increased range, at the cost of accuracy. The Scattershot also has a ricochet effect, unlike the Shotgun.

I am getting ideas for this kind of gametype. I could make a mock up trying to rebalance the Flood with the Humans.

I’d assume that having the Boltshot as a secondary would compensate for the Scattershot’s inconsistency… This could very well be a great gametype.

> I’d assume that having the Boltshot as a secondary would compensate for the Scattershot’s inconsistency… This could very well be a great gametype.

Indeed. It would also take a great deal of skill to time the Boltshot charge to kill a charging Flood, especially when they are using Thruster Pack.

So really quickly I did a mock-up of a Forerunner Flood gametype. A lot is the same as the typical Flood we see in Matchmaking, however there are some changes. I also tried to incorporate some Hivemind settings into it as well.

Time Limit: 4 minutes
Lives per Round: Unlimited
Number of Rounds: 3

All basic gametype options are kept the same.

Friendly Fire: Disabled
Betrayal Booting: Enabled
Team Changing: Not Allowed
Vehicle Set: No Vehicles
Indestructible Vehicles: Disabled

Loadout 1: Guard
Primary: Scattershot
Secondary: Boltshot
Grenades: 1x Pulse
Armor Ability: Hardlight Shield
Tactical Package: None
Support Upgrade: Sensor

Loadout 2: Operator
Primary: Scattershot
Secondary: Boltshot
Grenades: 1x Pulse
Armor Ability: Promethean Vision
Tactical Package: None
Support Upgrade: Sensor

Loadout 3: Scout
Primary: Scattershot
Secondary: Boltshot
Grenades: 1x Pulse
Armor Ability: Active Camouflage
Tactical Package: None
Support Upgrade: Sensor

All Flood loadouts are kept the same.

Human Damage Modifier: 110%
Human Melee Modifier: 110%

Flood Damage Resistance: 50%
Flood Melee Modifier: 125%
Flood Player Speed: 150%
Flood Jump Height: 150%

Alpha Flood Damage Resistance: 90%
Alpha Flood Melee Modifer: 200%
Alpha Flood Player Speed: 170%
Alpha Flood Jump Height: 150%

Last Man Standing Shield Multiplier: 1.5x Overshields
Last Man Standing Damage Modifier: 125%
Last Man Standing Melee Modifier: 150%

Let me know what you think of these settings. Anything not listed is recorded as “Unchanged”.

If they can force all the non-Infected players into silver and blue FOTUS and/or Prefect armor, then yeah, it might look a little more realistic… though, frankly, I’d just be happy without the forced coloring.

> > I’d assume that having the Boltshot as a secondary would compensate for the Scattershot’s inconsistency… This could very well be a great gametype.
>
> Indeed. It would also take a great deal of skill to time the Boltshot charge to kill a charging Flood, especially when they are using Thruster Pack.
>
>
> So really quickly I did a mock-up of a Forerunner Flood gametype. A lot is the same as the typical Flood we see in Matchmaking, however there are some changes. I also tried to incorporate some Hivemind settings into it as well.
>
> Time Limit: 4 minutes
> Lives per Round: Unlimited
> Number of Rounds: 3
>
> All basic gametype options are kept the same.
>
> Friendly Fire: Disabled
> Betrayal Booting: Enabled
> Team Changing: Not Allowed
> Vehicle Set: No Vehicles
> Indestructible Vehicles: Disabled
>
> Loadout 1: Guard
> Primary: Scattershot
> Secondary: Boltshot
> Grenades: 1x Pulse
> Armor Ability: Hardlight Shield
> Tactical Package: None
> Support Upgrade: Sensor
>
> Loadout 2: Operator
> Primary: Scattershot
> Secondary: Boltshot
> Grenades: 1x Pulse
> Armor Ability: Promethean Vision
> Tactical Package: None
> Support Upgrade: Sensor
>
> Loadout 3: Scout
> Primary: Scattershot
> Secondary: Boltshot
> Grenades: 1x Pulse
> Armor Ability: Active Camouflage
> Tactical Package: None
> Support Upgrade: Sensor
>
> All Flood loadouts are kept the same.
>
> Human Damage Modifier: 110%
> Human Melee Modifier: 110%
>
> Flood Damage Resistance: 50%
> Flood Melee Modifier: 125%
> Flood Player Speed: 150%
> Flood Jump Height: 150%
>
> Alpha Flood Damage Resistance: 90%
> Alpha Flood Melee Modifer: 200%
> Alpha Flood Player Speed: 170%
> Alpha Flood Jump Height: 150%
>
> Last Man Standing Shield Multiplier: 1.5x Overshields
> Last Man Standing Damage Modifier: 125%
> Last Man Standing Melee Modifier: 150%
>
>
>
> Let me know what you think of these settings. Anything not listed is recorded as “Unchanged”.

Sounds Great

This would add in more vaerity for sure i would like this.

I’d play it. If we’re going to keep the forced color it needs to be silver and rust though.

> > > I’d assume that having the Boltshot as a secondary would compensate for the Scattershot’s inconsistency… This could very well be a great gametype.
> >
> > Indeed. It would also take a great deal of skill to time the Boltshot charge to kill a charging Flood, especially when they are using Thruster Pack.
> >
> >
> > So really quickly I did a mock-up of a Forerunner Flood gametype. A lot is the same as the typical Flood we see in Matchmaking, however there are some changes. I also tried to incorporate some Hivemind settings into it as well.
> >
> > Time Limit: 4 minutes
> > Lives per Round: Unlimited
> > Number of Rounds: 3
> >
> > All basic gametype options are kept the same.
> >
> > Friendly Fire: Disabled
> > Betrayal Booting: Enabled
> > Team Changing: Not Allowed
> > Vehicle Set: No Vehicles
> > Indestructible Vehicles: Disabled
> >
> > Loadout 1: Guard
> > Primary: Scattershot
> > Secondary: Boltshot
> > Grenades: 1x Pulse
> > Armor Ability: Hardlight Shield
> > Tactical Package: None
> > Support Upgrade: Sensor
> >
> > Loadout 2: Operator
> > Primary: Scattershot
> > Secondary: Boltshot
> > Grenades: 1x Pulse
> > Armor Ability: Promethean Vision
> > Tactical Package: None
> > Support Upgrade: Sensor
> >
> > Loadout 3: Scout
> > Primary: Scattershot
> > Secondary: Boltshot
> > Grenades: 1x Pulse
> > Armor Ability: Active Camouflage
> > Tactical Package: None
> > Support Upgrade: Sensor
> >
> > All Flood loadouts are kept the same.
> >
> > Human Damage Modifier: 110%
> > Human Melee Modifier: 110%
> >
> > Flood Damage Resistance: 50%
> > Flood Melee Modifier: 125%
> > Flood Player Speed: 150%
> > Flood Jump Height: 150%
> >
> > Alpha Flood Damage Resistance: 90%
> > Alpha Flood Melee Modifer: 200%
> > Alpha Flood Player Speed: 170%
> > Alpha Flood Jump Height: 150%
> >
> > Last Man Standing Shield Multiplier: 1.5x Overshields
> > Last Man Standing Damage Modifier: 125%
> > Last Man Standing Melee Modifier: 150%
> >
> >
> >
> > Let me know what you think of these settings. Anything not listed is recorded as “Unchanged”.
>
> Sounds Great

Thanks!

I did go testing with my friends (about a party of 6-8 people so far), and I’ve made some changes. I want it to be its own gametype, unlike Hivemind or Flood, and I want it to be based off of the lore of the Forerunners exterminating the Flood, and vice versa. So I added the ability to have random ordinance, and I only want them to be Forerunner weapons. So, every 2 minutes (now 5 minute rounds), a random ordinance drops on the map of some sort of Forerunner Weapon. This can range from Boltshot ammunition to an Incineration Cannon. I’ll check to see that the gametype is up to date and upload it to my file share.

> If they can force all the non-Infected players into silver and blue FOTUS and/or Prefect armor, then yeah, it might look a little more realistic… though, frankly, I’d just be happy without the forced coloring.

Let’s leave the forced color/armor out of this one…

One of the best things about Infection was that you got to show off your appearance to it’s fullest glory, all of that was butchered in Halo 4.

Alright so… I’ve perfected the gametype to mix with Halo lore, as well as a mix of regular Flood and Hivemind gametypes.

Time Limit: 5 minutes
Lives per Round: Unlimited
Number of Rounds: 3

Starting Flood: 3 Flood

Friendly Fire: Disabled
Betrayal Booting: Enabled
Team Changing: Not Allowed
Vehicle Set: No Vehicles
Indestructible Vehicles: Disabled

Loadout 1: Guard
Primary: Scattershot
Secondary: Boltshot
Grenades: 1x Pulse
Armor Ability: Hardlight Shield
Tactical Package: None
Support Upgrade: Sensor

Loadout 2: Operator
Primary: Scattershot
Secondary: Boltshot
Grenades: 1x Pulse
Armor Ability: Promethean Vision
Tactical Package: None
Support Upgrade: Sensor

Loadout 3: Scout
Primary: Scattershot
Secondary: Boltshot
Grenades: 1x Pulse
Armor Ability: Active Camouflage
Tactical Package: None
Support Upgrade: Sensor

All Flood loadouts are kept the same.

Human Damage Modifier: 125%
Human Melee Modifier: 300%
Weapon Pickup: Enabled

Flood Damage Resistance: 90%
Flood Damage Modifier: 50%
Flood Melee Modifier: 50%
Flood Player Speed: 120%
Flood Jump Height: 150%

Alpha Flood Damage Resistance: 100% (Normal)
Alpha Flood Damage Modifer: 50%
Alpha Flood Melee Modifer: 50%
Alpha Flood Player Speed: 170%
Alpha Flood Jump Height: 150%

Last Man Standing Shield Multiplier: 1.5x Overshields
Last Man Standing Damage Resistance: 110%
Last Man Standing Damage Modifier: 150%
Last Man Standing Melee Modifier: 500%

OTHER GAMETYPE FACTORS/OPTIONS (only optional)
Initial Ordnance: Disabled
Random Ordnance: Enabled

  • Only Forerunner Weaponry may be used for Forerunner Flood random ordnance drops.
  • Random Ordnance drops from Infinity are set on a minimum and maximum timer of 120 seconds (2 minutes). This allows for a maximum of 2 random ordnance drops per round.
    Personal Ordnance: Disabled

I know Matchmaking Flood is a 12-man playlist, however I did test with upwards of 7-8 people about half an hour ago, and it seems to be quite balanced with 3 starting Flood, as it allows for someone to sneak around, or for a Flood “pack” to barrage humans and infect others. All in all, it looks like it’s coming along nicely. The reason for enabled Random Ordnance is to fit the lore of the story, and how the Forerunners used a variety of weaponry in their arsenal to eradicate the Flood. And it is also set so it is entirely random what drops, and it is set so only a max of 2 random ordnance drops per round, so if something powerful does drop, it has a low possibility and more than likely won’t drop again for the rest of the round/game. The damage of the Flood simulates that of Hivemind (2 hit kills on humans as Flood), with the addition of damage resistance and overshields on the last man standing (creating a 3-hit kill). It is well balanced, especially with a hoard of Flood coming to infect you.

Also, I have a forged map on Haven, designed for this new Forerunner Flood gametype, that I call Gravemind. It is built solely for Flood/Infection, and has a variety of Random Ordnance drop placements throughout the map to decrease the likelihood of a game becoming overpowered for the humans.

The gametype and map are both created within the boundaries of Halo 4, and have not been modified elsewhere (ex. computer, etc.). It is 100% legitimate.

> > If they can force all the non-Infected players into silver and blue FOTUS and/or Prefect armor, then yeah, it might look a little more realistic… though, frankly, I’d just be happy without the forced coloring.
>
> Let’s leave the forced color/armor out of this one…
>
> One of the best things about Infection was that you got to show off your appearance to it’s fullest glory, all of that was butchered in Halo 4.

Exactly. I’m just saying, if we have to have a forced appearance, can we at least look… you know… obnoxiously bright?

> > > If they can force all the non-Infected players into silver and blue FOTUS and/or Prefect armor, then yeah, it might look a little more realistic… though, frankly, I’d just be happy without the forced coloring.
> >
> > Let’s leave the forced color/armor out of this one…
> >
> > One of the best things about Infection was that you got to show off your appearance to it’s fullest glory, all of that was butchered in Halo 4.
>
> Exactly. I’m just saying, if we have to have a forced appearance, can we at least look… you know… obnoxiously bright?

Dat Neon…

> Alright so… I’ve perfected the gametype to mix with Halo lore, as well as a mix of regular Flood and Hivemind gametypes.
>
> Time Limit: 5 minutes
> Lives per Round: Unlimited
> Number of Rounds: 3
>
> Starting Flood: 3 Flood
>
> Friendly Fire: Disabled
> Betrayal Booting: Enabled
> Team Changing: Not Allowed
> Vehicle Set: No Vehicles
> Indestructible Vehicles: Disabled
>
> Loadout 1: Guard
> Primary: Scattershot
> Secondary: Boltshot
> Grenades: 1x Pulse
> Armor Ability: Hardlight Shield
> Tactical Package: None
> Support Upgrade: Sensor
>
> Loadout 2: Operator
> Primary: Scattershot
> Secondary: Boltshot
> Grenades: 1x Pulse
> Armor Ability: Promethean Vision
> Tactical Package: None
> Support Upgrade: Sensor
>
> Loadout 3: Scout
> Primary: Scattershot
> Secondary: Boltshot
> Grenades: 1x Pulse
> Armor Ability: Active Camouflage
> Tactical Package: None
> Support Upgrade: Sensor
>
> All Flood loadouts are kept the same.
>
> Human Damage Modifier: 125%
> Human Melee Modifier: 300%
> Weapon Pickup: Enabled
>
> Flood Damage Resistance: 90%
> Flood Damage Modifier: 50%
> Flood Melee Modifier: 50%
> Flood Player Speed: 120%
> Flood Jump Height: 150%
>
> Alpha Flood Damage Resistance: 100% (Normal)
> Alpha Flood Damage Modifer: 50%
> Alpha Flood Melee Modifer: 50%
> Alpha Flood Player Speed: 170%
> Alpha Flood Jump Height: 150%
>
> Last Man Standing Shield Multiplier: 1.5x Overshields
> Last Man Standing Damage Resistance: 110%
> Last Man Standing Damage Modifier: 150%
> Last Man Standing Melee Modifier: 500%
>
> OTHER GAMETYPE FACTORS/OPTIONS (only optional)
> Initial Ordnance: Disabled
> Random Ordnance: Enabled
> - Only Forerunner Weaponry may be used for Forerunner Flood random ordnance drops.
> - Random Ordnance drops from Infinity are set on a minimum and maximum timer of 120 seconds (2 minutes). This allows for a maximum of 2 random ordnance drops per round.
> Personal Ordnance: Disabled
>
>
>
>
>
> I know Matchmaking Flood is a 12-man playlist, however I did test with upwards of 7-8 people about half an hour ago, and it seems to be quite balanced with 3 starting Flood, as it allows for someone to sneak around, or for a Flood “pack” to barrage humans and infect others. All in all, it looks like it’s coming along nicely. The reason for enabled Random Ordnance is to fit the lore of the story, and how the Forerunners used a variety of weaponry in their arsenal to eradicate the Flood. And it is also set so it is entirely random what drops, and it is set so only a max of 2 random ordnance drops per round, so if something powerful does drop, it has a low possibility and more than likely won’t drop again for the rest of the round/game. The damage of the Flood simulates that of Hivemind (2 hit kills on humans as Flood), with the addition of damage resistance and overshields on the last man standing (creating a 3-hit kill). It is well balanced, especially with a hoard of Flood coming to infect you.
>
>
> Also, I have a forged map on Haven, designed for this new Forerunner Flood gametype, that I call Gravemind. It is built solely for Flood/Infection, and has a variety of Random Ordnance drop placements throughout the map to decrease the likelihood of a game becoming overpowered for the humans.
>
> The gametype and map are both created within the boundaries of Halo 4, and have not been modified elsewhere (ex. computer, etc.). It is 100% legitimate.

Awesome dude! That sounds perfect. I honestly cant wait to see how it all plays out. Id love to see this show up in War Games. And with it being a 2 hit kill on the humans, is it still going to be like a 1 shot kill towards the flood? Or… Is there going to be a mix of ways to kill them? Other than that this gametype sounds perfect and i appreciate the help.