As many of you probably know being a zombie in Reach bloody sucked. Reason being is that 1.The effective kill range for the shotgun was farther than the sword lunge range 2.The pistol basically removed all forms of getting to the enemy 3. The maps were HORRIBLE for infection. 4. Radar removed all means of sneaking up on the humans.
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343i if you see this (Highly unlikely). Could you please 1.either increase the sword lunge range of decrease the 1 shot kill range of the shotgun 2.No Magnum at least giving the zombies a chance to get to the humans 3.Make maps where you can’t just sit in 1 spot and practically be invincible (radio on Countdown, red landing on Sword Base, back wall on Boardwalk) and 4. Removing radar will greatly increase how much the humans actually have to check behind them when sitting somewhere or moving around and giving the zombies a chance t sneak up on the humans.
IMO progressive zombie maps solve a lot of these problems. The humans can never camp in one spot too often otherwise they’ll run out of ammo or they’ll get swarmed due to new teleporters that open up for zombies once a sections time is up. Not to mention everyone starts with a basic AR weapon, but has to find weapons like the shotgun and pistol, so only a few humans ever have them at the same time. There’s rarely a spot too good for camping because of the maps nature. Radar isn’t too big of an issue though.
1. You’re right about this; the Shotgun had a nine-foot lead on the Sword’s (astonishing) twenty-two-foot lunge.
There was one factor that directly compensated for the Shotgun range in Reach: faux Bulltrues. Many people find it annoying when they die despite getting a Bulltrue, but the lag that makes this possible actually served to balance out the Shotgun’s range advantage.
Nerfing the Shotgun’s range to make it equal to the Sword would be much better than the “solution” we had in Reach. So I agree with you here.
2. The Magnum was quite a problem, but only on maps that were too open. Cut off most lines of sight, and its utility became limited to close range, where spamming shots got you slashed.
The Magnum could actually be used as an effective “gate” by mapmakers, by purposefully making specific, compartmentalized areas that were more open: lone Zombies would be better off going around, but a small horde could tear straight through without fear.
In any case, I personally think the Magnum ought to stay. It added variety, and appropriate map design could balance it and even leverage it.
3. I couldn’t agree more. Nearly every single problem with Reach’s Living Dead stems from its maps.
Flanks and multiple entry points serve to balance out the Shotgun and the Magnum. Severely-constrained lines of sight balance out the Magnum. So on and so forth.
4. Removing the radar would probably be an improvement, yes.
I’d love to see Zombie Objectives ^^
My main problem/concern with regular zombie modes is that people just find a good spot and camp it to death while racing up cheap kills, surely nice but hardly “zombie” fight, no one fleeing to safety etc.
Instead, just like in zombie movies, the lone survivors have to get to certain checkpoints/places on the map to gather supplies (ammo/weapons) while the zombies ambush them and try to kill them. Give the humans a reason to move, like very limited ammo/bad weapons or a bomb to plant (as Moon1ightNinja suggested), and force them out of hiding.
While in the open, they can try to cover each other or just make a run for it and hope for the best. Either way, it won’t get stale, boring and predictable, a zombie game mode where you actually fear the zombies, fight for survival, and not just get cheap kills by camping
While posting in the thread about Brutes in Halo 4, and after muc hnostalgia for Halo 3 and ODST’s weaponry, I got to thinking: what if in Halo 4 they brought back the full Brute armory, even if only in “Wargames?” Imagine an infection game where humans have Maulers instead of shotguns, and 1-2 flame grenades instead of a magnum? Maulers have slightly shorter range than shotguns, so zombies could close the distance more easily, and the flame grenades will still provide humans with a longer-range offensive option without near omnipotent killing potential. And with that change of equipment, humans will have to play much smarter, and will have to rely much more on skill to survive instead of just hiding in a hole with a hand-cannon or climbing out of the map and pulling headshots with impunity.
On that last note, I sincerely hope 343i does a much better job than Bungie at sealing off the intended playing area on the new maps. I cannot express how frustrating it is to be playing hard just to survive, and then seeing some (insert favorite expletive here) get running riots and rampages because they’re camped outside of the map where no one can touch them. That’s the one thing that makes me not like having friendly fire disabled in Reach infection. At least with that I could pick off the smarmy twits and make them have to rejoin the rest of us in the REAL game.
I think it would be amazing if they brought back the H3 style zombies, were camping was INTENDED, but required allot of team work, and you were constantly afraid of zombies picking you (or everyone else) off from one of many stealth ways into a certain building (haunted manor anyone?). I also believe it had 16 people (I could be wrong) so once people stated to die it would get more and more intense.
make default zombie/flood skins 4 the spartans or u can select team color with zombie/flood skins
with instant spawn system infection game types is gonna b a challenge
objective could b like a set destination(s)(a safehouse/vehicle/etc.) get there in a set time if u don’t make it u die or lose(great if someone likes l4d, dead rising, dead island, -Yoink!- zombies
zombies don’t drop weapons
friendly fire on/off
humans can pick up weapons
alpha zombies/speed zombies/etc. halo 3 game types return mayb
i hated evading zombies in reach, who ever heard of zombies using evading aa(not saying that a zombie wouldnt evade nobody knows if a zombie can evade)
starting gun is shotgun(scattergun)/pistol(Promethean pistol)
ordinance drops could b more shotgun(scattergun)/pistol(Promethean pistol) ammo and rare ordinance drops could b the ar/br/dmr/carbine/sniper/rockets/etc.
> As many of you probably know being a zombie in Reach bloody sucked. Reason being is that 1.The effective kill range for the shotgun was farther than the sword lunge range 2.The pistol basically removed all forms of getting to the enemy 3. The maps were HORRIBLE for infection. 4. Radar removed all means of sneaking up on the humans.
Halo 2 zombies.
Being a zombie has always sucked. It’s how infection works.
The pistol and the shotgun aren’t the problem. Reducing the shotguns range will make it useless. You already get killed half the time by a zombie you shot at the shotguns maximum 1 shot kill range who also lunged at you. (dying even though you get a bulltrue)
Removing the radar for humans would be fine, and if the pistol couln’t kill from half way across the map I suppose that would be fine too.
id like to say somthing to everybody saying that the shotgun should be nerfed, but the profanity filter would not let me say that. instead i will try to calmly discuss why i feel that that is a bad idea. the shotgun as it stands in reach’s MM is almost useless, and all one needs to do is walk backwards while shooting, and as long as they’re outside of melee range, they will be able to kill the shotgun user. i will agree that the shotgun is OP in infection, but nerfing it will make it absolutly useless in all other playlists. a better idea is to simply:
make the shotgun have a decent range/damage, at LEAST twice its range in reach.
give the zombies shields (possibly only 50%, so there not invunerable)
this will make the shotgun worth picking up in other playlists, but the zombies having shields will keep it from being OP. the shielded zombies will also fix the pistol shooting galary problem.
I think the major problem in reach infection was taking away the evade. (or in H4’s case thruster pack) the evade made it difficult for the humans to get headshot’s therefore giving zombies a chance even on more open maps. and yes the enhanced radar in reach’s zombies was OP’d when I make an infection game time I give the humans short or no radar that only detects movement and I give the zombies normal radar and the last man standing gets normal radar… no enhanced Radar BS… but anyways evade gives zombies a better chance and reduces the effectiveness of the pistol. I hope zombies get Thruster Pack in H4 so they have a standing chance again… because this alpha zombies and zombie ghost stuff is BS.
> > I think the major problem in reach infection was taking away the evade.
>
> Evade was terrible. It made it too easy for zombies and it was more like fighting ninjas than zombies anyways.
I liked the Evade. It made me fear the Zombies more than “oh look, free K.D padding!”
evade added a challenge to infection, it forced skill for the humans due to the zombies being harder to headshot, and it forces zombie players to use a bit of finesse to evade out of effective shotgun range and spread and strike from the side or behind. and also not accidentally evade off of the map
It took more skill as a human at the expense of making it far too easy for zombies. Evade makes the game feel like I’m fighting ninjas flipping all over the place. Not zombies. And I see no point in playing a zombie game when the zombies have such an easy time winning.
> Halo 2 zombies.
> Being a zombie has always sucked. It’s how infection works.
Which may be true, but that does not justify keeping things that way. Older is not inherently better.
> The pistol and the shotgun aren’t the problem. Reducing the shotguns range will make it useless. You already get killed half the time by a zombie you shot at the shotguns maximum 1 shot kill range who also lunged at you. (dying even though you get a bulltrue)
And if that gets fixed?
> It took more skill as a human at the expense of making it far too easy for zombies. Evade makes the game feel like I’m fighting ninjas flipping all over the place. Not zombies. And I see no point in playing a zombie game when the zombies have such an easy time winning.
I couldn’t agree more. Evade took the thought out of flanking, and made CQC so one-sided that exploitation became the only way to survive.