Hivemind update : LULWUT 343?

OK Hivemind i love as a gametype. Overall, i felt it waS far more enjoyable, and balanced than regular flood. With an update in mind, my main concern was the one hit melee humans had against zombies. Seriously, why? This makes zero sense on both a game play, and a logical level. A flood talon being weaker than the butt of a gun or a fist? Makes no sense, and leads to lots of cheap human kills on lone zombies. Zombies should have had at least half of their overall health reduced before a last ditch melee can kill them.

Now, a two hit kill for zombies against humans works very well now, since their speed is now closer to that of the flood mode. Perfect move. However, humans got a damage buff, and the last man standing is now ridiculously OP. It’s a party game, i know, it doesn’t need to be 100% balanced, but when one guy can hold off every single infected human, by burst firing a saw, perhaps five rounds to kill a zombie, from my experience of getting mown down by them for a minute straight, then it isn’t fun for anyone but the last man. The current last man trait was increased shield recharge rate, and the time taken for it to begin to recharge. I have no problem with that, it makes perfect sense. But an extra damage buff, on top of an already generous damage buff? Seriously, 343, what were you thinking?

For the next update, make it two hit melee for humans against flood, and for the last man, either remove the buff, and give infinite ammo for the starter weapons (AR and Magnum force switch) OR keep the buff, and force the survivor to use an unlimited pistol, similar to the Flagnum. Maybe make it three hit kill, two to drop shield, one to head, or 4/5 hits if no head shots.

no all you want to do is make the humans suck and for once they have a chance. Keep it how it is if its not broken. There are more issues that are more important.

I think hivemind is a 1000x’s better then flood and the last man standing should have a buff with the AR when there are 7 zombies rushing. Stop trying to change is so zombies dominate again.

Its fine and leave it at that.

> no all you want to do is make the humans suck and for once they have a chance.

Wow, thanks for telling me something that i didn’t even know i thought.

> I think hivemind is a 1000x’s better then flood and the last man standing should have a buff with the AR when there are 7 zombies rushing.

Seems that you didn’t read my post. Then again, looking at your below average grammar and punctuation, i doubt that you can read very well, but enough with the insults. As i said before, <mark>“Hivemind i love as a gametype. Overall, i felt it was far more enjoyable, and balanced than regular flood.”</mark> What i was suggesting, if you understood my post, was changing the melee rule, which in all ways imaginable, makes no sense for humans, and that the EXTRA DAMAGE BUFF, that the last man standing gets, along with the UPDATE BUFF that was implemented for humans, is far too OP, which if you are fairly objective, isn’t that hard to realize. There are numerous ways to make the Last man standing powerful, but not too powerful, giving both him, and the zombies, a chance; this damage buff isn’t it. Maybe make him three hits to kill, maybe make him run faster, or give him an unlimited ammo pistol. However, the damage buff is far too OP in its current form.

I feel that shotgun spawn is needed and maybe 5% buff to flood in speed.

Base hivemind has humans with a melee instant kill. It’s balanced. The flood have a long lunge range meaning humans would be screwed without it. Also it’s good to punish a lone zombie. Both sides are punished for doing so. You’re supposed to use team work on both sides.

I agree, you can get the complete drop on a player with a pistol out, and all they have to do is melee you. I really thing it should be like 2 pistol shots and a melee, or 6 AR bullets and a melee, for example.

But one problem with this is the camping zombies…the ones that just hide at weapons or corners. This is the only time i like one hit melees, to save you from these camping noobs.

Ideally it would be 2 hit melee and perfect radar so you could see the campers.

Edit: i also really like how finnaly the humans have a chance to win. But does anyone think the rounds dont last long enough? Only like 1/5 actually end with all zombies. And i cant imagine how unstoppable humans communicating with mics would be…

And finnaly, 200% damage boost for LMS is just too much…maybe 150% would be good? Most people who get to LMS get like 70% of their kills in that 20 seconds compared to the other 6 minutes of the game. Kinda unbalanced to earn your way to first place in such a small part of the game, imo.

> I agree, you can get the complete drop on a player with a pistol out, and all they have to do is melee you. I really thing it should be like 2 pistol shots and a melee, or 6 AR bullets and a melee, for example.
>
> But one problem with this is the camping zombies…the ones that just hide at weapons or corners. This is the only time i like one hit melees, to save you from these camping noobs.
>
> Ideally it would be 2 hit melee and perfect radar so you could see the campers.

I hide at shotgun spawns i can take out like 5 persons at once lol hillarious their reaction is like what just happen.

First off, if you are backing yourself from a zombie, and you melee him, the only way that melee should kill him, is if you have done enough damage to him (Half health, for example). Lunge range doesn’t count for anything, since i lunge at a human who hadn’t fired even round off, and all he needs to do is melee me. That’s horrendous. Base humans have instant kill are not balanced, nor does it make sense what so ever. Personally, i think last man should get his own ‘Flagnum’, can only use that, has speed on par with the zombies, and can kill zombies with three shots, or four/five without headshots.

> Also it’s good to punish a lone zombie. Both sides are punished for doing so. You’re supposed to use team work on both sides.

You can’t have your cake and eat it, with lone players being able to one hit kill melee, but lone zombies being soley punished. A human melee is simply just a one on one encounter with a zombie, thus its lone zombie vs lone human, in most cases. Often i try to pick off humans, taking one with me, and letting the others kill me, making the next attempt more successful, with there being more zombies, and less humans. If the main reason the human is alive, is because he punches me, and not because his team mates shot me off him, which is 95% of the time, then you are buffing ‘lone wolf’ humans, and nerfing lone wolf infected.

> > Also it’s good to punish a lone zombie. Both sides are punished for doing so. You’re supposed to use team work on both sides.
>
> You can’t have your cake and eat it, with lone players being able to one hit kill melee, but lone zombies being soley punished. A human melee is simply just a one on one encounter with a zombie, thus its lone zombie vs lone human, in most cases. Often i try to pick off humans, taking one with me, and letting the others kill me, making the next attempt more successful, with there being more zombies, and less humans. If the main reason the human is alive, is because he punches me, and not because his team mates shot me off him, which is 95% of the time, then you are buffing ‘lone wolf’ humans, and nerfing lone wolf infected.

I think that a lone zombie shouldn’t be punished, as what if it’s the games/ boosters fault? I shouldn’t lose cause one person decides to stands still the entire game. Also the human melee shouldn’t be stronger than the flood melee

> no all you want to do is make the humans suck and for once they have a chance. Keep it how it is if its not broken. There are more issues that are more important.
>
> I think hivemind is a 1000x’s better then flood and the last man standing should have a buff with the AR when there are 7 zombies rushing. Stop trying to change is so zombies dominate again.
>
> Its fine and leave it at that.

Actually, no, it isn’t fine, and as it stands, the version in Matchmaking right now IS broken.

> Hi, SOUPWAR. You are correct, Hivemind went out in a state that was unintended. There was some miscommunication between our sustain team and the Community Cartographers that resulted in a few incorrect settings. We’ll be changing those values in the next update to make the game type consistent with what the Cartographers designed. You can expect that to happen within the next two weeks.

Much appreciated for that clear up, WulfwoodsSins. I have to admit, the speed for which the new version of Hive mind got put out was very quick (One week after Hivemind it self was put out, i think?), so i’m fairly optimistic that this new update for the game mode will be soon.

Guys… Bravo just tweeted that flood is fixed… Like20 mins ago…, has anyone noticed the difference from yesterday to today? Is LMS still OP?

It’s still like normal to me, and i just completed a game. Just going to run through one now, to see if there is a change to the game type.

If the movement speed for the Flood has been increased (one of the issues that was different from the original gametype), I’d say that’s a good sign it’s been fixed.

You guys need to put this in the flood war games feedback section. I agree with the human melee damage being a bit strong, but 343 sure wont listen to war games feed back in this section of the forum!

> Actually, no, it isn’t fine, and as it stands, the version in Matchmaking right now IS broken.
>
>
>
> > Hi, SOUPWAR. You are correct, Hivemind went out in a state that was unintended. There was some miscommunication between our sustain team and the Community Cartographers that resulted in a few incorrect settings. We’ll be changing those values in the next update to make the game type consistent with what the Cartographers designed. You can expect that to happen within the next two weeks.

?

I thought they fixed it.

> > Actually, no, it isn’t fine, and as it stands, the version in Matchmaking right now IS broken.
> >
> >
> >
> > > Hi, SOUPWAR. You are correct, Hivemind went out in a state that was unintended. There was some miscommunication between our sustain team and the Community Cartographers that resulted in a few incorrect settings. We’ll be changing those values in the next update to make the game type consistent with what the Cartographers designed. You can expect that to happen within the next two weeks.
>
> ?
>
> I thought they fixed it.

The post from BS Angel I quoted was from about 6 days ago, above it’s mentioned Bravo tweeted it’s been fixed (faster than anticipated, really, I expected them to have their hands full after RTX), so it may very well have been. I don’t have a chance to check it myself, as I’m not near my Xbox.

> It’s still like normal to me, and i just completed a game. Just going to run through one now, to see if there is a change to the game type.

No. It’s fixed. It’s now in the correct state.

I just received an update for XBL, (Not halo 4 specifically, i think). Not sure if that may be relevant to Bravos tweet about flood being changed.

> If the movement speed for the Flood has been increased (one of the issues that was different from the original gametype), I’d say that’s a good sign it’s been fixed.

Hivemind V1 (the one original released) had very slow infected. Humans could easily outrun them.
Hivemind V2 (current one, implemented yesterday) has much quicker infected, about the same as the Flood mode counter parts. This speed i would say is optimum, and should not be changed, taking base human damage into consideration. The only two things i’m certain of changing, because i’m sure my solution would fix it, is to make humans need two melees to kill a flood, and that last man standing needs the damage buff removed, maybe giving him a ‘Flagnum’ with increased stopping power (Three hits including headhsot, Four without), with slight increased movement speed. One hit melee for LMS against flood might work, or instead, three hits to kill LMS might work even better.

If there is an update for the game mode, and we are on Hive Mind V3, and not V2, then i’m not noticing any differences, especially in LMS gameplay.