INFECTION NEEDS 3 ALPHAS!!!

As far as I know, (correct me if I’m wrong) infection has always had 3 alphas. That means at the beginning of each round, 3 unlucky players spawn infected. In Halo 5, only 2 players spawn infected which isn’t game breaking until something like these things happen:

One player is AFK

One player isn’t very good

One player is new to the gamemode

One player doesn’t know the map

One player is working with the Spartans (trust me, it happens. I’ve been that guy)

Now think about all those situations but where both infected players are affected by some handicap such as those I just mentioned. The game becomes completely awful!

I propose adding a 3rd alpha infected on spawn. It will do a lot towards fixing the issue of 1 or both of the alpha infected being handicapped in some way.

Please share your thoughts about my ideas and a solution of your own if you have one!

I have seen a few rounds where the infected did terrible but nothing that really requires a third alpha.

That would make it far too easy for the Infected to win. In my experience the Infected win more than 50% of the time anyway, so what’s the problem? And if the situation arises where both of them suck, next round 2 people who are presumably better will become the alphas, so the problem fixes itself.

No, a thousand times no.

The camo/no radar that alphas have means that two alphas should be more than enough for 95% of the games.

Adding a third alpha just because of the rare occasions you mentioned would break the gametype.

I think 2 Alphas are enough but they need do need a little extra help. I think that a second boost would possibly improve the Alphas ability to get the campers who can make it nearly impossible for the Alphas to get people converted.

If they dont get people converted early and all the spartans get setup in campy locations, then it is almost impossible for the Alphas to win the round and usually atleast half a dozen spartans survive the boring round.

Allowing them an extra boost I think would solve this problem

> 2533274848011469;2:
> I have seen a few rounds where the infected did terrible but nothing that really requires a third alpha.

The problem doesn’t really become apparent until you play ALOT of infection. So yeah you could say it’s not a huge issue, but once you play a round as the only active infected against a smart group of players grouped together in a corner, you’ll feel the need for a 3rd infected.

> 2533274891111509;6:
> > 2533274848011469;2:
> > I have seen a few rounds where the infected did terrible but nothing that really requires a third alpha.
>
>
> The problem doesn’t really become apparent until you play ALOT of infection. So yeah you could say it’s not a huge issue, but once you play a round as the only active infected against a smart group of players grouped together in a corner, you’ll feel the need for a 3rd infected.

I have been the only infected several times and usually I try to get where I know at least one spartan is going to head and take him out while I run around finding the lonely spartans making my infected army bigger.

> 2533274794819994;5:
> I think 2 Alphas are enough but they need do need a little extra help. I think that a second boost would possibly improve the Alphas ability to get the campers who can make it nearly impossible for the Alphas to get people converted.
>
> If they dont get people converted early and all the spartans get setup in campy locations, then it is almost impossible for the Alphas to win the round and usually atleast half a dozen spartans survive the boring round.
>
> Allowing them an extra boost I think would solve this problem

I agree with this. If a second boost were added do you think the radar should show location? Or not?

Normally it takes about 30 seconds for an Alpha to infect a normal Spartan, so even if one of the two Alphas was being useless it would be countered easily.

> 2533274821761464;3:
> That would make it far too easy for the Infected to win. In my experience the Infected win more than 50% of the time anyway, so what’s the problem? And if the situation arises where both of them suck, next round 2 people who are presumably better will become the alphas, so the problem fixes itself.

This.

I think a third alpha is a good idea, it seemingly always happens that whoever is the second aloha with me that they’re afk or they quit immediately because they don’t want to be infected, leaving me to get slaughtered until someone runs out of ammo.

Two is ok three is overkill! There is only 12players in a game. Now if there was 16 players I could understand having three but unfortunately there is not.

> 2533274891111509;8:
> > 2533274794819994;5:
> > I think 2 Alphas are enough but they need do need a little extra help. I think that a second boost would possibly improve the Alphas ability to get the campers who can make it nearly impossible for the Alphas to get people converted.
> >
> > If they dont get people converted early and all the spartans get setup in campy locations, then it is almost impossible for the Alphas to win the round and usually atleast half a dozen spartans survive the boring round.
> >
> > Allowing them an extra boost I think would solve this problem
>
>
> I agree with this. If a second boost were added do you think the radar should show location? Or not?

Radar shows location when Alphas boost anyway, they are only off radar when moving slowly. So i wouldn’t change anything about the radar

> 2533274821761464;3:
> That would make it far too easy for the Infected to win. In my experience the Infected win more than 50% of the time anyway, so what’s the problem? And if the situation arises where both of them suck, next round 2 people who are presumably better will become the alphas, so the problem fixes itself.

No wonder when I almost had the “cure” I became an alpha.