I figured I would ask this here because we know all too well that there are Infinite Spawns in Halo CE(A).
What does everyone think about them being in place in FPS games? Does it give you a legitimate feeling that you need to push and push hard to keep making progress so that you dont have to feel yourself getting bitten in the heels for not moving at the game’s prefered pace, or does it make you feel like you are being pushed along so that you can not play the way you really want?
It’s definitely the latter for me. I almost always take my time and don’t rush through a level (the main reason why I hate time limits in games, but that’s another story), killing everything before moving on. And if opponents keep respawning indefinitely, I will keep fighting them until I become frustrated. And when I do move on eventually, it leaves a stale taste.
> It’s definitely the latter for me. I almost always take my time and don’t rush through a level (the main reason why I hate time limits in games, but that’s another story), killing everything before moving on. And if opponents keep respawning indefinitely, I will keep fighting them until I become frustrated. And when I do move on eventually, it leaves a stale taste.
I know that feeling. Especially when they begin to abuse IF’s once you hit Keyes. It seems like there is an IF sources near almost every encounter from that point on, and almost guaranteed to be behind you in nearly every case you have to deal with them, with the exception of Keyes with the infinite Carrier spawn and the infinite spawn on the Maw.
Worse IF offence imo is the one in place by the armory on the Maw. Not only do you have Flood coming in behind you while you are trying to gear up for the engine room, which almost requires you to change out what you have in favor of Rockets and something else that deals with the threats quick, but they also send in stealthed Flood that is difficult to catch without the HD graphics on and the brightness tweaked up.
It’s compatible with Flood and Sentinels, but with Covies, it needs to be paced slowly (i.e. Keyes, LNoS). With Prometheans, it needs to be even slower (but if it’s just Crawlers, it’s acceptable to put a little more pressure).
And with marines, it just doesn’t work (unless it’s like CE PoA’s Megg easter egg).
Medal of Honor Airborne
Halo 2 Metropolis (Jackal snipers)
Call of Duty 2
Halo 4 Shutdown (just isn’t worth it on Legendary)
any H4 level with Promethean turrets and a dozen Watchers
I don’t know about you but when it involves humans or stationary targets, it just feels like a headshot fest… at least with Crawlers, there’s a lot more depth since they climb surfaces, and with Flood, they can jump.
I can vouch that Metropolis and Shutdown both dont have infinite spawns. Ludicrously number of spawns for the Jackal Snipers on Metropolis (Verified that there is an end to the spawning) and the same can be said for Shutdown as well as there is an end to the spawning eventually, although you are very much more likely to run out of ammo before you ever see that end.
Also I dont believe I have ever seen anything like infinite spawning Covies on Long Night of Solace in Reach.
My biggest probs with IF are mostly in h4 when you’re going for the target designator in Reclaimer and closing the hanger bay on Composer.
The first is because infinite phantoms dropping off vehicles is ridiculous. Both have the annoying issue having to go past the IF spawn/arrival point in order to get the thing to disable it.
Most H1 infinite spawns can be cleared out temporarily with a grenade or two, even on legendary. The few others I’ve seen are mostly just parts where you want to keep moving anyway.
> I can vouch that Metropolis and Shutdown both dont have infinite spawns. Ludicrously number of spawns for the Jackal Snipers on Metropolis (Verified that there is an end to the spawning) and the same can be said for Shutdown as well as there is an end to the spawning eventually, although you are very much more likely to run out of ammo before you ever see that end.
>
> Also I dont believe I have ever seen anything like infinite spawning Covies on Long Night of Solace in Reach.
Hmm you’re right about Metropolis. My mistake.
But Shutdown, I don’t think anyone has ever managed it Solo Legendary.
LNoS’ infinite spawns were actually paced well.
@UrbaneRocket495 Neither of those are examples of infinite spawns.
> My biggest probs with IF are mostly in h4 when you’re going for the target designator in Reclaimer and closing the hanger bay on Composer.
>
> The first is because infinite phantoms dropping off vehicles is ridiculous. Both have the annoying issue having to go past the IF spawn/arrival point in order to get the thing to disable it.
Both of those are not infinite spawns. Both case have blatantly finite spawns that are not serious issues to begin with.
> > I can vouch that Metropolis and Shutdown both dont have infinite spawns. Ludicrously number of spawns for the Jackal Snipers on Metropolis (Verified that there is an end to the spawning) and the same can be said for Shutdown as well as there is an end to the spawning eventually, although you are very much more likely to run out of ammo before you ever see that end.
> >
> > Also I dont believe I have ever seen anything like infinite spawning Covies on Long Night of Solace in Reach.
>
> Hmm you’re right about Metropolis. My mistake.
>
> But Shutdown, I don’t think anyone has ever managed it Solo Legendary.
>
> LNoS’ infinite spawns were actually paced well.
>
> @UrbaneRocket495 Neither of those are examples of infinite spawns.
>
> The fight at the Lich does feel like that though.
I wont even attempt to try that on Legendary. At most me and a partner only cared to clear the path enough so that we could make a clear run for the portal.
Even on Easy it takes alot of ammo and alot of time to clear the space. As a psuedo-IS location, it really does make itself look like its an infinite spawn.
As for the Metropolis sniper spam. Only reason I know that one does come to an end is because of a co-op run me and a buddy made back in the day. We were counting them of as we just kept sniping them as fast as they came up. There’s somewhere around 30 of the -Yoink- since we nearly drained the 24 shot snipers we went into the area with.
EDIT: I confused the spawn on Shutdown with the one on Midnight. Midnight is the one that is really ammo draining. I dont have a hard time dealing with the spawning at Shutdown just due to the fact that its not infinite and runs out sorta quick.
> >
>
> I wont even attempt to try that on Legendary. At most me and a partner only cared to clear the path enough so that we could make a clear run for the portal.
>
> Even on Easy it takes alot of ammo and alot of time to clear the space. As a psuedo-IS location, it really does make itself look like its an infinite spawn.
>
> As for the Metropolis sniper spam. Only reason I know that one does come to an end is because of a co-op run me and a buddy made back in the day. We were counting them of as we just kept sniping them as fast as they came up. There’s somewhere around 30 of the Yoink! since we nearly drained the 24 shot snipers we went into the area with.
>
> EDIT: I confused the spawn on Shutdown with the one on Midnight. Midnight is the one that is really ammo draining. I dont have a hard time dealing with the spawning at Shutdown just due to the fact that its not infinite and runs out sorta quick.
Yeah, it’s especially annoying when you’re walking off the edge rather than being knocked off by a Crawler. On the other hand, it’s fun to knock them off that bridge.
True, though that may be justified by the presence of a skull.
> > It’s definitely the latter for me. I almost always take my time and don’t rush through a level (the main reason why I hate time limits in games, but that’s another story), killing everything before moving on. And if opponents keep respawning indefinitely, I will keep fighting them until I become frustrated. And when I do move on eventually, it leaves a stale taste.
>
> I know that feeling. Especially when they begin to abuse IF’s once you hit Keyes. It seems like there is an IF sources near almost every encounter from that point on, and almost guaranteed to be behind you in nearly every case you have to deal with them, with the exception of Keyes with the infinite Carrier spawn and the infinite spawn on the Maw.
>
> <mark>Worse IF offence imo is the one in place by the armory on the Maw. Not only do you have Flood coming in behind you while you are trying to gear up for the engine room, which almost requires you to change out what you have in favor of Rockets and something else that deals with the threats quick, but they also send in stealthed Flood that is difficult to catch without the HD graphics on and the brightness tweaked up.</mark>
There are only two Infinite Spawns in the Halo series that I know of, not including Halo Wars. These are both in The Maw, on Halo: CE, one after the other. Right after the Cryo Bay in the hallway, and then in the room across from the hallway. These can be terminated by storming the hallway IS, and then proceeding through the service ducts and killing all of the Infection Forms inside. The Spawn you described is NOT infinite, though it does take forever for those Flood to stop coming. It helps if you remain in the ducts and let the Covenant duke it out with the Sentinels and the Flood. Eventually, the flood of Flood (pun intended) will end, and you will be able to safely proceed.