The Redirection of Infection & The Bigger Issue

I’ve been a Halo fan, for a very, very long time. I’ve played many rounds of infection circa Halo 2, 3 and Reach.

I must ask myself, what is the mindset behind the current maps and attributes of the infected? Rather than keep infection simplistic and focused on concepts that work, it seems that it has been tinkered with far too much. The hopper is rampant with maps containing open areas where the infected are constantly gunned down, maps in Halo 3 where the minigun can be picked up by the non-infected, maps with large open spaces with the infected moving vastly slower than the non-infected and at the core of issues the lunge range is shorter than that of the shotgun’s effective kill radius on Halo 2/Halo 3 variants.

To be fair, Halo 4’s infection is considerably balanced and I have yet to play a bad Halo 4 infection game. However, Halo 4 maps appear sparsely compared to Halo 2 and 3 maps which are considerably less balanced. I feel as though this is a recurring issue not only with infection, but Halo:MCC as a whole. 343i needs to hire community managers whom are not just business oriented but also core users and passionate Halo fans themselves. As currently, I feel 343i lacks the passion and knowledge of Halos past to improve current and future titles.

I completely agree, all of these maps are designed with basic slayer in mind, not much else (or maybe other game modes but certainly not infection). Which is why 343 should be VERY selective on what maps are put into the infection playlist. Infection isn’t fun if every single map that’s picked has an abusable open area, under the map hideout, or very high up isolated locations non-infectants can go and win the game by cheesing. This is what Halo 4 fixed in a lot of cases (from my experience playing the FEW maps that were picked on Halo 4) because the lunge range is very long coupled with the thrusters make the infection very dangerous and can easily punish campers or access high areas. Moving on to other issues with infection it bothers me to no end that in some modes last man standing gets overshields. We had a game where last man standing found an enclosed area under the map which forced zombies to fall off the map in an attempt to kill them. But every time we did, their overshields recharged or they’d insta-kill us with the shotgun. Lastly most Halo 3 Infection modes the zombies move SLOWER than the survivors, which is ridiculous, especially when you consider maps that have bottleneck areas that force the zombies to become cannon fodder in an attempt to get lucky and kill the survivors. Camping in Infection should really be discouraged by map design and by zombie’s abilities to easily clear out those areas.

I agree. A good example is H3 The pit map. Sit over where the sword spawns with the crates blocking one side. If you get 3 or 4 survivors its a zombie cannon fodder blood bath till they get lucky and take one or 2 out.

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> I agree. A good example is H3 The pit map. Sit over where the sword spawns with the crates blocking one side. If you get 3 or 4 survivors its a zombie cannon fodder blood bath till they get lucky and take one or 2 out.

It’s not the map’s that are in the hopper necessarily but how they are designed. They should tweak the zombie attributes quite a bit to balance it out.

Every cross game is just a halo 3 fest

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> Every cross game is just a halo 3 fest

I wouldn’t mind as much if Halo 3 infection was fun. I played about three games today (which isn’t a lot), and the humans won more often then I remembered.

I wonder if we will ever see more unique infection variants like “fat kid” or the return of havens.

I feel kind of the opposite about this, yes the sword range should be increased on 2 and 3, but thats really my only issue, i get a lot more frusted at 4 than i do those two. In 4 it takes two sword lunges to kill an human, that isnt really balanced. And having the useful weapons spawn around the map at the beginning of the round makes it so that if you dont get the shotgun(s) first, you lose. That to me isnt balanced, its more luck of the draw in terms of spawn.

yeah halo 2 and 3 have slaughter house locations, but that mainly only happens when people are working together against the zombies. And if the infected all swarmed ar one time, it would be the other way around.

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> I feel kind of the opposite about this, yes the sword range should be increased on 2 and 3, but thats really my only issue, i get a lot more frusted at 4 than i do those two. In 4 it takes two sword lunges to kill an human, that isnt really balanced. And having the useful weapons spawn around the map at the beginning of the round makes it so that if you dont get the shotgun(s) first, you lose. That to me isnt balanced, its more luck of the draw in terms of spawn.
>
> yeah halo 2 and 3 have slaughter house locations, but that mainly only happens when people are working together against the zombies. And if the infected all swarmed ar one time, it would be the other way around.

Halo 4 should probably up damage to one hit kill as infected. Halo 3 and Halo 2 need better map designs for infection. Certain areas the infected cannot swarm because the humans are either in to great of numbers to be killed or to many infected quit.