It kind of ruins the entire gametype. I mean, it’s hard enough to live as it is without the Flood teleporting into you and slashing before you even know what happened. It’s almost impossible to counter.
Agreed. It’s far too easy to win as the infected. Zombies should have promethean vision at most. Not the ability to fly at ridiculous speeds and lengths.
-Yoink- no. Indeed for making zombies capable thruster pack is exactly what infection needs in order to be worth anything in the new world of Halo 4. Before we just had a sad parody of a gametype that was built like the worst custom games you could possibly imagine (team of over equipped players beating the -Yoink- out of absolutely ineffectual opponent). Now we have a functional game where the simple act of spawning infected isn’t cause to quit! Zombies still have a bit of a hill to climb but they at least have the equipment to do it. Humans, on the other hand, have to work to hold their ground which makes the game a hell of a lot more interesting on their end for the simple fact that it’s now a game and not just an inevitability of overkills.
It’s what the first infection weekend tried to play at (and became popular thereby) but totally failed to capitalize on with later rounds of Braaains and, worse, speed demons (which was a crime against humanity.) It’s good for everyone, and certainly a score for the gametype (not being a laughingstock of abuse and all), and you guys should really try to embrace it.
Take away TP, add SPRINT. Seriously, alpha zombies was the best infection mode ever, because the zombies weren’t OP and it was much harder for humans to just get somewhere high and pick off the infected.
> Take away TP, add SPRINT. Seriously, alpha zombies was the best infection mode ever, because the zombies weren’t OP and it was much harder for humans to just get somewhere high and pick off the infected.