First and foremost infection is great! but it needs alot of changes. First TURNING off the stupid effect. Invis does nothing for the Alpha since the effect makes them stand out like a sore thumb. Turning off the effect will make it so the survivors can't just lock on to them Second: the Alpha zombies need the gravity hammer since the humans can pick up weapons and just hold everyone off. Also it will be used to splatter those pesky survivors who hold them selves in the room with those crates. Third. Make the movement speed a bit higher for the zombies since the Survivors can sprint and get away! this is a huge issue some times. Post what else would be a good idea to change.
Why dislike? Because there is issues with infection that need to be talked about and fixed? The effect gives away the alpha and makes it way to easy to kill him.
So you're saying it actually makes the alpha zombies harder to see? In my experience playing as an alpha zombie, I could almost sneak up completely on people. It's only a half-invisibility and I don't see how you think it hurts the alpha zombies. Also for "making the zombies faster", they have boost and very long lunges with the energy sword. I'm not even going to comment on the idea of grav hammers.
Ever notice when someone kills you and you are pure invis? Its cause the effect gives away your position. --- Double Post Merged, May 23, 2016 --- Grav hammers has been a staple for alpha zombies since H3 so yes it needs to be put back in.
FYI, the invis does do something as you do not get auto assist on invisible targets making them effectively harder to kill by players with poor thumb skills or players who are used to the traditional aim assist.
I think it's dumb that you get the partial invisibility with the stench effect coming off you. I agree that it does make it harder but before you could creep right in and stab one person before getting noticed. I've been sniped crouched as the alpha with assault rifles. Seems pointless. Edit: sniped here means I'm on the other side of the map. I disagree here. You can't sprint away zombies will catch up. If a hoard is chasing you they may get one or two off. Generally humans should be walking backwards while shooting and watching back radar / spinning.
I really feel this version of infection has improved the gametype. Partial invis mostly serves as an anti lock on and anti auto aim, plus keeping them off radar. There are moments where you can use the camo effectively, but it's situational. Having a few maps that have powerful holdout areas like overgrowth's one entry/exit cage are really the problem I have. Game design is great, map layouts are fail. The Crypt however, I praise that map!
This is a problem. I don't remember the map names because I wasn't a fan of them but the one with the two large wheels and a sort of basement needs to go. There are probably 5-6 dead ends in that map which are completely unacceptable for infection. There must be two entrances to all rooms in a matchmaking infection map. and ones with one entrance but no walls should be accessible by zombies without clambering. Clambering is soooooo slow. Its a death wish.
I know hammer was a thing for zombies in halo 3, but that doesn't immediately make it a staple for the rest of the series for alpha zombies. In fact, since Halo 3 this would be the fourth default infection with no hammers. I really don't think the hammer has a place in H5's infection, or any really. Its too slow and awkward, it'd make sneaking up as an alpha even more difficult since you have to be way too close for comfort to do anything with the hammer. An enemy wielding a Shotgun can easily take down a player with the Gravity Hammer before he has time to swing because of the range difference. That wouldn't translate well at all to infection which is by nature, a very CQB driven gametype. I disagree with increasing the movement speed as well. Fast moving infected just encourages those stupid feed fests as infected would just rush at survivors one after the other. You can chase after survivors sprinting away since their back is turned and their gun is lowered. It takes a few frames to raise their weapon and a couple seconds for them to be able to turn around and shoot again. That almost guarantees a hit if you're right behind them. You almost want to give the survivors a chance to run away (with a risk of course) instead of constantly being pressured by infected. If the infected are too fast people will just find a corner or room and set up camp for the rest of the round. This version of infection is pretty good for encouraging movement around the maps. I'm not focused on improving the current default gametype at this point. Its way better than default Flood in H4, and I'd rather work on customizing settings for Last Stand than waste time making an already solid gametype perfect.
The effect gives you away. You can't sneak around without be spotted and shot by ARs. I tested a few games with the effect off and the alphas had a better success rate on turning people into the infected. If we could leave the effect only on the newer infected and off the alpha it be better. Also giving the zombies a bit of a speed boost would not hurt it would balance it out and give the zombies more agile to do bombared a spot. The hammer would also be a great asset to clear out campers.
The infected are powerful in numbers, just like any zombie scenario. You are asking for an unneeded edge. It comes down to player skill in the end. I just can't agree, I really believe hammers and better camo would bring less balance.
Exactly. I'm not sure what the OP is thinking here. If you're the human, you don't want 2 invisible zombies to kill you right in the beginning of the round because you can't see them until you're already dead. Also grav hammers would be very difficult to use properly and would lead to swinging too early and only damaging the human before they kill you. It would actually hurt the infected instead of being a vice to humans.
It hurt reading this. 1. Making the alphas completely invisible will **** up the humans too much. 2. Gravity hammers aren't the solution to the crates. The solution is to burn Power Installation 484 (or its crates). 3. Have you ever tried using Smart Link as an Infected? You don't need to be faster. The lunge range when aimed already balances out the slow-ish movement speed. OP, you sound like someone who's had too many bad games in Infection and ended up blaming the good gametype.
Overgrowth is actually not that bad. Are you referring to the cage at the bottom of the map? Because if you're coming at the humans there individually, you'll have a bad time. But their sightlines are quite limited that a coordinated attack from the Infected could take the humans out. Also kinda funny that you bash Overgrowth and then fanboy over The Crypt. Don't get me wrong, The Crypt looks amazing but its gameplay is so flawed and can be extremely unbalanced.
I love the balance between the infected and humans. As a zombie I don't feel like I'm just throwing myself into death when a bunch of humans cluster (especially as an alpha) anymore. Smart link + Sword is the best thing to ever happen to the infected. Pair that with being invisible on the radar when alpha, clearing out camping spots and lone wolves is very easy. It forces survivors to cover entrances and stick togeather if they don't want to be picked off fast.
You do know that this was 343's point when designing the alpha Infected... right? They wanted them to be harder to see but not completely camouflaged so humans have a chance of winning. Honestly I'd go as far to say that alpha Infected not appearing on radar almost raises an issue itself.
lol @ any thread that starts with, "Let's Fix..." or something similar. Waypoint is raiding 4chub? don't get mad homie im just messing with you. I don't even play infection. You're wrong tho.
It's not the cage at the bottom, but the small one just outside the door leading to the bottom, that holdout is rediculous... I have had the least amount of issues on the Crypt, but I agree with you, they could all use a little touch up. I just love The Crypt's design and look, reminds me of destiny. Nothing wrong with having a holdout area, as long as it can be gotten to somehow.