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Infection: Difference between revisions

From Halopedia, the Halo wiki

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[[File:Infection Symbol.svg|thumb|right|Infection Emblem]]
[[File:Infection Symbol.svg|thumb|right|Infection Emblem]]
[[File:infectionmedals.png|thumb|right|Infection Medals]]
[[File:infectionmedals.png|thumb|right|Infection Medals]]
'''Infection''' is a [[multiplayer]] gametype in ''[[Halo 3]]'', ''[[Halo: Reach]]'', and ''[[Halo 2 Anniversary]]''.<ref name="RTX 2014">[https://www.youtube.com/watch?v=E1a1FzQ3bdQ RTX 2014 343 Industries panel]</ref> It is the official [[Zombie]] mode, modelled after zombie mode's popularity as a custom game in ''[[Halo 2]]''. In ''[[Halo 4]]'', the gametype was tweaked and permanently renamed [[Flood (gametype)|Flood]].
'''Infection''' is a [[multiplayer]] gametype in ''[[Halo 3]]'', ''[[Halo: Reach]]'', and ''[[Halo 2 Anniversary]]''.<ref name="RTX 2014">[https://www.youtube.com/watch?v=E1a1FzQ3bdQ RTX 2014 343 Industries panel]</ref> It is the official [[Zombie]] mode, modelled after zombie mode's popularity as a custom game in ''[[Halo 2]]''. In ''[[Halo 4]]'', the gametype was tweaked and renamed [[Flood (gametype)|Flood]].


==Description==
==Description==
{{see|Flood (gametype)}}
{{see|Flood (gametype)}}
The object of the gametype is for the players to stay "uninfected" as long as possible while the zombies try to kill every living player. The number of players starting out as Zombies, "Alpha Zombies", can be changed in the options and are selected at random from the start. When a Zombie kills a "living" player, they are "infected" and they become a zombie. When there is just one living player left, he/she is declared "Last Man Standing".
Players in Infection matches are split into two teams: the Survivors and the Zombies. When a survivor dies, they switch to the zombie team. A survivor's goal is to remain alive (i.e. "uninfected") until the end of the round, while a zombie's goal is to kill (infect) as many survivors as possible. When only one survivor remains, that survivor becomes the "Last Man Standing." The Last Man Standing can be given unique player traits; typically, these include a waypoint revealing their location to zombies, making survival an extreme challenge.
 
The players who start a round as zombies are Alpha Zombies. The number of Alpha Zombies can be changed in the gametype options, and Alpha Zombies can be given unique player traits to distinguish them from standard zombies.
 
Typically, the zombies have melee weapons at their disposal and are capable of killing survivors in a single blow. Survivors are given short- and medium-range firearms.


==Medals==
==Medals==
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*'''Last Man Standing''' - Be the last human left alive in the round.
*'''Last Man Standing''' - Be the last human left alive in the round.


==Development History==
== History by game ==
===Halloween===
 
On October 31, 2007, a specialized Halloween Matchmaking playlist was available, which played this game mode with up to 13 players (it being an "unlucky" number).{{citation needed}} This game type's popularity allowed it to become a "regular" among Double EXP Weekend games. It was repeated again on October 31 2008, but unlike other occasions, the October 31 2007, 2008, and 2009&nbsp;ones were Ranked. The others were mainly Social.
=== Halo 3 ===
Infection was available on-disc from launch day, but did not appear in Matchmaking until October 31, 2007, when a special Halloween playlist was introduced. This playlist permitted up to to 13 players (it being [https://en.wikipedia.org/wiki/13_%28number%29#Unlucky_13 an "unlucky" number]]) to play Infection; it was wildly popular and eventually became a frequently-recurring Double EXP Weekend playlist: [[Living Dead]]. Living Dead was ranked when it appeared on Halloween, and social on other occasions It offered a number of Infection gametypes, including "[[Save One Bullet]]" and "Brains."


===Double EXP Weekend===
Infection games have also appeared in other Double EXP playlists such as Turkey Day, the 2008 Thanksgiving weekend playlist.
On April 10th, 2008, the playlist came back for a Double EXP Weekend as [[Living Dead]], also starting with exactly 13 players.{{citation needed}} Living Dead also appeared on the weekend of May 22 and on the 28th August.{{citation needed}} Living Dead is a Double EXP Weekend game with many games. Infection games have also appeared in other Double EXP playlists such as Turkey Day, the 2008 Thanksgiving weekend playlist.


===Halo: Reach===
===Halo: Reach===
[[File:InfectionHumans.jpg|thumb|Human players holding a position in Infection.]]
[[File:InfectionHumans.jpg|thumb|Human players holding a position in Infection.]]
In ''Halo: Reach'' there are two default variants: Infection and Safe Havens. By default zombies have the Evade armor ability, move faster, and can jump moderately higher than humans, making them harder to kill. In Safe Havens humans can only deal half the normal damage but can still kill zombies with a head shot. Safe havens grant only humans inside it invincibility and normal damage until they leave its boundries or it moves. The effects the havens give can be completely customized as well as the rest of the variant. It should be noted, however, that if an infected player quits the game then a non-infected player will take his/her place. It's unknown if this is a bug or if it was intended. Either way, this can lead to confusion to the switched player. In May 2011, Bungie released a new Infection gametype called Alpha Zombies. In this version, the players who start off as zombies have a red armour colour and have unlimited sprint. Also, the zombies have little health (4 pistol shots to kill). The lobby size was increased to 12 people. Safe Havens seems to have been removed from Matchmaking as well, along with certain maps such as Pinnacle to ensure that the game was fun for both teams. Some exploitable areas have also become soft kill zones to prevent survivors from sniping zombies with ease.
''Halo: Reach'' introduced the [[Safe Haven|Safe Havens]] feature; maps had to be compatible with Safe Havens in order to support any Infection game variant, even when the Havens feature was disabled. ''Reach'' also introduced the "rebalancing" feature: if a zombie quit a match, a survivor would be forcibly converted to a zombie. ''Reach'' did not offer the Alpha Zombie feature on launch; it also did not offer the "Next Zombie" option due to technical limitations.
 
While Zombie Traits could be configured as normal, zombies' starting loadouts were harder to find: you had to edit the "Elite Loadouts" normally used for Invasion.
 
In the default Infection settings, zombies had the Evade [[armor ability]], a higher movement speed, and lower gravity, which allowed them to rapidly approach survivors so long as they did not jump; conversely, they had no shields, making them constantly vulnerable to headshots. Survivors spawned with both shotguns and magnums, but weapon pickup was disabled, leaving them unable to acquire more ammo; even when they ran out of ammo, they could sometimes survive using sword block, a game mechanic unique to ''Reach''. The default Safe Havens settings differed only slightly from Infection: survivors' damage output was reduced by half when outside of a haven, and survivors were granted invulnerability and standard damage output while inside of a haven. In May 2011, Bungie released an Infection game variant that implemented the Alpha Zombie feature; this variant's default settings gave Alpha Zombies unlimited sprint and forced color (red armor).
 
''Halo: Reach'' offered Living Dead as a standard playlist available from launch day. Changes to Infection's settings and gametype script were distributed through this playlist; players who wanted to experiment with Alpha Zombies had to play the variant in Matchmaking and then save it from their Temporary History. Small changes were made to Infection's settings over time; for example, zombies had their gravity increased to normal and their jump height increased, to allow them to jump higher without being "floaty" and excessively vulnerable in mid-air. For the most part, though, Living Dead maintenance focused on patching the most egregious exploits in the playlist's maps, the overwhelming majority of which were not designed or significantly customized with Infection gameplay in mind.
 
''Halo: Reach'' introduced three notable bugs; one of these was mitigated in Matchmaking, but none of them were ever truly fixed:
* If players were given limited lives and all zombies ran out of lives, the round wouldn't end properly. Infection's special round-end conditions (all survivors dead) still functioned, but otherwise, Infection was technically an FFA gametype and so used FFA round-end conditions. As such, in variants with limited lives, a round would only end if all zombies and all but one survivor ran out of lives. This meant that many popular Custom Games, such as Duck Hunt, had to be built "backwards," with the hunter implemented as a lone survivor and the prey as zombies.
* A [https://en.wikipedia.org/wiki/Race_condition race condition] would often occur when a survivor and a zombie traded kills in close quarters: the kills would sometimes register ''after'' the survivor changed teams, leading the game to count one of the kills as a betrayal. In many cases, the killed survivor would be given the option to boot, and vengeful players would often make use of that option. This is why Betrayal Booting was removed from the Living Dead playlist. It is not known how the later removal of Friendly Fire from the playlist affected this bug.
* A player's team assignment would often desynch when they joined games in progress. New players would spawn as survivors, but they would appear as enemies to fellow survivors: the players already present would see the new player's gamertag in red and even gain aim assist on them.


===Halo 2 Anniversary===
===Halo 2 Anniversary===
Infection returns as an official mode in Halo 2 Anniversary. A major change is that infected players now have a new Flood-infected model. The Spartan will have a damaged helmet, exposing a bare skull with an [[Infection Form]] protruding from the mouth and tentacles from the back of the head. Infected players will also carry a red Energy Sword, denoting Flood corruption.
Infection returned as an official mode in Halo 2 Anniversary, offering a number of new features:
 
* Zombies used a unique Flood-infected player model, similar to ''Halo 4''<nowiki/>'s [[Flood (gametype)|Flood]]. In Halo 2 Anniversary, the Flood infection was mostly contained within a Spartan's armor, but Spartans' heads were severely mutilated by [[Infection Form]]s.
* Halo 2 Anniversary offered a unique Flood Energy Sword with a red hue, which was available in Forge and in game variant options. This weapon was designed specifically for use in Infection, and zombies were equipped with it by default.
* Infection offered unique settings for variants such as Cadre and Flight. Cadre allowed survivors to receive special player traits as long as they remained near each other, while Flight tasked survivors with carrying a bomb around the map and arming it at specific locations.


==Tactics and Tips==
==Tactics and Tips==
[[File:Blemo Sword.jpg|thumb|right|250px|Zombies are often set to spawn with the classic Energy Sword.]]  
[[File:Blemo Sword.jpg|thumb|right|250px|Zombies are often set to spawn with the classic Energy Sword.]]  
[[File:LastManCamper.jpg|thumb|right|250px|A player [[camping]] in an Infection game.]]
[[File:LastManCamper.jpg|thumb|right|250px|A player [[camping]] in an Infection game.]]
*If you are making an Infection game, try to make it very balanced. For example, give the zombies 200% health but no shields and only slightly higher speed and jump. In turn, give humans [[Shotgun]]s and Pistols with limited ammo. Also, when making [[Forge]] maps, if you make a hiding room for survivors don't make it impossible for zombies to get in. Instead, give the room two entrances the survivors must work together to guard. Another fun thing to do is to put breakable or movable items such as barrels and palettes in front of doors to barricade them.
* If you are building an Infection game, try to make it balanced. Consider giving the zombies 200% health and no shields, with a slightly higher speed and jump; in turn, try giving the survivors shotguns and pistols with limited ammo. When [[Forge|forging]] maps, be careful to make sure that survivors can't camp in a room with a single entrance; try and force the survivors to work together to guard a location.
*By default, regular zombies use Energy Swords, hence has limited/short attack range, and cannot pick up weapons. As such, it is recommended for the player to be equipped with a ranged weapon such as the Battle Rifle or the Covenant Carbine.
** It's often fun to barricade doors with movable or breakable items, such as barrels and pallets, when designing maps.
*If you are playing as a zombie, its a good idea to put on [[Active Camo]], so you can sneak up unnoticed or stalk the humans from behind, making sure they don't see you.
* Survivors can work together to bait zombies into a trap, to earn more kills. Survivors can hole up in an easily-defended location, wait for zombie attacks to lull, and send out one player to serve as bait. The bait player would try to lure zombies into the base, where the zombies would be killed by overwhelming force.
*Yet another tactic that the ''"living"'' use is called ''"baiting"''. The players gather in a small, confined space; preferably one with only one opening. Whenever the zombies' attacks lull, the players send out a freelancer, known simply as "bait". The "bait" will attempt to lure the zombies closer to the stronghold, where the trap is set off and the zombie is killed by overwhelming force.
* In Halo 3, a survivor could escape infection and respawn elsewhere if they committed suicide while under attack. In ''Halo: Reach'', however, players that commit suicide will be infected.
*Sometimes it is a good idea to commit suicide if your group is under assault by a large horde of zombies. Especially if there are only 2 of you left. Try not using Spike, Plasma, or Firebomb Grenades to kill yourself, because the explosion could damage your teammates. However, this tactic is not recommended in ''Halo: Reach'' because suicides also count as being "infected".
* Survivors should try to avoid using melee weapons against zombies unless they're very skilled with those weapons; zombies will also have melee weapons, so the odds of survival are generally about even. Zombies can afford to die; survivors cannot.
*Try to not use [[Type-2 Energy Weapon/Hammer|Gravity Hammers]] or [[Type-1 Energy Weapon/Sword|Energy Swords]] when possible, unless you're very skilled with the weapons, because in most types the zombies have one or both of these weapons and such close range combat would result in you being killed often.
* A team that regroups in a single area and holds their position in a well defensible location has a much higher chance of surviving.
*A team that regroups in a single area and holds their position in a well defensible location has a much higher chance of surviving.
* Conserving ammunition is key in all Infection game types. Most players tend to aim for the one spot where it will do the most damage, the head. However, even though zombies are vulnerable to headshots in most gametypes, the head is a small target and can be difficult to hit at range. Headshots use less ammo than body shots, but body shots use less ammo than repeatedly missing the head.
*Conserving ammunition is key in all Infection game types, therefore weapons that either fire single shot or bursts such as a Battle Rifle or Carbine are vital if a team is to survive.
* Never use Armor Lock in Infection. This only makes it easier for the zombies to swarm around you and wait until you pop back up for the kill.
*Accuracy and shot placement are equally important; most players tend to aim for the one spot where it will do the most damage, the head. However, from long range, targeting this part of the body can be tricky, even though the head is less shielded and armored when compared to the rest of the body, it is also a small target. Shooting at the center of mass, the torso or legs, guarantee's better chances of success. In addition, jumping or crouching makes shot placement on the head difficult; the main body isn't as easy to conceal or dodge with.
*Using [[hologram]] can confuse the zombies and make them think they are chasing the player.
*Never use Armor Lock in an infection game-type. This only makes it easier for the zombies to swarm around you and wait til you pop back up for the kill.
*[[Sprint]] and[[ Evade]] are also great abilities as they will help you get away from the zombies.
*Try to avoid using attached turrets where possible, as they leave you unable to move and exposed from behind and to the sides. Only use turrets if you are sure that your team can hold your flanks.
*Try to avoid using attached turrets where possible, as they leave you unable to move and exposed from behind and to the sides. Only use turrets if you are sure that your team can hold your flanks.
*The Jetpack can be used to get out of dangerous situations, as well as giving the player the chance to take out the zombies beneath them with headshots from a DMR or pistol. In some maps, the Jetpack can get you to locations the zombies may not be able to reach, thus granting a fairly easy victory.
* It is common practice for survivors to camp at an exploitable part of the map, where they pick off zombies with relative ease. Though some of these areas have been eliminated from Matchmaking through updates, many remain that are simply normal areas of the map that are easy to reach but unbelievably hard to conquer when faced with a strong team of survivors.
*When playing infection on ''Halo: Reach'' on Pinnacle hiding out on the 2-story building gives you the best chance to survive.
* Survivors are not able to pick up ammo, forcing them to pace their shots. In some cases, the last player gets infected before time runs out due to lack of ammo.
*It is common practice for survivors to camp at an exploitable part of the map, where they pick off zombies with relative ease. Though some of these areas have been eliminated through updates, many remain that are simply normal areas of the map that are easy to reach but unbelievably hard to conquer when faced with a strong survivors team.
*Survivors are not able to pick up ammo, forcing them to pace their shots. In some cases, the last player gets infected before time runs out due to lack of ammo.


==Trivia==
==Trivia==
*"Infection" is based on the popular custom gametype in ''Halo 2'' known as "zombies". Zombies was based on Team Slayer, with the Red team being humans and the Green team being zombies. The humans could only use human weapons, and the zombies could only use [[Energy Swords]]. The game began with just one or two zombie players, who would attempt to hunt down and kill the humans. When a human was killed by a zombie, they would have to change teams and become a zombie. Since there were no facilities in ''Halo 2'' Custom Games to limit what weapons each team could use or to force players to switch teams upon death, zombie gametypes relied on honor rules.
*"Infection" is based on the popular custom gametype in ''Halo 2'' known as "zombies". Zombies was based on Team Slayer, with the Red team being humans and the Green team being zombies. The humans could only use human weapons, and the zombies could only use [[Energy Swords]]. The game began with just one or two zombie players, who would attempt to hunt down and kill the humans. When a human was killed by a zombie, they would have to change teams and become a zombie. Since there were no facilities in ''Halo 2'' Custom Games to limit what weapons each team could use or to force players to switch teams upon death, zombie gametypes relied on honor rules.
*New, but simple to obtain achievements are made just for Infection on the [[Mythic Map Pack]], they are [[Delicious Brains]], and [[Zombie Repeller]]. Delicious Brains is awarded when the player infects two humans, and Zombie Repeller is awarded by getting two zombie kills as a human.
* Halo 3's [[Mythic Map Pack]] introduced Achievements specifically for Infection: [[Delicious Brains]] was awarded to zombies who infected two survivors during a round, and [[Zombie Repeller]] was awarded to survivors who killed two zombies during a round.
*Multiple gametype settings that were available in ''Halo 3'' are absent in ''Halo: Reach''. These include Alpha Zombies, initial zombie percentages, and Next Zombie options.
* In ''Halo: Reach'' Custom Games, the Safe Havens feature was used to create Infection maps that put players on a linear progression: survivors had to traverse a linear path, such as a series of city streets, and reach a Haven placed at the end of the map to win; zombies spawned at a central hub and could use teleporters to access any part of the path. This gameplay was enforced by only crediting survivors for kills scored from inside of a Safe Haven. It was common for settings to be tweaked so that survivors took two or three hits to kill, but did not regenerate their shields or health without the use of a [[health pack]].
*In ''Halo: Reach'', zombie players can be given access to loadouts via the Spartan/Elite Tier 2 loadouts, which are normally specific for [[Invasion]] gametypes.
* It is possible for a survivor to acquire an Energy Sword in ''Halo: Reach'', as seen [http://www.youtube.com/watch?v=PZkGYMyqGa4 here]. For this to happen, a host migration must occur right as a survivor is infected and respawns as a zombie. When the game starts again, there's a chance that the player will turn back into a survivor, but will keep the zombie loadout.
*It is possible for a human to have an Energy Sword in ''Halo: Reach'', as seen [http://www.youtube.com/watch?v=PZkGYMyqGa4 here]. For this to happen, a host migration must occur when a human is infected and respawns as a zombie. When the game starts again, there's a chance that the player will turn back into a human, but will keep the zombie loadout.
*There is a glitch which occurs that causes humans and zombies to betray each other. In ''Halo: Reach'', there is a high chance of a human and zombie killing each other in a close-quarters situation. While this is frustrating, if there is [[lag]] present, the kills register ''after'' the human has changed teams, leading to the game to count one of the kills as a betrayal. This was why Betrayal Booting was removed from the [[Living Dead]] playlist. It is currently unknown how the recent removal of Friendly Fire has affected this occurrence.


==Sources==
==Sources==

Revision as of 22:13, October 18, 2015

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Infection Emblem
Infection Medals

Infection is a multiplayer gametype in Halo 3, Halo: Reach, and Halo 2 Anniversary.[1] It is the official Zombie mode, modelled after zombie mode's popularity as a custom game in Halo 2. In Halo 4, the gametype was tweaked and renamed Flood.

Description

Template:See Players in Infection matches are split into two teams: the Survivors and the Zombies. When a survivor dies, they switch to the zombie team. A survivor's goal is to remain alive (i.e. "uninfected") until the end of the round, while a zombie's goal is to kill (infect) as many survivors as possible. When only one survivor remains, that survivor becomes the "Last Man Standing." The Last Man Standing can be given unique player traits; typically, these include a waypoint revealing their location to zombies, making survival an extreme challenge.

The players who start a round as zombies are Alpha Zombies. The number of Alpha Zombies can be changed in the gametype options, and Alpha Zombies can be given unique player traits to distinguish them from standard zombies.

Typically, the zombies have melee weapons at their disposal and are capable of killing survivors in a single blow. Survivors are given short- and medium-range firearms.

Medals

  • Zombie Killing Spree - Kill five zombies without dying.
  • Hell's Janitor - Kill ten zombies without dying.
  • Hell's Jerome - Kill fifteen zombies without dying. (Not in Halo 3)
  • Infection Spree - Infect five humans without dying.
  • Mmmm Brains - Infect ten humans without dying.
  • Thriller - Infect fifteen humans without dying. (Not in Halo 3)
  • Last Man Standing - Be the last human left alive in the round.

History by game

Halo 3

Infection was available on-disc from launch day, but did not appear in Matchmaking until October 31, 2007, when a special Halloween playlist was introduced. This playlist permitted up to to 13 players (it being an "unlucky" number]) to play Infection; it was wildly popular and eventually became a frequently-recurring Double EXP Weekend playlist: Living Dead. Living Dead was ranked when it appeared on Halloween, and social on other occasions It offered a number of Infection gametypes, including "Save One Bullet" and "Brains."

Infection games have also appeared in other Double EXP playlists such as Turkey Day, the 2008 Thanksgiving weekend playlist.

Halo: Reach

Human players holding a position in Infection.

Halo: Reach introduced the Safe Havens feature; maps had to be compatible with Safe Havens in order to support any Infection game variant, even when the Havens feature was disabled. Reach also introduced the "rebalancing" feature: if a zombie quit a match, a survivor would be forcibly converted to a zombie. Reach did not offer the Alpha Zombie feature on launch; it also did not offer the "Next Zombie" option due to technical limitations.

While Zombie Traits could be configured as normal, zombies' starting loadouts were harder to find: you had to edit the "Elite Loadouts" normally used for Invasion.

In the default Infection settings, zombies had the Evade armor ability, a higher movement speed, and lower gravity, which allowed them to rapidly approach survivors so long as they did not jump; conversely, they had no shields, making them constantly vulnerable to headshots. Survivors spawned with both shotguns and magnums, but weapon pickup was disabled, leaving them unable to acquire more ammo; even when they ran out of ammo, they could sometimes survive using sword block, a game mechanic unique to Reach. The default Safe Havens settings differed only slightly from Infection: survivors' damage output was reduced by half when outside of a haven, and survivors were granted invulnerability and standard damage output while inside of a haven. In May 2011, Bungie released an Infection game variant that implemented the Alpha Zombie feature; this variant's default settings gave Alpha Zombies unlimited sprint and forced color (red armor).

Halo: Reach offered Living Dead as a standard playlist available from launch day. Changes to Infection's settings and gametype script were distributed through this playlist; players who wanted to experiment with Alpha Zombies had to play the variant in Matchmaking and then save it from their Temporary History. Small changes were made to Infection's settings over time; for example, zombies had their gravity increased to normal and their jump height increased, to allow them to jump higher without being "floaty" and excessively vulnerable in mid-air. For the most part, though, Living Dead maintenance focused on patching the most egregious exploits in the playlist's maps, the overwhelming majority of which were not designed or significantly customized with Infection gameplay in mind.

Halo: Reach introduced three notable bugs; one of these was mitigated in Matchmaking, but none of them were ever truly fixed:

  • If players were given limited lives and all zombies ran out of lives, the round wouldn't end properly. Infection's special round-end conditions (all survivors dead) still functioned, but otherwise, Infection was technically an FFA gametype and so used FFA round-end conditions. As such, in variants with limited lives, a round would only end if all zombies and all but one survivor ran out of lives. This meant that many popular Custom Games, such as Duck Hunt, had to be built "backwards," with the hunter implemented as a lone survivor and the prey as zombies.
  • A race condition would often occur when a survivor and a zombie traded kills in close quarters: the kills would sometimes register after the survivor changed teams, leading the game to count one of the kills as a betrayal. In many cases, the killed survivor would be given the option to boot, and vengeful players would often make use of that option. This is why Betrayal Booting was removed from the Living Dead playlist. It is not known how the later removal of Friendly Fire from the playlist affected this bug.
  • A player's team assignment would often desynch when they joined games in progress. New players would spawn as survivors, but they would appear as enemies to fellow survivors: the players already present would see the new player's gamertag in red and even gain aim assist on them.

Halo 2 Anniversary

Infection returned as an official mode in Halo 2 Anniversary, offering a number of new features:

  • Zombies used a unique Flood-infected player model, similar to Halo 4's Flood. In Halo 2 Anniversary, the Flood infection was mostly contained within a Spartan's armor, but Spartans' heads were severely mutilated by Infection Forms.
  • Halo 2 Anniversary offered a unique Flood Energy Sword with a red hue, which was available in Forge and in game variant options. This weapon was designed specifically for use in Infection, and zombies were equipped with it by default.
  • Infection offered unique settings for variants such as Cadre and Flight. Cadre allowed survivors to receive special player traits as long as they remained near each other, while Flight tasked survivors with carrying a bomb around the map and arming it at specific locations.

Tactics and Tips

Zombies are often set to spawn with the classic Energy Sword.
A player camping in an Infection game.
  • If you are building an Infection game, try to make it balanced. Consider giving the zombies 200% health and no shields, with a slightly higher speed and jump; in turn, try giving the survivors shotguns and pistols with limited ammo. When forging maps, be careful to make sure that survivors can't camp in a room with a single entrance; try and force the survivors to work together to guard a location.
    • It's often fun to barricade doors with movable or breakable items, such as barrels and pallets, when designing maps.
  • Survivors can work together to bait zombies into a trap, to earn more kills. Survivors can hole up in an easily-defended location, wait for zombie attacks to lull, and send out one player to serve as bait. The bait player would try to lure zombies into the base, where the zombies would be killed by overwhelming force.
  • In Halo 3, a survivor could escape infection and respawn elsewhere if they committed suicide while under attack. In Halo: Reach, however, players that commit suicide will be infected.
  • Survivors should try to avoid using melee weapons against zombies unless they're very skilled with those weapons; zombies will also have melee weapons, so the odds of survival are generally about even. Zombies can afford to die; survivors cannot.
  • A team that regroups in a single area and holds their position in a well defensible location has a much higher chance of surviving.
  • Conserving ammunition is key in all Infection game types. Most players tend to aim for the one spot where it will do the most damage, the head. However, even though zombies are vulnerable to headshots in most gametypes, the head is a small target and can be difficult to hit at range. Headshots use less ammo than body shots, but body shots use less ammo than repeatedly missing the head.
  • Never use Armor Lock in Infection. This only makes it easier for the zombies to swarm around you and wait until you pop back up for the kill.
  • Try to avoid using attached turrets where possible, as they leave you unable to move and exposed from behind and to the sides. Only use turrets if you are sure that your team can hold your flanks.
  • It is common practice for survivors to camp at an exploitable part of the map, where they pick off zombies with relative ease. Though some of these areas have been eliminated from Matchmaking through updates, many remain that are simply normal areas of the map that are easy to reach but unbelievably hard to conquer when faced with a strong team of survivors.
  • Survivors are not able to pick up ammo, forcing them to pace their shots. In some cases, the last player gets infected before time runs out due to lack of ammo.

Trivia

  • "Infection" is based on the popular custom gametype in Halo 2 known as "zombies". Zombies was based on Team Slayer, with the Red team being humans and the Green team being zombies. The humans could only use human weapons, and the zombies could only use Energy Swords. The game began with just one or two zombie players, who would attempt to hunt down and kill the humans. When a human was killed by a zombie, they would have to change teams and become a zombie. Since there were no facilities in Halo 2 Custom Games to limit what weapons each team could use or to force players to switch teams upon death, zombie gametypes relied on honor rules.
  • Halo 3's Mythic Map Pack introduced Achievements specifically for Infection: Delicious Brains was awarded to zombies who infected two survivors during a round, and Zombie Repeller was awarded to survivors who killed two zombies during a round.
  • In Halo: Reach Custom Games, the Safe Havens feature was used to create Infection maps that put players on a linear progression: survivors had to traverse a linear path, such as a series of city streets, and reach a Haven placed at the end of the map to win; zombies spawned at a central hub and could use teleporters to access any part of the path. This gameplay was enforced by only crediting survivors for kills scored from inside of a Safe Haven. It was common for settings to be tweaked so that survivors took two or three hits to kill, but did not regenerate their shields or health without the use of a health pack.
  • It is possible for a survivor to acquire an Energy Sword in Halo: Reach, as seen here. For this to happen, a host migration must occur right as a survivor is infected and respawns as a zombie. When the game starts again, there's a chance that the player will turn back into a survivor, but will keep the zombie loadout.

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