Infection: Difference between revisions

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→‎History by game: H5 section, also wikipedia links to interwiki links
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(→‎History by game: H5 section, also wikipedia links to interwiki links)
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== History by game ==
== History by game ==


=== Halo 3 ===
===''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."
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 [[wikipedia:13 (number)#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."


Infection games have also appeared in other Double EXP playlists such as Turkey Day, the 2008 Thanksgiving weekend playlist.
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.]]
''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.
''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.
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''Halo: Reach'' introduced three notable bugs; one of these was mitigated in Matchmaking, but none of them were ever truly fixed:
''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.
* 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 [[wikipedia: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.
* 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 returned as an official mode in Halo 2: Anniversary, offering a number of new features:
Infection returned as an official mode in Halo 2: Anniversary, offering a number of new features:


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* 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.
* 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.
* 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.
===''Halo 5: Guardians''===
{{expand-section}}
Infection was added to ''Halo 5: Guardians'' as part of the [[Memories of Reach]] update.


==Tactics and Tips==
==Tactics and Tips==
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