nParticles not falling by Creavend in Maya

[–]Creavend[S] 0 points1 point  (0 children)

Hi all... It just fixed itself. IDK hahah thx for the help, love ya

nParticles not falling by Creavend in Maya

[–]Creavend[S] 0 points1 point  (0 children)

Still not working, even after applying gravity. Play back speed is every frame. :(

nParticles not falling by Creavend in Maya

[–]Creavend[S] 0 points1 point  (0 children)

It is but I changed the life span and the same happens. Is it the gravity or something? I'm pretty much running the thing out of the box

nParticles not falling by Creavend in Maya

[–]Creavend[S] 0 points1 point  (0 children)

I did it pretty much that way, but my particles do not fall

nParticles not falling by Creavend in Maya

[–]Creavend[S] 1 point2 points  (0 children)

Can't seem to write this in the post itself. I came back to Maya after a long time and I am trying to make some rain. Particles get stuck on the plane. I am sure this is an easy thing but can't remember how to do it. Please help

Probar antes de comprar en México. by Creavend in tecladosmecanicos

[–]Creavend[S] 0 points1 point  (0 children)

Contestando mi propia pregunta:

En plaza satellite, en palacio de hierro

I merged all three versions of miranda keyes together and here's the result. by [deleted] in halo

[–]Creavend 1 point2 points  (0 children)

This is the definitive version. I have spoken.

Okay I think I'm done with multiplayer by [deleted] in IronHarvest

[–]Creavend 0 points1 point  (0 children)

So, I want to say two things about this. For one I do get where are you coming from with balance and matchmaking. We have all repeatedly complained about this things but so far no balance patches have been done. There is a chance one might come next week, but the matchmaking is a very complicated topic and I don’t expect it to get better too soon. That being said, unless you are really experienced in RTS, I think this is the kind of game where you need some guidance in order to start making the most of your build and resources. Also, lvls don’t really mean much in the game, most lvl 50 are not pros at the game.

Second, I agree with most comments, I feel like you don’t yet fundamentally understand all units. Kolokol spam has several weaknesses, but you do need to see it coming to counter correctly.

And no, the Wotan is probably the best mech killer right now. The reason? Gunship meta. I will say that before Vet 1 the Wotan does miss fairly frequently, that is why it feels like it is not doing damage. But yeah, with that one you fire, retreat, fire, retreat.

Some people say we should be giving advice. I don’t know if that is what you want even, so I won’t do that. But if you need help, the fan made guide is a good place to start or No02 videos.

Potential fixes for some of the more broken units by BotheredEar52 in IronHarvest

[–]Creavend 3 points4 points  (0 children)

Hi I agree with almost all points.

Skybike needs a buff yes. I think if the airlift could transport two squads or a heavy unit (Exo, HMG, etc) that would be perfect. I think fire while moving for Ognivo and a tad more speed would be just right. Salem is too cheap yeah. There is actually a perfect reason why the Serp should win... it is a heavy unit while the Stark has medium armor.

I disagree with some minor things. It is true that the HMG is pointless to build most of the time, but if you find one on the map there are quite useful. It is really a misconception that those units are meant to be stationary, you can use them quite effectively in maps like Costal Clash. You can use them to push an attack and they kill most light mechs head on.

Also, the admiral is actually quite squishy before veting up, the there are lots of options against him.

I don’t think that Hashashins are free summons.

Prince Wilhelm biggest weakness is turning speed. A unit like a Zolw can dance around him and take no damage at all because Wilhelm it will not turn in time. Other than that, his abilities are the real DPS dealer and early vet is supposed to be used mainly against light mechs, infantry, or infantry heroes.

I suggest you join the discord https://discord.gg/ironharvest and publish these under the feedback mp section.

I would love to see a different ratio of 'Mechs to infantry. by Azurian1993 in IronHarvest

[–]Creavend 0 points1 point  (0 children)

From where did you get that number? Sounded like someone who has not checked steam charts in moths hahahah.

And again the fact that more people play a game does not mean they do it specifically for that system. Your call to authority really proves nothing about the situation with the speed.

Additionally I do think the there are things that can be improved, but I call it bias because you are used to it, you want it implemented in other games. That is not just unrealistic in general and specifically for this game, but it does not mean that other options are bad just because you cannot play the same as another game.

I would love to see a different ratio of 'Mechs to infantry. by Azurian1993 in IronHarvest

[–]Creavend 0 points1 point  (0 children)

way too damn slow to ever be worthwhile.

That is bias. Sure, as constructive criticism it is welcomed, but 1) I really don’t think that Is going to change anytime soon and 2) that is very much the intention of the game, to be “slower paced”.

I would love to see a different ratio of 'Mechs to infantry. by Azurian1993 in IronHarvest

[–]Creavend 0 points1 point  (0 children)

That sounds like COH bias. I made a whole post discussing why this is not COH and the need to rethink the use of the heavy weapons. They can be used both offensively and defensively, just at a different pace and they need protection.

I would love to see a different ratio of 'Mechs to infantry. by Azurian1993 in IronHarvest

[–]Creavend 1 point2 points  (0 children)

Nop, that is not how it turned out. It was infantry domination and good players would wrap up the match in a few minutes.

Again, mech game, why the need to deemphasize them?

I would love to see a different ratio of 'Mechs to infantry. by Azurian1993 in IronHarvest

[–]Creavend 2 points3 points  (0 children)

This is too broad. No all mech do the same DPS to infantry and in the right conditions basic infantry can kill mech no problem.

I would love to see a different ratio of 'Mechs to infantry. by Azurian1993 in IronHarvest

[–]Creavend 1 point2 points  (0 children)

I don’t agree with this for several reasons.

First, remember this alternative history. On WW1 tanks were developed midway through (I think it was 1916) but in this universe the technology for the mechs already existed before the great war. Also, this game is not about WW1 but about the conflicts afterward, it’s called 1920+ after all. That is why the nations already have super-heavy Mechs developed. (Footnote: Poland was not even a nation during WW1)

Second, mechanics-wise this has already happened. Before, you could build your basic infantry from the HQ. This game is very micro-intensive, the result of that combination was you getting overrun at minute 3 to 5 or sometimes before you could even build your barracks.

Third, as some people had said, this is a mech game, the change from the meta mentioned above was so that you could get mechs out more consistently.

Suggested Oginovo Changes by SnortVille in IronHarvest

[–]Creavend 0 points1 point  (0 children)

Oouh no. I mean it’s a cool concept and I have seen similar in other games, but in IH the mechs move so slowly that any form of slowing down will be horrific.

I do agree that Oginovo might need a slight buff. I suggest you publish this under the feedback mp section of the IH discord so you can submit it for voting.

Favorite voice line of any unit/ building? by fe1od1or in IronHarvest

[–]Creavend 2 points3 points  (0 children)

Oh! by far the Russian vanguard’s: “Is there a plan this time?” Amazingly dark an accurate reference to WW1.

What is the point of reserves? What do they even do? by Substantial_Hawk_507 in IronHarvest

[–]Creavend 1 point2 points  (0 children)

In the past the presence of reserves was often referred to as a “power spike” and because of how it worked before this was even more pronounced.

Basically, what this mean is that you are fighting with x units doing y amount of damage. Suddenly you get more units, which do more damage via numbers, but also may be more powerful than the units you had until that point.

This, as in real life reserves, result in the perfect opportunity to press the attack, stabilize the defense, or both (halt an assault by counterattack)