Q-CLASH - Update Notes - 19th January 2018


Update Notes – 19th January 2018

Hello Clashers!

This post is meant to give you a little insight on what’s going on behind the scenes. As you can tell, the price has not gone down this time. This is because we can’t show the things we’re working on yet!

In the meantime, there have been some balances to the characters in the current build of Q-Clash. Read about them below.

But this is not the behind-the-scenes information I wanted to share. In a nutshell, we’re currently working on reworking some of the back-end framework for the game itself. What does this mean? The game should be a whole lot more stable, it should have less critical bugs like getting stuck in menus, it should run slightly better on lower-end devices, and it opens up an array of possibilities for the game that weren’t there before.

New possibilities? Yeah, we’re experimenting with stuff like bots, match replays, mobile support, and so on. So there’s definitely more benefits to this rework than just bug fixing.

So what’s next, then? Things will be a little quiet for the next week or so. But then we should be ready to upload the reworked version and be closer than release than ever before.

I hope you look forward to it!

Game Director Q-Clash / Social Media Manager


  • Increased cooldown time per roll from 1.7 to 2.2
  • Decreased flintlock ammo size from 8 to 6
  • Decreased flintlock spread from 7 degrees to 6.5
  • Increased firing time from one shot per 0.5 seconds to one shot per 0.55 seconds


  • Increased Sniper Scythe time from one shot per 1.2 seconds to 1.3 seconds
  • Increased Sniper Scythe ammo size from 3 to 4


  • Increased lightning staff damage from 5 damage per tick to 5.5 damage per tick (~ 50 damage per second to 55 damage per second)
  • Lightning staff damage no longer suffers from damage falloff
  • Increased lightning staff damage range from 20 studs to 26 studs
  • Decreased Mothers Wing glide cooldown from 8 seconds to 6 seconds
  • Reduced healing rate from 30 points per second to 28 points per second


  • Adjusted capture and decay rates of points A and B to capture faster and decay slower


Update Notes – 7th January 2018

Happy new year Clashers! 2017 was a huge year for Q-Clash and saw us completely revamp the game. We know some of you have been waiting a long time now and want to reassure you that this is the final stretch and we’re really excited for a full public release in the near future.

Q-Clash is currently in paid access and we will be gradually lowering the price as the game becomes more stable and feature rich. This weekend’s updates focus mostly on stability and thus we will only be modestly decreasing the price to 900 R$.

Yes, it’s still expensive. The paywall right now helps us control the size of the player base whilst we get the game ready for its full release. Our advice to everyone is if you are unsure, save your Robux and play the game when it is free.

We want to be as transparent with possible with these updates so you guys can see what we’re working on. This update isn’t that glamorous, but we have a lot of cool stuff in the pipeline including the KoTH (King of the Hill) gamemode which we are very excited to trial.

Thank you all for your support and interest in the game so far. The level of interest in the title so far has been immense and we are really excited to get the complete stable game to you all soon.



  • Prematch queue has been added
  • Multi and spree kill tracking added
  • Minor announcer voiceline hook-ups including multis / sprees, countdowns and time added
  • Objective and healing points now shown in elimination feed (along with a new sound)
  • Armor is now displayed numerically in the players HUD
  • Player avatars now animate vertical aim direction
  • Directional lines have now been added on the ground showing the defenders to the first objective during game setup
  • Payload checkpoints are now shown on the HUD and in the world


  • Prematch queue added meaning teams are no longer assigned first come first serve
  • Sped up bullet animation
  • Decreased time after combat before passive healing begins to 5 seconds from 6 seconds
  • World weapon models now properly clean up
  • Reduced headshot damage multiplier to 200% from 300%
  • Weapons can no longer be used whilst in Ghost or Cyborg’s ultimate attack
  • Explosions are now properly blocked by terrain


  • Sheila’s dive roll has been dramatically improved

Sir Knight:

  • Knight now spawns with 100 armor
  • Knight’s resurrection ultimate now has an improved camera effect
  • Knight’s shield will now block explosions and projectiles
  • Knight’s shield now regenerates twice as fast when holstered
  • Knight’s resurrection ultimate is now reliable


  • Zadena’s flying ability is improved
  • Fixed bug where Zadena’s healing beam would still be visible after her target had died


  • Reaper’s sniper now delays before recharging after firing
  • Increased base damage of Reaper’s Sniper Rifle from 35 to 45 to compensate for headshot changes
  • Fixed Reaper teleport animations and cooldown


  • Increased Rascal’s scrap cannon primary spread from 0 to 1.5 degrees
  • Decreased Rascal’s wrench fire speed to 0.5 seconds to 0.65 seconds
  • Increased the charge time of Rascal’s turret deploy from 1 second to 8 seconds
  • Fixed Rascal’s scrap cannon not stalling passive healing
  • Fixed a bug where Rascal’s Scrap Cannon secondary fire would deal double the intended damage
  • Fixed bug whereby Rascal’s turrets would delay coming online when they took damage during deployment


  • Ghost’s air strike world effect now shows the correct blast radius

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