QClash Minor Update - August 6th, 2018

Hello Clashers!

Another big update from the Q-CLASH team this week. We’ve overhauled Tokyo and pushed out a whole raft of bug fixes.

With a project of this size, it can be hard to prioritise what needs working on the most. Rest assured we hear your feedback! We have a huge backlog of feature requests and bugs that we are committed to getting cleared. We’re also hard at work on the stuff we’re really excited to deliver - new maps and clashers!

Another step along the road. Every update gets us closer to releasing Q-CLASH to the entire Roblox community for free.

That’s all for this week!

The Q-CLASH team.

General

  • Stat icons on the leaderboard now show your rank (gold, silver, bronze) for your team only rather than the whole server
  • Stats (kills, deaths, damage etc) no longer save to users’ profiles during the post-match animation
  • Nerfed the knockback formula a touch to help prevent excessive knockback
  • Explosions no longer damage players from behind walls
  • Fixed visual facial bug that would occur during overheal decay
  • Adjusted headshot formula
    • Should make scoring headshots more consistent and fair
    • Specifically helps cases with Sheilas, Reapers, and Deckers on some skins

Tokyo

Tokyo has undergone a significant overhaul this week. We’ve restructured much of the street section and completely overhauled Argus. A lot has changed here. Our intention was to remove unused space and create a more interesting end-game. We should qualify this with the visuals are a bit rough at the moment, that’s what happens when you let engineers build! We’ll definitely come back and give this a second pass later.

  • Moved attackers’ initial spawn over to the far right side, opposite the subway entrance
  • Narrowed the first section by attackers’ spawn to reduce wasted space
  • Removed bus blocking aqueduct and replaced with a fence
  • Moved attackers’ second spawn further up to space previously occupied by the park
  • Cut the park, convenience store, overpass support and other unused space in this corner of the map
  • Placed a bus and additional cover to block sightlines into attackers’ second spawn
  • Added an upper balcony level above point C in Argus. This is accessible from routes from outside Argus (for attackers) and near the defenders’ spawn
  • Moved defenders’ spawn further away from point C, extending corridors and adding an additional room in between
  • Increased setup time to 75s (was 60s)

Castle

We’re really pleased with last week’s Castle changes and our data suggests the map is now more fun to play. No big changes this week but we will be keeping our eyes open to make sure this is playing as we intended.

  • Increased setup time to 75s (was 60s)
  • Fixed a bug on Castle where the second round would report inaccurate round winner results

Bacon Dam

We appreciate that three consecutive KOTH rounds on Bacon Dam was a bit much. In response, Bacon Dam is now one round only. This makes a lot more sense as it is a symmetrical map and there is no need to switch attackers and defenders.

  • Changed to be played to best of one instead of best of three
  • Added missing map mask to hydroelectric grate in the floor. Previously Reapers could accidently teleport underground

Sheila

Sheila did not change much this week. Most of her changes have been made retroactively to revert her damage output back before the pre-damage fall off changes from the previous week. Her damage should be more consistent now compared to her iteration two weeks ago with the help of the damage fall off changes from last week.

  • Flintlocks
    • Increased spread from 6 degrees to 7 degrees
    • Decreased base damage from 7 per pellet to 6.25 per pellet

Decker

A common concern aired to us recently is that Decker is underpowered after recent nerfs. Our own experience and data suggests this isn’t the case. We’ve reduced the number of play styles he is effective with, but he is deadly when played right. He can get up close and personal quickly, deal substantial damage and retreat to his team whilst staying combat effective. We’ll keep our ear to the ground, but our view is no changes are needed currently.

  • Cloak
    • Overheal decay will no longer trigger Decker’s cloak blink

Cyborg

Cyborg’s fixes this week are us playing catch up on stuff we should have fixed last week when we changed his weapon.

  • Machine Arm
    • Improved Cyborg’s first person shooting animation
    • Added spin up alt-fire icon

Rascal

A common complaint we got from users was scrap wasn’t spawning. It was, but only if you were the ‘main’ killer (rather than the assistor). This was all well and good, but as the distinction between killer and assistor is only presented on the leaderboard page it was confusing to users who were eliminating players and not getting their scrap. This is now fixed and as a result scrap should come a little easier.
We’ve also given Scrap a bit of an update. Previously Rascal spawned with enough scrap to get his turret to level 2 and when it died he’d struggle to get it back up to strength. Scrap being more common should help with this, but we also now reserve Level 3 for chrome dome only. In the future we will be making more changes to Rascal’s level 3

  • Scrap
    • Scrap collectables from the ground grant 20 scrap each instead of 25 scrap
    • Scrap deposited into turret per shot decreased to 20 scrap per shot instead of 25 scrap per shot
    • Turrets can only be upgraded to level 2 via scrap
    • Scrap will be dropped for all enemy eliminations now regardless if Rascal was involved in the kill
    • Rascal no longer spawns with 100 scrap every life
  • Scrap Cannon
    • Fixed bug that would prevent primary click from damaging enemy shields
  • Turret
    • Fixed bug where Turret damage calculated distance falloff based on Rascal’s distance from the victim. This has been fixed to use the turret’s distance.
    • Fixed bug where Turret damage would be increased if Rascal was actively Supercharged
  • Chrome Dome
    • When activated, Rascal’s turrets will upgrade to level 3 regardless of their current level for 30s before reverting back to level 2
    • Removed 0.5 activation time

Knight

There were a few bugs with Electro Ball that were being abused. This shouldn’t be an issue any more.

  • Electro Ball
    • Clamped max travel distance to 500 units
    • Fixed bug where Knight could use his Electro Ball whilst using his shield or charging

Previous update log

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