Taken from (http://www.eseanews.com/css/index.php?s=news&d=comments&id=9982)
and quota from (http://www.cadred.org/News/Article/154829/)
I beleive we can expect some of these changes to appear in source over systematic updates over the next 6 months - 1 year
"Bug Fixes:
1. Consistent sound engine. If a clients point of view makes a sound, it should make one of the server for all others to hear.
2. Flashes differing lengths on different cards for dx9.
3. Reload sounds not always originating from correct places
4. Recoil not resetting fully after a burst from a fully automatic rifle.
Gameplay Changes:
1. A "warmode" where certain changes will occur automatically for standard competitive play.
-remove physics objects e.g barrels + rubbish
-100tickrate without all workaround fixes for 100tick rate of fire on 66tick servers, aka clean orange box engine.
-shadows removed on players in Terrorist/Counter terrorist sides - eg spectators can still have good visuals.
2. Flashes to be reworked.
- More directional, if they land behind have 40% the effect of landing in a 90 degree field of view.
- Less proximity based, eg if they go off 30 yards away should still blind for a few seconds to punish the player for not looking away.
- Flashes shouldn't effect the sound of the player who is flashed as much - way too intrusive.
3. HE grenades and flashes should be able to pass through player models, but still deal the correct damage/flash if they are inside a player model. Too many instances of grenades becoming lodged in a players head. -he grenades should also not root a player who is hit at all.
4. Awp rate of fire reduced akin to 1.6, too easy for a player to keep missing and still kill 3 or more of the opponents even when rushed because the rate of fire is too high.
5. Deagle damaged reduced by 10%.
6. Models adjusted so the head is exactly in line with the players point of view, to prevent "left eye peeking". Overall body mass must should also be centralized.
- Should also be adjusted for when a player is crouching.
7. Crouching speed should be increased.
8. Movement acceleration immediately after crouching should be increased- currently takes around half a second for standing speed acceleration to come into effect.
9. Model size reduced slightly - 15% overall, makes it harder to frag one another. A more precise aim required.
10. Head size reduced 30% vertically. Reason for not reducing horizontally is so players will not be encouraged to crouch on a corner to avoid being headshotted.
11. Tagging from all weapons increased. The time tagging lasts. e.g time for standing speed acceleration to return to normal reduced significantly. - will improve the feel of the game, and promote team work. If 2 players face off against 1, the solitary player will lose unless doing something spectacular. This also promotes frag or die, will be harder for a player to retreat so must think about positioning more frequently.
12. Most damaging part on the body to take the hit for any given bullet. Example: the trajectory of a bullet is on path with a players head, but the arm is blocking it, the hit will count as an arm shot rather than a headshot. This should not be the case. The highest damaging part for a given trajectory should always take precedence.
13. There should be a very subtle hit animation when attacking players, very similar to when a headshot is made but for the body. So a player can quickly determine if they are successfully landing hits. Eg a small red flash.
Map Changes:
Mentality/philosophy. Remove as many head height boxes and positions (including crouching positions) as possible to create for a more consistent team work based map, without changing the fundamentals that current players are used to.
Dust2:
1. Remove majority of head height boxes on the map, either make them taller or get rid of them all together.
2. Remove car in B.
Nuke:
1. Make site boxes taller and change the forklift to a non metal object
2. Make the vents taller. See de_prodigy as a good example of this.
Inferno:
1. Remove truck from CT spawn and B pit, Replace with mildly spammable materials.
2. Remove car at bottom of mid.
3. Remove fence from elevated area on B site or just make into spikes (foot tall and less frequent)
4. Grate should open as you walk through it instantly, non intrusive.
5. Remove car from banana, replace with boxes, Remove pillars from banana and widen the banana walk way.
Train:
Rebuild all the train models so there are fewer head view only crouching positions. Eg forcing a player camping under a train to expose at least half their body."
One of the biggest announcements following the list was the addition of zBlock to the game itself. Hidden Path has supposedly hired J3di(creator of zBlock) to work from home on implementing the full version into the game itself. This means that servers will no longer need to have it installed and the plugin will be able to be used from direct console commands"
What does everyone think of these changes? happy to see them? or believe that it will completely change the game?