All 3 classes seem both overpowered and easily fucked by their opponents. Even the tactical marine turns into a monster with his normal bolter. Krak rounds + bolter accuracy = pwnmobile.
This is a good thing.
It also seems a lot more...technical / strategic than at first glance? I mean, yeah, if you just play with nobodies who run around it's insane, but tonight I got a group where we all moved in formation covering each other.
We were death incarnate. Crossfiring mofos down, it was epic.
The only thing that's bugging me right now is Final Vengeance. The flash grenade aoe seems a bit large, too, but Final Vengeance is a pain in the ass. Also due to huge aoe, come to think of it.
My favorite kills so far were seeing an Assault in the air, judging his trajectory, and tossing a long bomb grenade at him across the Manufactorum level. Not only did it kill him, but I got a Savior as he was engaging a buddy at the time.
Next was flanking two dudes walking down a ramp. Did the running charge, stabbed one to death with the Combat Knife (what, no challenges for this?!), and shot the second down with the Bolter.
If you can pull it off, the running charge hurts a lot and knocks most / all the armor off, depending on perks / who you're hitting.
***
Some things I've worked out / gleaned / hijacked from other peoples thoughts..
Jetpack Fuel:
The amount of jetpack fuel you currently have is indicated by the size and brightness of your rocket flames. It goes like this: Fully bright and long flame. Slightly duller and shorter flame. Barely visible and flat flame. No flame.
After a set amount of time your jetpack will recharge one level of flame. This is timed and you can work out the timing. It's not very long. You can get two simultaneous very high boosts before you run out of fuel.
Use these indicators to let you decide when to use your boosts to traverse the map based on the estimated time to engage the enemy.
Dodging Shoulder Charge:
It looks like you have two "charges". The first is from sprinting then pressing stun or attack. The second is tied to your evade and is triggered via the same keys (stun or attack). This second shoulder charge has less recovery than the sprinting charge. You can delay this charge for a fair amount of time after a dodge. You can choose to dodge then charge immediately, or dodge then charge with a delay to cover more ground.
Most importantly, you do not have to do the charge in the same direction as your dodge. You can dodge left then charge right, putting you right back where you came from. You can dodge right then charge forwards. This lets you go around corners fast, either to evade or attack someone around the corner. You can dodge diagnolly towards someone's right or left side then charge into them. Or you can just dodge charge in one direction to get the hell out of town.
Dodge then fly and shallow flight arcs:
You can dodge, then immediately fly in any direction. Easy enough. However you can also dodge then do a shallower flight that has a much flatter arc and consequently faster travel time. You can still do the death from above out of this shallow flight. You do it by a carefully timed button press, much shorter than a normal super jump.
Attacks in general in multiplayer are changed. You can chain the ground stomp off every stun, including the first one. For example with a combat knife you can stun, stun to do the swipe then ground pound.