So I've given it about 8hrs this weekend and it's a pretty decent game to be honest. They've obviously given more attention to multiplayer than they initially let on. That being said, the multiplayer is basically limited to quickmatch (no leagues, infrastructure for events). I didn't notice a live match spectating section either, but maybe I just missed it.
The early game feels a lot more consequential than other RTSs, if you lose too much territory early on it feels like it's much harder to bounce back. As you upgrade resource points however, the income rate grows significantly and by mid-late-game you can churn out units almost continuously. It makes for an interesting dynamic where single units are extremely important early on but very disposable late game. There's also a lot of room for micro with devastating ability combinations.
The impact of terrain (cover, vision, blocking) has been dumbed down compared to CoH. But given the amount of micro required by units and their abilities it doesn't feel like something's missing. The current mechanics stand on their own.
The fear-mongering over the supposed MOBA elements are over-blown. Their function is similar to base bunkers in CoH in that they prevent base rushes until late-tier units arrive. That's pretty much all they do. There's almost no impact on map control otherwise.
There's depth here, but in a more traditional sense where tactics are somewhat less impactful than in CoH but micro, macro and buildings take a bigger share of the pie.
