well it depends on your skill as a player, and you abilities you learned, weapon, movement etc - in an ideal situation with a very precise weapon on highest 'level' you can expect that you will be very precise with slow shooting weapons! but even a headshot is not always fatal!
For those who missed it here's the first session and I'll upload the second later today View: http://youtu.be/N3aVUWf8vGg
The less OHKOs in the game the better. ------------ after-Stream follow up question: what will determine which weapon will be hitscan or projectile ? Tech / netcode/ requirements or common sense / "realism" ? For example Laser weapons would make sens as hitscan for obvious reasons, but shootas/ bolters would really feel better having projectile physics behind them IMO, not possible with that many players ?
For one where it makes sense by Lore/Fluff (e.g. Laser or Bolter) and for other where a high fire rate is required - making a projectile and calculate it's position and collision with players every frame is very costly - there is a few tricks we have to do to make that work with this many players, but we are confident it is fine for low fire rate weapons (1 shot every 1-2 sec) so while i understand that hitscan is not realistic and all, it is needed because it's cheaper both network and server cpu wise, which we need when thinking about this many players but believe me, early tests and our demo are fun to play like this, and that is what we aim for - once we invite you guys to test it you can confirm in beta i guess