I'm curious how the Dev team will tackle the fundamental issue of LOD and draw distance with this game. Since it will monumental importance given the player density. I know some studios use the game engine to handle it, and others use an external tool. I know that processing hundreds to a thousand players to a point to where they aren't too detail because it was drain resources on both client and server. But they need to character models to be detailed enough for a player to tell friend from foe at a reasonable distance. Usually around this area is when games seem spend the most time optimizing, well that and memory leak issues.
We will have multiple LODs for every object in the scenery and every player - to counter problems with "different models and details" for the "getting hit" aspect the server will not have that kind of loding, because the server will have different models for the players to represent the hitboxes, the outer shape will be the same, but the detail will be much less. to counter the problem with 'recognising' other players and enemies we are going the way of having specific color sets for the factions and very distinct armor pieces (chaos marines vs. space marines) for the other races the shape and their specific movement/animations will give a very good indication of the friend/foe problem. Also keep in mind - like in real war - you don't always know immediately who you are shooting at, so that is going to be actually some sort of gameplay mechanic