The actual gun-play is fairly solid. My biggest complaint, though, with the in-game play, is that players who use the dual-wielding pistols can blow away several players with ease, as the weapons take more life than most of the assault weapons. It turns into Max Payne once a player dives into a room shooting two pistols wildly, which usually result in a kill. Thankfully, dual-wielders aren't common foes in War Rock and that helps with the game's overall balance.
The real draw for War Rock comes with the varying classes, which offer up differing playing styles that will require a lot of player adjustment (i.e., the slow and cumbersome play of the Demolition experts, or the constant need to heal oneself as a Medic, etc.,) For gamers used to shooting games with class-based systems, such as Battlefield Heroes or Team Fortress 2, it shouldn’t take much of a stretch getting adjusted to War Rock’s setup.
The rag-doll dying effects aren’t bad and the teamwork requirement is usually present for taking over bases or working together to take down a tank or attack copter. But the lack of a dedicated beginner channel means that a lot of new players will have to contend with veteran players, at the expense of being booted for not being good enough or receiving little or no help. This is probably the biggest drawback to the gameplay given that most new players will have to learn via trial, error and a lot of teammate swearing.
For the standard modes such as demolition, team deathmatch and free for all, gamers can expect the same quality of gameplay as would be expected from the likes of Cross Fire or a less polished version of Combat Arms. I just didn’t like how the pace in War Rock was much too fast at times, yet it maintains the simulation damage effects similar to Operation 7 or A.V.A. This might put off some simulation fans who like tactical shoot-outs featured in Ghost Recon or Rainbow Six, especially considering that the game seemed to be designed for simulation gameplay.