Just out of interest, will the CE3 engine be able to handle high playercounts while still keeping track of all the lead in the air?
This was a real problem with CE2 which was reportedly designed with "hitscan" weapons in mind, according to the developers of Mechwarrior: Living Legends. So when in MWLL 32 players all started firing several autocannons/lazorz (with each projectile/beam physically modelled instead of just a hit percentage) or loosing up to 80 missile vollleys (each with individual homing) simultaneously, the server simply gave up and everything (including players) started warping around, hit registration became totally random, etc. until the amount of projectiles fell to more manageable levels. The upper limit of the amount of players a server could smoothly handle in that kind of environment was somewhere in the 26-28 range.
Of course, I don't know whether it's even an issue, if everything smaller than a tank gun or mortar can be modelled as "hitscan", and the emphasis is on infantry instead of vehicular combat, and an infantryman usually fires only one gun instead of ten, then the problem does not even exist. But if, say, several MG42's open up and some Brens return fire, and each bullet is modelled as a separate projectile, then the above mentioned phenomenon could rear its ugly head.