Your post caused us to take a look last night. Seemed very much the same to me on the early levels we played (Sabotage I think). And the big games seemed deserted. 256 player maps with all of 16 people a side going by the Shadow War interface.
The skill trees are completely different, and when the game launched, weapons had no recoil, making LMGs way, way, way OP. The way it works now, LMGs are true support weapons; you can't just use them like ARs and expect to live long. You also can't just spray anything full-auto at range and expect to hit much. They also tweaked the radius and power of some of the electronics.
SW interface tells you how many people are in a queue, not how many people are in a game. Yeah, it's dumb.
I think there's some truth to what everyone says. I think the biggest problems were:
1) Not obvious what the "theme" of the game was if you haven't played it. There are...uh...guys shooting each other? I guess? I will admit that nothing about the box, videos, or screens made the game look fun or exciting. It wasn't obvious at all what kind of weapons you'd be using or who you'd be fighting or what you'd be doing. Frankly, I was unwilling to risk money on the game until I found it for I think $15. If it had a more appealing, obvious, theme--even if it just ripped of Modern Warfare's "Arabs vs Russians vs Americans" theme.
2) It's just plain hard to learn how to play. The learning curve is incredibly steep, because it's not a twitch shooter--teams with middling marksmen, excellent leaders, obedient troops, and proper loadouts will win any match of MAG 99% of the time against a random group of twitch-shooter gods running with ninja electronics.
3) It's not very much fun by yourself If you never got into a big clan, the experience was going to be constantly frustrating. I made a point of trying to get into the biggest clan I could (KEQ on Valor), and frankly, the game wasn't very much fun until that happened. I don't play MAG any more because I never see more than about 6 to 8 KEQ online. It was
glorious back when we could reliably get 16 on a weeknight and 32 on a weekend.
4) Having 3 persistent factions with the global reward system is intrinsically unbalanced. If each faction wins 50% of its games, the biggest faction will fill up the reward bars the fastest...attracting more players...becoming even bigger...etc. Hence SVER's unquestioned dominance.