The StA-52 comparison in that video definitely highlights the decreased spread of most of the automatics now. Just look at the LMG spread when scoped in the KZ3 footage.
I'll be straight - the game's got some serious problems as things currently stand. The more I play, the more I realize this.
The biggest issue is that the decreased spread of bullets mixed with faster aiming and slightly decreased health leads to much quicker deaths than in Killzone 2. Because of this, whoever starts shooting first is gonna get the kill, 9 times out of 10, regardless of which automatic they're using and what range they're firing from. It makes weapon choice a moot point (discluding weapons like the VC32, which still have their obvious advantages).
The quick kills severely detract from the experience that is Warzone. You spend more time worrying about not dying than trying to complete objectives, and going after objectives often seems like a futile effort given you'll probably die on the way there. This is especially annoying given they've dramatically reduced how long you can sprint, while increasing the size of the maps and removing spawn grenades. It ensures you'll have a long way to go to get to any objective, and it'll take awhile to get there, increasing the likelihood of dying on the way.
The controls work well in Guerrilla Warfare, though. Almost as if they were designed for that mode. If only that were the main mode of the game. Oh wait, that's Warzone. Wtf.
Then there's the map design. Two of the three maps are incredibly large, with rather unmemorable layouts. Everything looks similar, with lots of corridors and catwalks that all blend together, making it easy to get lost. None of the levels seem very distinct, like Radec Academy or Salamun Market. They all feel more similar to Helghan Industries, the weakest map in KZ2 imo. Only Helghan Industries still had the large road down the center and distinct spawn areas.
Turbine Concourse (the one with the giant green EMP) is the only level that really has any notable features, but the map design is marred by absolutely atrocious spawn points. The two points you can capture overlook all the objectives and both camps, and they're incredibly hard to get to, requiring the use of a jetpack in the most heated areas of battle. Once one team captures those spawn points, the other team is doomed. They'll have no chance of retaking those spawn points or completing any of the objectives (except maybe defending in S&D). The victor of that match is decided within the first several minutes of play.
Another issue is that the Tactician's Spot & Mark ability is currently broken. It's only a temporary issue, but it still has serious effects on the effectiveness of this beta. They way it currently works is that all enemy targets appear on your screen, even those not directly in your line of sight when activating the ability. Its effect is incredibly overpowered, akin to wall hacking in Counter-Strike: Source. You know where everybody is at all times, and it leads to plenty of camping and cheap kills. I normally have a .8:1 K:D ratio or so (yeah, I can't aim very well lol), but I went 10:1 one round when making heavy use of that ability. It's just a glitch, however, and GG have said they've already fixed it in their internal build, but it completely changes the dynamic of the game, and it's hard to determine whether other gameplay elements are properly balanced when half the players are camping and dropping enemies like flies.
Another issue on top of all of this is the stupidity of the majority of beta testers. On the beta forums, somebody made a thread about fixing the completely broken S&M ability, and you had pages upon pages of posters coming in to defend it. "It's a totally awesome ability! Don't get rid of it!" they'd say, or "It's part of the game. Deal with it." from those who think GG can do no wrong. They apparently lack ANY basic analytical skills, and are unable to tell when a feature is COMPLETELY UNBALANCED AND BREAKS THE GAME. It's so frustrating. Ugh.
And then you have idiot websites like IGN making videos about how awesome the game is, going on about the pretty graphics and point pops. You can definitely tell who the CoD fans are. If a game fulfills an incredibly basic checklist - easy kills, plenty of ranks, and point pop-ups - they're all over it. The graphics just make it all the better. In IGN's video preview they even claimed the game is "more polished than most full releases" in its current state. Apparently they were totally oblivious to the fact that it drops to sub-20fps when a game goes over 20 players. Happens even earlier in Corinth Highway. It's alpha code, so it shouldn't be an issue come release, but my gosh does it highlight the stupidity of game reviewers.
And that's another big worry. This is still alpha code. Supposedly GG have a much updated build running internally, but they're not going to extend that to beta players AFAIK. Between the old code and the numerous balance issues, I just can't see how this can make out by February. Unless the internal build is just THAT far along, but then why not let us test it. -_-
The game has plenty of great things going for it - graphics, brutal melees, new class system, Operations (which is a whole lotta fun!). They just need to work out these serious balance issues.
They are working on them, though. They have two threads created by devs focusing on the weapons and maps/spawn points right now. The issue is most of the responses are from total idiots that don't have a clue about basic game design.