My overall opinion of this game is that it's almost universally a downgrade from Q3A/QL but it's still good. I haven't decided yet if the comparative ease of finding players is worth the fact that it's a significantly worse game compared to QL (especially with my aforementioned really, really bad load times) but I'll stick with it for a bit. I've got thousands of hours on QL and its slow death is actually tragic as I'm still pretty sure it's the best FPS ever made; I'm hoping this can become something that will fill the void.
Things I like:
- The maps. I mean, one of them is basically just dm6, but the point is the maps are nice.
- Weapon switching is basically identical to VQ3. I'm fine with that.
- The basic Q3A gameplay is still in there somewhere (mechanical skill, map control, mind games, etc.). This is the most important point.
Things I don't like/I think could be better:
- The rocket launcher. This has been discussed to death but this seriously needs fixing. Just make it travel at a fixed speed and come out earlier. Quake 2's rocket launcher is the worst in the series! Why would you model it after that one?!
- The movement. I've played my fair share of DeFRaG and I've spent more hours than I can count just working on my movement skills, particularly in VQ3/QL. This game feels very sluggish in comparison. I could write a whole post about this, really, but the main things that bother me are the awkward strafe jump speed curve, the downplaying of rocket jumping, and the fact that for reasons I haven't yet been able to pin down I sometimes get an extra amount of jump height. This game doesn't have to control like VQ3, but it does need to have an emphasis on technical movement. I'm going to give this a bit more time because I could be wrong about this -- maybe I just need to get used to it -- but I don't like what I'm seeing right now. It is somewhat interesting that you can choose between VQ3 and CPMA style movement through your character choices, but I would much rather have a universal system that feels good. The movement reminds me a lot more of UT 2004 than it does of any Quake game.
- The champions. This is a totally worthless addition to the game. It serves zero gameplay purpose to tie movement abilities and health caps(?!) to character model. A perk system would have worked better, although, like many others, I'd be fine if there were no abilities at all.
- Clearly the designers have attempted to give spawning players more of an advantage and have attempted to limit the viability of stacking. I think this is fine for free-for-all but really ruins a lot of the higher-level strategy of TDM that developed in QL. Weapon control is almost entirely gone in this game since TDM uses FFA-style weapon timers (weapon spawns every five seconds) and item control doesn't matter as much for a few reasons, like the fact that it's literally impossible to get as stacked as it is in every other Quake game and the enemies pooping armor when they die.
- No CTF. I'm sure this will be changed but... seriously. We need CTF.
- I don't love the nailgun. In general I consider the PG to be an improvement on the NG/SNG and I think that the change to a slower moving, powerful projectile was generally a good one.
EDIT: Also, fix the load times. Holy shit. Literally 22 minutes to start the game.