One thing to remember is that if you just walk everywhere in Q3/QL it's just as slow as this. These guys aren't bunny hopping, so maybe it becomes much faster when you jump?
Also loved the rail gun with a zoom that hit for 150. Nice. This game is going to be awful. On every level imaginable. It will reward random bullshit just like every other shooter on the market today and a bunch mouth breathing retards will get their shiny medal appear on screen to assure them they are not complete wastes of life.
Part of me hoped that the loadouts were exclusive to the alpha stage.
Annoyingly the doom 4 forums were full of console players who thought the game was insanely fast and that loadouts were great and the guns were really well balanced. I'd be surprised if they made any good changes to it from now until beta based on the feedback they got
There isn't really anything inherently bad or skill reducing about having loadouts. The game has basic loadouts, all of which are quite well balanced, and then you can pick up other types of weapons. The powerups like quad, invis, etc don't have timers, so timing is still a thing/skill in the game.
There are four good gameplay elements that you lose when you add loadouts. (that I can think of)
1. The emphasis on controlling the map, deciding between getting an armour/powerup or going for an important weapon. Allocating enough time and at the right time to retrieve the guns you need to fight in the places you want to fight.
2. The skill in fighting with 6 or 7 guns, using them all effectively and at the right times and choosing when to switch and what to as the fight changes (as in some AFPS switching can make you vulnerable). Guns give you the opportunity to fight in different situations, and with 2 guns max, you can only take a limited number of fights and spend the game playing with one hand behind your back. Rather than taking the fights you have earnt the right to take by gathering the right guns and making the right choice, you take the fights you have to take based on the weapons you decided you want to spawn with
3. The emphasis on killing/dying. In non-loadout games, kill a guy in duel and he loses all his important combat tools and is thoroughly set back and put on the defensive. Kill a guy in TDM and he has lost a bunch of important assets for his team and has lost a bunch of the control his team had. In games with loadouts, if you die in duel/tdm, all you lose is a point.
4. Denying certain weapons from opponents that you know are very good with them. Now with loadouts, anyone can have the guns they want for free without having to fight for them and your opponent doesnt have the opportunity to try to keep it away from you.
Loadouts remove tons of chances for good decision making and they remove a bunch of the fun and skill (because 2 weapons at a time is boring).
bad news : It's safe to assume that the fast paced hardcore FPS days are over. People are just not interested in it anymore, the new generation is not used to it and is more interested in playing what they understand.
good news : in 5 to 10 years this genre will revive and probably be seen as something 'new'. Just like all the kids nowadays are running around being a new hipster wearing stuff that was considered old school even in the 80s.
To be honest, the more games id releases the more that doom and quake seems to be a fluke hit but of course, without a hardcore gamer like Romero your just succumbed to business and PR driven game design, leeching of the legacy it once created.
Apart from that I'm still going to play it (shit yeah, what else ?!) but I gave up the hope in ever seeing a new true doom or quake again.