Reflex is a Quake clone, if you're denying that you're delusional. Call it a continuation of CPMA if you will.
Not that it's inherently a bad thing, I liked CPMA too. The point isn't to be original anyway, it's to provide modern features to an old and proved game.
But again, Quake Live already provides these features. Where are all the players eager to play an arena FPS? What does Reflex add to the genre, exactly?
At least games like Telos or Project Nex try to do something new, and even then I see a lot of similarities with already existing FPS.
Everywhere I look it's the same stuff. People jumping around in narrow, closed and vertical maps, shooting rockets and circle straffing while spamming their weapons.
It's hard to do something new and fresh with this genre, we'll see which game will be succesful in the end.
Are you me?
Strafe jumping as a mechanic is really neat, especially in games like Defrag. The skill gap is almost infinite, which is always nice for a race game.
But how are you supposed to explain something so abstract to new players? Item timing is bad enough as it is.
I don't like the physics in CPMA, they are waaay too permissive. There's no feeling of weight, there's no penalty for turning/steering. You can't easily predict the trajectory of an opponent. It's even worse in Warsow and Painkiller. At least you had to make some kind of decision on your positionning in vanilla Quake 3.
If you can go from anywhere to anywhere under 2 seconds, what's the point of even having movements or maps in the first place? Just play the game in noclip mode. It's the same thing, only less skilled. A bit extreme I admit.
As far as I'm concerned, most Quake Live pro matches doesn't use CPMA physics and ruleset at all.