Recs.
Updated
Reflex is a direct offspring of the Quake 3 mod Challenge ProMode Arena (CPMA). It uses a fast, skill based movement system with an array of traditional Quake weapons mixed in with a couple Reflex exclusive inventions (such as the Burstgun and Stake Launcher). Reflex takes the more hardcore approach to the way a traditional arena shooter plays out. Tiered armor offers different protection values, and delayed mega health boosts mean that memorizing the respawn order and resource control are very important but still rewarding. Reflex also has an easy to learn map editor which is a good feature to have fun with as well.
SpecsUpdate
Pros
Pro Great engine with amazing movement mechanics
The incredibly smooth and fast movement system combined strafe jumping, air control, bunnyhop, wall-tap double-jump and all manner of high-skill-cap movement mechanics from different arena shooters.
This game engine which was created from scratch by the developers blows all of its competitors out of the water in terms of movement. It is heavily based off of the CPMA/Promod modification for Quake 3 Arena but is so much smoother in this engine.
Pro Best map editor. Intuitive, responsive and easy to use.
Multiple people can create maps together all in-game easily yet effectively. With the press of a single button in-game you will enter the intuitive map editing mode. Anyone can create actual functional map with a few minutes of learning it online.
Pro Great community features
In-game intergretion of steam workshop: it let's you search and download community-created maps, widget, HUD elements and so on inside the game without repeated tabbing in and out of the game.
You can also see on the front page what games are going on in the public servers so you can go take a quick peek, join or spectate. Many features like this just makes the experience comfortable.
Cons
Con Visibility and performance issues
They got rid of the textures because they figured everyone would just picmip anyway. But now they have texturing as a form of 3D structures/meshes, which kinda defeats that point. There is also no way for you to turn them off.
The game is hard to look at with low settings, some maps are too dark without dynamic lights (you can get around this with r_lm_clear, but then you can't tell the difference between brushes and meshes with similar colors) and all those detailed meshes look exponentially worse the lower the resolution you're playing at.
Basically visibility suffers the more you use performance friendly settings. In general the game is a lot heavier than it should be. People say it's because it's in alpha, but it has only gotten worse on maps with the flood of new assets and art passes.