I assume that you talk about duel?
You would expect space not to be controlled in TDM/FFA as nobody has much time to get most weapons.
> Rockets feel like weird interp tf2 rockets, the playermodel isn't on the ground and that combined with really floaty jumping and surfs makes rockets even more useless
Rockets in quake compared to tf2 are faster, the rate of fire is faster and they splash much less. Duelers dont use them too much when they can use lg because hitscan but they remain a space control tool. I would say that you are just too used to tf2 pacing and need to learn a new weapon.
>All you have to do when the other guy pulls out rockets is jump and then continue to lg because its impossible for them to follow up
You are talking about an opponent pushing into you with rockets? THis is not usually what happens in a quake duel where rockets shine in a defensive position when someone chases you, or to shoot at items.
>Lg also has like no knockback so you cant punish people for pushing in bad spots
Thats different in quake. Probably a conscious choice by diabotical devs. After all, why make lg even stronger (=have knockback) when you already said it's the best weapon? If someone pushes you then you either hit everything with lg and he dies, or you use rockets.
>So many times I've picked up red+mega+another armor off spawn just to been killed by another idiot running through a tight choke at half my stack because there's literally nothing stopping them.
Nothing stops you from flying everywhere in cpma either lol, if you lose a fight with twice the stack he has twice your DM, or more weapons and you did not have to fight at that time.
>there's nothing you can do to stop the other guy from taking the tele and challenging other than just having better lg.
Fights around items just seem like 50/50 lg fights, and then you back off and try to rail just to reset for the next set of lg fights. It really feels like cpma where you regain "control" by just running at the other guy constantly hoping for good damage, with map control and positional counterplay being a nonfactor (compared to how important it is in ql).
That indeed does not sound too appealing, if true. However in all quake games, just like RTS, games become interesting, tactical and positional only when players have a roughly similar skill level. So perhaps you did not find many players with the same DM level as you and fights ended up in stomps. Which if true, is going to kill the duel scene fast like all quake clones.
Also if you come from CPMA you might not be used to the run away game you have to do in ql, and attempt to take too many bad fights.
Look here the pacing :
Does not seem to show the same issues as you had with the lg only.