i got annoyed by the lack of decent changelog for gameplay decision/changed to q3. so i decided to go through the ql site news and copy out the gameplay changes. here it is:

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04-16-2009: *Clan Arena servers are now set to 200 health, 100 armor, no falling damage

03-11-2009: --Change - Nailgun - nails now bounce (about 60% of the nails shot bounce once).

02-20-2009: --The rocket launcher splash damage has been increased very slightly since the last update lowered it. Thanks for the feedback - hopefully we've found a happy middle between where it was originally and where we put it in the last update.

--Changes to balance (nerf) the Scout rune. It now has an accelerated armor decay rate (double the rate) and decays to 50 armor instead of the normal 100.

02-12-2009: --Slightly reduced the damage that rocket splash damage does. We've received a lot of player feedback on this topic, so please give it a shot. We feel it does help balance the rocket a bit better.

--Initial spawn points are now working properly in all arenas. Basically, the initial spawn points for players will now be restricted to specific locations that are more optimally positioned for the start of the match.

12-19-2008: --We've changed the timing of the railgun shaft and hit effect to more accurately represent your rail gun shots. This doesn't in any way change the network code, our anti-lag code, player movement, or the actual timings of firing and hitting (between client and server). It is simply intended to help what you see on screen be a more accurate representation of hits/misses when using the railgun. We've enabled this by default, but if you would like to disable it, it is set in the console through the following cvar: cg_predictLocalRailShots (1=on/default, 0=off).

09-26-2008: --Clan Arena - You now start with 200 Health and 200 Armor. Self damage only reduces your armor while you have it.

09-19-2008: -Modified Scout - The scout has been the weakest of the "Team Arena" power-ups/runes. In this update, the Scout still increases your speed and rate of fire, as well as silences your footsteps, but now also prevents self-inflicted splash damage (much like Clan Arena behavior). The result is that you can now rocket jump without damage to your health (still reduces your armor).

-Modified Guard - A player with guard was too difficult to kill when also carrying armor. Previously Guard would reduce damage done to you by half, and then apply that damage to armor and health at a specified ratio. With this change, full damage is done to your armor (at a specific ratio), and then the remaining damage to your health is reduced by half. If a player with guard isn't equipped with armor, damage to your health is simply reduced by half.

-Tweaked anti-lag very slightly in attempt to reduce the frequency of players feeling like they shoot behind a player but still hit them (particularly using the railgun).

09-17-2008: --We'd like to test a small change to the Lightning Gun. Most of you probably would not even notice the change if we did not post it, and some of you won't like any change at all, but the intent is just to balance it against the other weapons a little bit better. Here is the specific change for those interested. Most recently the LG did 7 points of damage per cell at close range (the first 1/3 the distance it shoots), and 6 points of damage per cell at mid to far range (the last 2/3 of the distance it shoots). The tweaked settings are: 7 points of damage at close range (first 1/3), 6 points at mid-range (second 1/3), and 5 points at far range (last 1/3). This is still a beta, so please give it an honest shot (particularly in a few CA and CTF games) and post constructive feedback and comments here. Thanks.

09-05-2008: "Team Arena Power-Ups" / Runes in some CTF maps (Doubler, Guard, Scout, Armor Regen) - We'd like some help testing a different behavior for the runes. We've changed the behavior so that although Runes are still currently team-based (i.e. each team has a set that only that team can pick up), they now act more like weapons, in that they will re-spawn after 20 seconds regardless of whether or not someone on your team already has it. This basically means that everyone on each team (regardless of size) can have the rune of their choosing at almost any time. The test is if more casual players enjoy the variation of gameplay and that more advanced or well organized teams enjoy the addtional strategy.
**Note: We understand that a number of you do not like the runes in general or would prefer to have non-rune versions of maps that have runes. This is a BETA. We're trying different things and appreciate real feedback on what we're making available at any given time.

08-27-2008: New "CTF Power-Up/Rune" functionality. If you're not familiar with these, there are 4 power-ups that you'll find in a number of the CTF arenas - they look like an A, G, D, and S, and award you enhanced abilities in particular areas until you are fragged. Each team has a set of runes. We've changed these a bit to balance their effectiveness against each other and also balance their strategic use. The current functionality is:
G = Guard - Reduces the damage that you take
D = Doubler - Doubles the damage that your weapons cause
A = Armor Regen - Regenerates your armor up to a maximum of 100
S = Scout - Increases your movement and firing speed and eliminates your running footsteps.

06-25-2008: +Change - Lightning gun damage is now slightly less the further you are from the person hitting you with it.
+Change - A "cripple effect" that would cause you to lose your footing when hit with the lightning gun has been removed.
+Change - Increased Lightning gun victim "knockback" slightly (the distance you are pushed when weapon fire hits you)
+Change - Increased plasma gun victim "knockback" slightly
+Change - Increased plasma gun self-knockback slightly (facilitating a greater "Plasma Climbing" ability)
+Change - Increased Grenade knockback
+Change - Decreased knockback when other player's rockets hit you
+Change - Increased Rocket self-knockback slightly (facilitating a greater ability to "Rocket Jump")
+Change - Shotgun pellet spread has been increased slightly (from 800 to 850)

06-10-2008: Weapon Independent Ammo Management: Individual weapons now have their own max ammo values and ammo amounts on weapon pickup and ammo boxes have all been adjusted.
* chg: player models now duck while crouching in mid-air

05-20-2008: New Lag Compensation - Network code improvements and lag compensation will result in smoother gameplay especially when playing with a higher ping. You may find that you now have improved accuracy with the railgun, lightninggun and machinegun.

04-30-2008: Revised Movement/Physics System - The changes to the movement and physics system may feel subtle, and even unnoticeable to some, but to those familiar with Quake 3 movement, you will find that you can now jump slightly higher and farther than before, allowing for greater freedom of movement.