There's worse things to be compared to -- Quake kicks ass!
Most arena shooters are going to have a lot in common when it comes to weapons, movement and map design -- that's what makes them arena shooters. That said, there are plenty of new and unique gameplay features in Reflex. Some of them are already implemented, some of them are not.
We are building upon the incredible gameplay base that CPMA provides. No other arena game has been through as much discussion, testing and tweaking. We plan to continue that legacy while fixing long standing problems with weapons, knockback, replays and a hundred other things. CPMA set the benchmark for competitive features in an arena shooter and influenced the direction of many other games, including QuakeLive and we are confident Reflex can do the same again.
We also have tons non-gameplay features that have not been seen in any arena shooter to date. Things like our in-game map and replay editors are extremely powerful tools for community made content -- Reflex will never run out of quality maps to play. We also want to build a competitive platform that will rival the kind of support that Valve give their competitive community -- support that has been missing with any other arena game.
If we didn't feel like we could improve on the games that are already out there, we wouldn't be making Reflex.