Welcome! Where are you from (what region of servers do you ping best on)? What kind of game modes do you like? TELL ME EVERYTHING!
Anyway, here's some information.
MOVEMENT
Xonotic's movement is probably most similar to Warsow out of the games you mentioned, except there aren't wall jumps and you have more air control, allowing you to keep momentum through somewhat tight turns. When in the air, you can accelerate simply by going forward, though proper strafe jumping accelerates faster.
Hitting a ramp converts some of your forward momentum to vertical, launching you high into the air.
ITEMS
Health/armor caps at 200/200, and slowly ticks down to 100/100. All health and armor can be picked up to go over 100/100. This is different in XPM balance. XPM isn't like CPM in quake 3, with different weapon balance and physics; it's essentially just tournament settings. In XPM, only shards, 100h, and 100a can be picked up to put you over 100.
Respawn timers are simplified. 100 health, 100 armor, and 50 armor all respawn 30 seconds after being picked up; 50h and 25a are 20s; 25h and shards are 15s; weapons are 10s.
WEAPONS
Weapon switch time is fairly quick in this game. For the weapons with slower refire rates (nex, rocket launcher), it actually makes more sense to switch to another gun and fire after your first shot than to just keep blasting away with the same weapon. Switching and firing nex, rockets, and mortars are the best example of this, and you'll see more experienced players do this all the time. We call this a 'combo'.
Numbers are taken from balanceXonotic.cfg in the game's data pk3. More details on how exactly they work can be found in
Halogene's "Basic basics" thread, along with lots of other information you may or may not need.
Laser
Primary Fire (Fast moving projectile)
Damage: 25
Push Force: 300
Refire Rate: 0.7 seconds
Ammo usage: N/A
Secondary switches to your last used weapon.
Shotgun
Primary Fire (Shotgun Blast)
Damage: 56 (4 dmg x 14 pellets)
Push Force: 300
Refire Rate: 0.75 seconds
Ammo usage: 1 Shotgun Shell
Secondary (Melee)
Damage: 80
Push Force: 200
Refire Rate: 1.25 seconds
Ammo Usage: N/A
Machine Gun
Primary Fire (Constant fire until reload)
Damage: 14 dmg for the first shot, 10 for the shots that follow
Push Force: 5
Refire Rate: 0.125 seconds (8 shots per second)
Ammo usage: 1 Bullet (60 bullets per ‘clip’)
Secondary (3 shot burst fire)
Damage: 25
Push Force: 20
Refire Rate: 0.45 between bursts
Ammo Usage: 3 Bullets
Mortar
Primary Fire (Grenade launch that explodes on impact)
Damage: 50
Push Force: 250
Refire Rate: 0.8 seconds
Ammo usage: 2 Explosive
Secondary (Grenade launch that bounces and explodes 0.5 seconds after initial bounce)
Damage: 60
Push Force: 250
Refire Rate: 0.7
Ammo Usage: 2 Explosive
Electro
Primary Fire (Fairly fast projectile that follows a straight path)
Damage: 40
Push Force: 200
Refire Rate: 0.6 seconds
Ammo usage: 4 Cell
Secondary (Energy grenades that explode after 3 seconds, or when a player detonates them with a primary blast)
Damage: 40
Push Force: 50
Refire Rate: 0.2 for the first 3 balls, 1.5 before you can fire more balls.
Ammo Usage: 2 Cell
Electro Combo Damage: Up to a maximum of 190 (40+50x3) for 3 balls. See this thread for how that works
http://forums.xonotic.org/showthread.php...5#pid41015
Crylink
Primary Fire (Shoots a blast of energy balls that the player can converge, also they bounce)
Damage: 72 (12x6)
Push Force: -60 (it slows down an opponent)
Refire Rate: 0.7 seconds
Ammo usage: 3 Cells
Secondary (Shoots a blast of energy balls that bounce off walls)
Damage: 15 (5x3)
Push Force: -40
Refire Rate: 0.2
Ammo Usage: 2 Cells
Nex
Primary Fire (Standard railgun type shot)
Damage: Approx 60 min, 90 Max damage. Weapon charges between shots.
Push Force: 400
Refire Rate: 1.5 seconds
Ammo usage: 6 Cells
Secondary is zoom.
Hagar
Primary Fire (rapid fire projectiles, somewhat similar to the plasma gun from quake)
Damage: 25
Push Force: 100
Refire Rate: 0.1667 seconds (6 rockets per second)
Ammo usage: 1 Explosive
Secondary (Fires up to 4 hagar rockets in a blast, must be pre-loaded and will auto-fire after 4 seconds)
Damage: 40-160 (1-4 rockets per shot, depending on load)
Push Force: 75
Refire Rate: 0.5 seconds
Ammo Usage: 1 Explosive per rocket
Rocket Launcher
Primary Fire (Rocket that can be guided during flight)
Damage: 80
Push Force: 400
Refire Rate: 1.1 seconds
Ammo usage: 4 Explosives
Secondary (Detonates a rocket that has been fired)
Damage: 70
Push Force: 400
Refire Rate: N/A
Ammo Usage: N/A