Well, we didn't set specifically what the loadout menu will look like. This is still very much up for debate. Catalyst and I discussed this greatly Sunday night and got a good start on a possible concept. But that doesn't mean we won't take ideas from the community.
As far as ammo in the levels, the thought here is either we go all the way on realism or stay home, so no there wouldn't be ammo lying around, unless it's off a dead body or discarded weapon... possibly a level that has a weapon storage room or something, but we'd have to ensure the weapons/ammo there doesn't respawn and it alters the weight/speed balance.
At this point we'll deal mostly with a weight limitation and not neccessarily specific 'hardpoints'. For instance, a player should be able to trade hand grenades for more clips or bandage kits, etc. Or carry a handgun, shotgun, and mp5- but be much slower with that weight. Handguns and grenades also won't be a forced item. Really, the only forced item will be a backpack- meerly because I don't want to model characters with and without backpacks. (If Epic were smart, they'd add the capability for extras- for instance every model has a weapon polygon you add that represents where the weapon goes. They should add support for say a helmet or head device and backpack device- at least make it configurable for those making brand new character models.. anyway..) The player will be able to choose not to carry a handgun or even melee weapon to save on weight. They might suffer for it during the game, but it's at least their choice.
I would like to make it so if you use a second weapon or item such as a grenade or binocs, you don't lower your weapon- just make one hand free but keep the weapon visible.
The shotgun will keep it's flashlight. We're looking into adding effects for seeing the flashlight on the third person models.
The AT4 can still have tactical advantages (mentioned before) and no, it's usually not used inside- we just need to ensure the bots are smart enough to know when to use the damn thing! /infopop/emoticons/icon_smile.gif As far as it destroying large items, that can simple be a level design issue. The LDer can throw in a destructable vehicle or wall or whathaveyou that can be better reached by a long distance impact weapon.