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Yet that's exactly how many people play the game without issue. Funny how you think you speak for everyone. Even then, who said backtracking for missile weapons is as much of a chore as you're describing, "across the level"? Most levels included in the game don't have this problem, and the fast movement mitigates this issue.
Seems like you didn't like that feature early on (because you want all boomer shooters to be alike, I guess), didn't bother to play more than a few minutes and were eager to complain, hence why you didn't even notice something as basic as missile weapons not being lost when swapped out. The game does allow the player to have multiple weapons: 2 pistol options, a machine gun and a missile/projectile weapon. You obviously meant missile weapons, but were probably in a rush to tack something on to reiterate your complaint.
I guess he's more talking about a fast-paced, 'wasteful' way of playing ROTT by grabbing a rocket launcher, pumping the rockets into the next group of enemies and pressing forward towards the upcoming weapon. You don't need to care for ammo for your weapons, you simply grab another one and remove it after the ammo has been burned out. More action-movie style instead of systematically looking for weapons and supply.
ROTT was quite unique among the boomer shooters with the weapon limitation, adding some realism plus the enemies mostly being human soldiers, guerds, etc. instead of the more fantasy like monsters of Doom, Heretic and Hexen. Also the enemies used to be made from scanned images and they put in some effort to create the uniforms, adding to the realism approch. Or the destroyable decorations.
In contrast, the level design was more surreal with platforms, large halls and the blocky structures.