Being that Scout is my favorite class and I now have logged enough time to get the Race for the Pennant achievement here is my brief review of the scout unlockables for anyone who might care.
Bonk! Energy Drink
A nice effect but only with very limited usefulness. You can’t pick up anything while under the effect and I only found it to be useful in the following instances.
1: Triggering sticky traps followed up by killing the demoman that laid them.
2: Slipping past sentries
3: Drawing sentry fire while your team takes it out
All these are cicrumstantial situations and of limited use really. The slowdown after the effect wears off doesn’t help either, even if you get by some chokepoint you can still be easily overtaken and killed. I feel that even without the speed slowdown this item still wouldn’t be overpowered seeing as it doesn’t actually kill or cap anything. Not to mention that combined with the single minded sentiment of most players to pursue anything they see until it’s dead, this is like painting a very large bullseye on yourself.
I would say that the pistol is better for more individual players and the Bonk better for team players (provided you have a decent team).
The Sandman
Very nice item. The stun is really useful to counter ubers, heavies, flagrunners and snipers. The amount of utility this thing provides is rather extensive and I’m sure I didn’t found all of it yet. The mechanic with the ball should allow for some advanced mastery of it as well.
The no double jumping is a minor handicap as long as you adjust to the more controlling playstyle the Sandman facillitates (which suits me just fine as I can’t hit anything while double jumping). However, if you get caught without a ball or you miss your boink your chances of getting away are diminished. So expect to die more.
Basically, the Sandman turns the Scout in a more defensive class and more team oriented.
The Force-a-Nature
This gun is a large ammount of unmitigated ASS. And not the good kind. I tried to make this work, I even adjusted my playing style using it and I got the fifty kills from behind with it. But no, I found myself playing Turbine as a skirmisher in the center for 15 minutes when I suddenly realized I only had scored seven points.
The biggest problem isn’t even the reload time, it’s the requirement that you need to be in somebodies face for it to do any damage. More often then not the first shot will hit but the second one will miss because you are so close by any movement is amplified. The knockback(both on them and you) makes things worse by actually bringing targets outside your pointblank range.
Combined with the sandman stun this gun becomes somewhat more useful but having to set up a stun first before you can properly use your primary weapon is just bad. Also rather then double jumping around your target you have to hide instead which usually means increasing range. Another minor plus side to this gun is that you can do a triple jump with it (if you don’t use the Sandman which means negating previous minor plus) and that it allows some serious acrobatics but that’s for far more twitchy players then me.
So what it boils down to that the effective dps with this gun is so low it’s simply not worth it. And now that the scout rush has died down most scouts that I see have switched back to the scattergun.
Frankly, the only real use I got out of this gun is that I carried over the habit of firing, adjust aim, fire again to the scattergun which raised my effectiveness with that weapon.
I think only players who love burst damage instant will ever use this and they usually play (crappy) snipers anyway.