Or he reloaded
I'm up to 14 achievements including Milestone 1, and am starting to enjoy it after a shaky start. It seems the achievements are meant to be earned against a team that ISN'T 90% Scouts, but I'm getting there slowly.
So far I've only tried out the FaN, and I gotta say it seems pretty balanced in the same way the compression blast is. The kick puts the enemy out of position, but doesn't really help you directly. The damage is high, but you only get two shots and have to be very close for it to stick. Plus, the recoil means you kinda have to stay on the ground while fighting, or else you'll end up going away from your target, which isn't what you want, so you can't buzz around as much as Scatterscouts.
I've seen a few people using the Bonk!, and it seems like a good ability for the Scout. Only when you have a Bonk!ed Scout running towards your team do you realise how important bullet damage is. One complaint I have is that he dodges fire from the flamethrower too, which makes no sense to me. It should AT LEAST ignite him, if not do full damage. Anyway, I hadn't considered it as a mini-uber to make up for him never getting ubered until Chris pointed it out, and that's a pretty bang-on point. Thumbs up.
As for the Sandman, well, it's a contentious one. I don't like control being taken away, BUT I'm coming to think it works for a couple of reasons. Firstly, getting hit doesn't always mean death, and often Scouts will be shooting balls at you the same way a Pyro shoots flares - to weaken you rather than set up an instant kill. Your teammates will generally back you up, so it's only really useful from an insta-kill perspective when you're alone with the Scout (in which case the Scout gets a buff to make up for a weakened bat that he would otherwise almost certainly turn to). There's also the matter of reloading, and while you can just pick up the ball, the situations in which the ball could be most abused (spamming at range) are the same ones that really only happen once before the Scout has to find something else to do. Oh, and it seems pretty hard to aim, just from watching.
One of the important points to consider here is that the Sandman may well be better balanced when not EVERYONE is Scout. At the moment, there's balls flying everywhere, so the weapon's danger level is exaggerated. However when a team has maybe 1 or 2 Scouts, landing a hit with a ball would be a rare occurrence, and again one that may well not end up being a kill. As for stopping ubers, well... that would be very easy to nerf away.