I was evil, but...
75% boost loss when double jumping instead of 50%, and worst of all, boost loss when taking damage is just too easy to lose the boost. I've been playing scout less and less, and have seen maybe 2 people use the bfb anymore. On the up side, I've discovered my love for demoknighting. Having the max amount of heads + the bootleggers make you just as fast as a scout.
you of course mean the spy, who can guarantee a back-stab, can turn invisible and has a disguise kit. Back scatter is less accurate than the stock scattergun so you need to practically have the gun shoved up their ass before the mincrits even matter. Also 2 less shots before reloading. It's a fun weapon to use but if you are actually trying to be a good scout almost any other gun is better.
As a Scout, you need to be up close anyways, because unless you're fighting a Pyro, attacking from a distance is asking for death. While the enemies will be sufficiently loath to face any scattergun in close combat that they may actually turn their back on you as they attempt to run away.
Used correctly, the Back Scatter can kill even a Heavy almost instantly. Use your double jump around a corner to startle him, run around him before he has time to spin up and unleash some point blank bullets into his back.
Alternatively if there's distance between you, just use the Sandman to buy some time to close the distance. Or you can use Bonk! to position yourself amidst sentry fire where they would normally not think you'd be capable of doing anything, then use the split second as it wears off to take out a key member of their defence.
It is also the best weapon a Scout has for team play. A hardier teammate keeps the enemy busy while you flank and instakill.
I have one particular instance in mind on Powerhouse where I hid around a corner and my teammates attracted the enemies' attention as they came in a huge group. I instantaneously killed half the enemy team with two shots. Took me a while to realize what happened because I hadn't realized the mini crits were that OP.
But muh hitboxes... Seriously though the hit-boxes for the backscatter and the backburner are kinda wonky, often times I would hit them in the back and it'd do regular damage instead of their buffed damage. I agree that the backscatter has some advantages in some situations but most of the other scout primaries are a lot more reliable overall.
Bonk, while useful can get you in really bad situations if there are sentries. Simply put they will push you away and often times in a really inconvenient spot where you can either be killed by the sentry or picked off by a passing enemy who saw your shenanigans. If your enemies are going full-out tryhard Bonk is next to useless because even if you run past them they will remember that you are behind them and that you don't have mad milk/ a pistol so they can easily judge how much of a threat you are.
The stock scattergun at max damage can kill a heavy in 3 shots, a backscatter takes 2 shots in an ideal situation, that is a .5 second advantage. the fact that the backscatter has 2 less shots anyway means that after you kill a heavy you only have 2 shots left while the stock would have 3. Even the best heavies can be flanked but they can turn around as fast as anyone else, so the fact that if they move after the first shot to look around added to the backscatters wonky mini-crit hit registration means that it would probably take 3 shots anyway. Also
I love the sandman to pieces, it is so fun to use but it gets better from a distance. So for you to stun them for any useful amount of time you need to be pretty far away, which is not the back scatters strongsuit. The back minicrits won't matter because you can see where you came from from where the ball hit you and by the time you are close enough to shoot them at max damage I can guarantee you the stun will have worn off . It really goes better with the shortstop seeing as you can do more damage from a distance.
I personally play a roamer/killer distraction scout so I am usually playing away from my teammates, so i cannot rely on them as distractions normally.
I've never had any trouble with the hit-boxes. I'd say you're probably getting it as a result of ping, because at 13 ping mine are as consistent as they could be.
Yeah, you can't rush sentries with a Bonk, but if they're simply positioned in a tactical spot, you can run past them. 9/10 times, enemies will ignore you when they know a sentry's firing at you and will instead focus on your teammates, this will allow you to put 2 shots into an enemy's back between the time the Bonk wears off and the sentry kills you.
Those .5 seconds are enough for a Heavy to finish spinning up and turn around. If they're using a Huo Long Heater or a Brass Beast, that means you're dead, as with the Brass Beast spun up they'll resist damage and fill you with holes, and with the Huo Long Heater you'll be on fire.
In close quarters, the Sandman will indeed not make that much difference, but give it ten meters or more between you and your enemy and the stun will last long enough for you to get behind them. And if you get a max distance shot, you'll have all the time in the world before it wears off. It's also very good against Heavy/Medic pairs, as stunning the Medic will allow you to take out the Heavy without the healing interfering.
Some points in the map, you can't do that though. In any CP or KOTH map, you'll want to be with your allies while capping given your 2x capping rate. And in Powerhouse where I mentioned the half team wipe was, there's a bottleneck in each base where everyone going in or out has to pass through, even scouts and rocket/sticky jumpers, that was where I hit them.