I am surprised no such thread yet exist. (note I joined after the spy/sniper update and never got the weapon high before) I think valve did a pretty fine job. So here is my opinion. I tried playing with all weapons the last few days. Soldier direct hit I like it, it allows you to do more damage, but requires you to be more skillfull. Not overpowerd because most players will actually do less damage using it. I do hate the sound it makes, it just feels not right buff banner I dislike it. The shotgun is a damn fine weapon and to give it up you need a decent weapon in return. The buff banner makes me think of bonk: only useful in rare cases. equalizer Feels overpowered to me, you get both more damage and more speed when you are on low health, wich seems wrong to me. If it was just either one I would be happy. The moment I pull out my melee is usually also the moment when I am low on health. It feels like something the heavy could use more. gunboats Like the buff banner, it replaces the shotgun wich is the main problem. The soldier takes very little self-damage, even a quadruple rocketjump wont kill you. This is however the only weapon I do not posses. I think this weapon would be better for the demoman as the demoman takes way more self-damage than the soldier. Demoman eyelander I like it. It really encoureges you to melee somebody to death, because if you dont, you will walk around with less health. I feel it is not overpowered because it actually is pretty difficult to melee someone to death. I really like the glowing eye Charging targe I like it as well. It changes the playstyle of the demoman quite a bit. During this post-update mayhem this is a very fun weapon. This weapon makes you a great counter against soldiers, demoman and pyros. I do find landig a crit to be very diffucult and only use the charge for speed bursts. The targe+grenade launcher is a great close range combination as you takes far fewer selfdamage Scottish resistance A good demoman will set of his stickies when he knows it will kill someone, when do you know it will kill someone: when you see them near your stickies. I was at first quite sceptical about this, but I came to like it. The idea of the SR is not to defend multiple entrances, but instead a big connected field. The SR is more useful than the original on defense. The SR allows you to withstand multiple waves of enemies where the orignal Sticky laucher would cost you more time to set up new traps.