Firstly I’d like to say I think he’s fine in terms of power-level if you have a team that actually makes it into a fair match i.e. extends the match and doesn’t get completely steamrolled. I realize this is an issue with matchmaking more so than Whiskey, but it could be subverted by a simple re-arrangement to make him a bit more viable early game. Now I realize he’s not Oscar Mike, but given some of the similarities I think it’s actually fair to compare the two on a few points. Mike gets burst damage right away giving him something to gain experience in the form of Impact Trigger (if you take it), but even outside that one second after impact is a far cry from having to wait out the full trigger of the Sticky Grenade. Now since I’m not asking for a buff per say I’ll leave the fuse alone on the Sticky Grenades and move onto that Oscar Mike gets Fragcendiary Grenades at Rank 2 while Whisky not only has to unlock the mutation for Napalm he has to wait until Rank 6. I’d argue that the only reason Napalm is so high is that by that point he can create multiple pools, but in and of itself it doesn’t seem like an issue considering Mike has the same thing at Rank 2 and Mike has the ability to create the pools without the delay on top of that so he’d still have that advantage. The next point I’d like to make is that the Mike gets the option between Damage, Damage at the cost of Radius, and Radius, to which I’d argue the Radius Mutation is akin to Whiskey’s Sticky MIRV or Triple Threat. Whiskey gets the combination of the two before Mike gets the option of creating larger pools of fire which is all fine and well, but at the same time Mike has a far easier time early in-game so the higher Level needed for Mike to get the combination is mostly moot. Now onto the Scrap Cannon, it’s all fine and well and a great tool for getting rid of Melee, but it doesn’t do much for him in the way of gaining experience and I’d also argue that it doesn’t do much in terms of killing either and that it’s really for utility which isn’t a bad thing, but unlike his counterpart Mike he has to sacrifice some utility for his Sticky Grenades to get the base utility for his Scrap Cannon.
So I’d like to suggest the following helix NOT to try to make him more like Oscar Mike or to buff him, but to change his pacing a tad so he can have more of impact early on and doesn’t rely on a long match to get his toolkit:
Level 1 Scrap Cannon Utility
Flak Off and Flak Back
Both skills would give some utility to the Scrap Cannon right away, both give some distance and currently from my experience Flak Back is up against a choice everybody seems to make being Napalm and doesn’t seem too terribly different from Flak Off save for the ability to use it as a ‘jump’, but considering it’s not going to get you out of a corner like Flak Off it seems like a fair trade.
Level 2 Sticky Grenade Modification
Weighed Down, Napalm, and Stick ‘N’ Sap
Napalm would still likely be the go to choice of most people, but considering how rarely I’ve seen Stick ‘N’ Sap it probably doesn’t matter that you put it against Napalm anyway, but with the Triple Threat or Sticky MIRV it might see some use for those confident in their Sticky Grenade ability and stacking the drain effect could make it more appealing instead of being a ‘dead’ augment all-together. Weighed Down is merely included because it make ‘sense’ as it provides a buff to the Grenade itself not the the delivery method.
Level 3 Sights
Red Dot Sight and Scoped Up
Level 4 Scrap Modifcation
Swiss Cheese, Shield Scrapper, and Scrap Bank
I always found Shield Scrapper odd placed where it was, not saying it’ll be picked but makes much more sense to me to be with the Scrap Mods.
Level 5 On-kill Bonuses
Reload Burst, Killer Regen, and Speed Burst
Level 6 Rifle Modification
Duct-Taped Mags, Shield Pen, and When Three Just Isn’t Enough
No change, just moved down a level.
Level 7 Sticky Grenade Delivery
Sticky Speed, Sticky MIRV, and Triple Threat
Sticky Speed is still probably dead, but each modify how the Sticky Grenade is fired and as mentioned before being able to stack the Drain effect might change the preference. It’s moved down as you get access to Napalm earlier which helps with Area of Effect killing for experience which makes him ‘better’ early game alternatively Sticky Drain at least does instant damage which serves the same purpose of giving him actual damage without a 3 second timer to get some experience.
Level 8 Scrap Range
Spread Shot and Long Distance Flak
Level 9 Sticky Grenade Buff
Swift Stickies and Stronger Stickies
Level 10 Overdrive Mod
What Shields? and OverOverdrive
Now the one minor change which certainly could be considered a buff, allow his Scrap Cannon to detonate Sticky Grenades. I could potentially see it getting out of hand, but given the range of the Scrap Cannon and the travel speed the range for premature detonation of moving targets shouldn’t be that large for the average player and expending Scrap for detonation takes away from it being used as an anti-melee tool making it a player decision how to use it, but gives the player another option.