So, beta’s over now and I’m really glad to have been able to give Whiskey Foxtrot a decent go. He’s definitely one of my favourite characters, love everything, even the Scrap Cannon. I was just going to make a few comments on another thread but I ended up having something to say about pretty much all of his kit, so here’s my overall opinion on his current state. There will be a lot of comparisons to OM 
TL;DR: After giving him a few tries he doesn’t feel terrible, but for the effort you need to put in to play him the payoff really isn’t there. Love his kit, I’d just tweak the numbers a little, being careful not to make his pretty great augments too good.
First off, here’s a link for reference to WF’s kit:
I played a fair bit of WF and while his kit is fun, at first it felt kind of weak. What is noticable is that his abilities scale really well with augments, so I found a nice build and he didn’t feel too weak overall. He can be surprisingly mobile, a nuker, a sustained damage dealer, but while not stepping on OM’s toes.
The only real issue was that his abilities just feel really slow, animation wise. They kill his momentum or make abilities unreliable.
However, after getting used to him and thinking he’s not so bad, I swapped back to OM and he just felt SO MUCH BETTER. OM just straight up outperformed WF with assault rifle damage, burst and ease of use. WF feels more single target minded thanks to Scrap Cannon, Overdrive and the radius of Sticky Bomb, but OM can easily do what WF does with stronger immediate burst and the ability to wave clear or lay down some AoE damage in a teamfight. In fact, WF’s time to kill just feels too long compared to most other attackers for a guy that’s tricky to use.
I wouldn’t nerf OM, at least not by much, but rather buff WF. He just doesn’t feel all that threatening right now even if he’s allowed free reign.
With that said, here’s what I think of his kit:
###UPR-SL3 TACTICAL RIFLE
The weapon feels awesome to use. It has a little kick in it’s recoil that could be toned down for the sake of Overdrive, but the firing pattern feels solid and fun. However, it doesn’t feel like it does enough damage. Oscar Mike has a much stronger damage per shot, thanks to his passive, but he doesn’t have to worry about missing a burst and being punished. In addition, his recoil feels weak and the rifle feels pretty damn accurate, easy to land hits (as well as crits) with. Couple this with OM’s great, easy to use wide AoE ability damage and I’m stuck wondering why WF’s damage per shot isn’t much higher than what it currently is.
This is where I’d give him his main damage buff. At the moment the damage is underwhelming, but the rifle feels like the main part of his kit and it’d feel great to use if you felt properly rewarded. Besides that, buffing his rifle damage would also buff Overdrive (more on that in a bit) and with such good augments for his abilities it’s hard to justify buffing them too much if at all, so this just seems like the best place to tweak.
###[PASSIVE] COMBAT RHYTHM
I don’t like it, but then I don’t like kill skills. It doesn’t really help him wave clear and is kind of win more in teamfights, you get a kill you’re already ahead. It does have some decent level 5 augments though. I feel like WF’s kit shouldn’t be penalized in damage because it might get 25% more from his passive, at least. It does feel okay when you kill a minion in lane then turn and fire at the opposing team for 10 seconds, at least, but the impact feels low.
###STICKY BOMB
Fun ability, awesome augments available for it, but way too finicky to use for the output. It’s not amazing at wave clear on it’s own and takes a little while to blow up your target, but the ability damage is pretty average for the result. Given that, it feels odd that it travels so slowly with such a small hitbox. It’s a very unreliable skill without the payoff to justify it. OM’s grenade has a bigger AoE, more damage and extremely powerful augments at levels 1 and 2, making it as easy as aiming at the ground for some immediate high burst damage.
Damage wise I’d say Sticky Bomb is fine where it is, can’t buff every source of damage WF has. This ability has some great augments that could easily get out of hand if you buffed it too much and I’d much rather just add a lot of killing power to his assault rifle using the rest of his kit to aid it. I’d do something about the projectile speed and size to make it more reliable because of it’s average output. Actually, I could live with the speed if the hitbox were just a tad bigger.
Additionally, it seems to have a much bigger hitbox when it comes to deflecting off of your allies, like it’s bouncing off of an invisible box surrounding them. Thought it was just me but it happened frequently enough and I talked to somebody who said they had a similar experience.
###SCRAP CANNON
This ability is fun. A lot of people dislike it, but like Sticky Bomb it has some ridiculous augments and I really don’t think you could touch it’s damage without making it too good. At the end of a clip or as a finisher, this is actually a nice chunk of burst to finish a target off, which becomes a huge nuke when you have 3 charges ready from level 2 onwards.
If I had to change anything, it’d probably be a slightly shorter cooldown (it’s pretty long for it being a bit of a small skill without augments, but because of the augmented potential I would only knock a couple of seconds off at most) or fiddling with it’s animation length. The windup is okay, but if you need to start shooting again afterwards the delay is pretty long.
###[ULTIMATE] OVERDRIVE
This thing bloody shreds. It might not be flashy, but it certainly feels like you have crazy power in your hands. If you can handle the recoil the DPS is great, but sadly aiming for those crits goes out of the window. The issue with Overdrive is that it’s so hard to find a good time to use it.
If we were to compare to OM again, Air Strike is really easy to use. It doesn’t replace his assault rifle temporarily, you just fire and forget on an enemy team that’s committed to a fight then return to gunning everything down. It’s easy to get value with and it has the same cooldown as Overdrive. Overdrive has a lengthy animation both at the start and end of the skill, it replaces your normal rifle DPS rather than supplementing it, I couldn’t even use normal abilities during the ult. Because of that period of doing nothing, the aim required, the single target nature and that you can’t use it at the same time as the rest of your kit, it doesn’t feel like a 60 second cooldown skill.
Considerably buffing Whiskey’s rifle damage would do wonders in making this ult feel ultimate. It’d do ridiculous single target DPS while still being a replacement effect and requiring you to aim well for the full duration, that is something that would feel brilliant for our defective clone. I’d also tone down the animation lengths a bit, with an assault rifle buff the starting animation would be fine, but the ending animation really leaves you open and then you have to reload after it ends so shortening that seems fair.
###To Wrap This Up:
Whiskey Foxtrot is a really fun character with already powerful augments with more worthwhile choices than most characters out there, he just needs a little love in his base kit to really get there as a Battleborn.