The other 8 classes should have trouble hitting a scout up close as well, since that's the point of being a scout. Fast run speed - damage ramps up. That's something that class has, and you can't compare that to 1 weapon of another class. I nearly never see huntsman snipers turning corners / entering enemy territory undrawn, if you do, you should reconsider your playstyle. Spamming hallways (while crits are off ofc) isn't as rewarding for the explosive classes because they can't 1 hit. Except sticky traps ofc, but that's their purpose. I don 't think the Huntsman is overpowered, it serves it's purpose on the range it was meant to be. However it is borderline overpowered. That's all I am going to say about it, since we don't want another thread closed by things like this since last time http://www.lethal-zone.eu/viewtopic.php?f=45&t=4683 Anyway back to the subject. I am really tempted to use the glove ( with an awesome killtaunt) to give me more of a support character in my fights. Also I like the rambler with the effect of putting a lot of pressure on the other time, countering ubers. I don't really like the FJ that much, since it has less shots, and is only activated when my sg is destroyed. Most off the time I am already falling back if my sg is destroyed.
Frontier justice is clearly designed with only offensive engie in mind, wielding the glove and the wrangler as well. the thought was that the engie would come onto a battlefield, like fastlane or granary middle point, he would run to a high point slightly off to the side, quickly slap down the battlesentry and start wrangling for kills/assists, switching to the FJ as soon as his second or possibly third sentry is down (providing he lives that long) to mop up whatever is still standing. since enemies usually go for the guns first it's probably feasible to think that you would actually live that long. for a defensive engie FJ is really suboptimal, especially if you're taking the wrangler, which you probably should. since the wrangler makes you lose the pistol, you desperately need all 6 shots the vanilla shotty provides, as well as it's unconditinal use for spychecking. if i had only a single crit stored away i probably wouldn't use the FJ for checking anymore (seeing as 95% of all shots spent on checking arn't actually hitting anything), making me highly vulnerable... it's basically the same as with the medics healguns. both are viable in different situations... though i would think on defense it could be a smart move to actually employ both kinds of engie at once. a defensive one for basic protection and an offensive one to protect the other's nest. a combat sentry around the big nest can severly hinder spies, forcing them to either take down the minisentry first, announcing their presence, or getting mowed down by it when they get to buisness. and while the big one still stands the little one can safely rack up assist, making the off-engie a powerful threat once the blue wrecking crew comes in and takes the big nest down. the combo of both engi-styles for defense is probably a lot more effective than 2 straight def-engies would be, provided both engies know what they're doing... P.S.: bear in mind that this is still all pure speculation on my part, as i havn't actually seen any of the new toys in action up till now.