Riptack said:
I admire you for the time and effort you take to confirm your assumptions but I still disagree on the hornet vs sniper part. Of course a sniper gets more shots on the ennemy but as you said you still need someone to return. Whereas a hornet can return the flag himself, therefore you have 1 more player to, either set on D-stay or LO. Of course the hornet is not as effective in order to kill ennemy flagcarriers but the one player that you "gained" can be put on LO and e-grab/return or whatever. And in my opinion (considering equal player skills) that "additional" player featuring hornet is worth more than a sniper featuring a dedicated "chaser"/returner.
I considered that point as I was writing my post, but eventually discarded it. The reason? As the hornet's retrieving the flag (or moving into shooting position), he/she isn't firing at other enemies. With any other class, that wouldn't matter, but with the sniper, it's significant. A base sniper specialist would disable any approaching enemies while the chaser returned; and I think that's better sniper usage (and worth the additional player). No other class can so effectively rout enemies before they present a threat. A midfield sniper specialist would do much the same, sniping the carrier as well as any enemies heading toward home base. The additional chaser would also return more quickly (on average), since they're assumed to be directly behind the carrier.
That means the sniper specialist fires significantly more shots a) because of its class advantage and b) because it's focusing on firing, instead of on rocket-jump returning. As for Frostbyte-esque maps small enough to anticipate return routes (and thus position yourself so that rocket jumps aren't required), you run the risk that carriers will simply toss home. And then you'll be wanting that chaser. Of course, that's assuming the enemy team doesn't alter their return routes.
Some scenarios assuming a base-defense sniper specialist:
Scenario 1: Your flag has been taken, and their flag is at home. You're going to want to send chasers and e-grabbers anyway, so no loss there.
Scenario 2: Your flag has been taken, and their flag has been taken. While you lose a defender to chasing, snipers are very capable duelers (in case you need to DM LO) and have the added benefit of tagging/destroying approaching enemies before they present a threat. Were you running a hornet midfield, you'd lose those preemptive attacks. Again, assuming both the base defender and midfield snipers hit their shots on the capper.
Scenario 3: Your flag is at home, and their flag has been taken. Here, a base sniper is definitely preferable. You want access to as many targets as possible.
Riptack said:
Another point is that a sniper is easily distracted by ennemy LO so (considering equal intelligence (Nowadays stupidity) level) a sniper is easily disabled and therefore gets less shots at flagcarriers.
A twitch-shooting sniper is very difficult to dislodge/distract. I hit a large percentage of my carrier shots while being bounced around, so I disagree with your assessment (although I see where you're coming from). I suppose, though, the accuracy of your statement would depend very much on the efficacy of the sniper, and on the efficacy of the defense as a whole. There's not much LO can do after having been hit once or twice, especially when facing proficient chain, and I certainly didn't encounter difficulties with an Omni D.
I also agree entirely with your qualification that intelligence must be considered. Sniping requires far more tactical awareness than is typically assumed. And this community can be particularly stupid.
@Anak: I don't think arguments are ever worthless or stupid, so long as the conversation's kept coherent. At the end of it all, there's always something to be learned. And, to be honest, having to think and write is a pretty good use of your internet time.