Excellent feedback!
If the Sniper is too strong, perhaps a speed limitation would help balance it?
Say, due to the time required to set up, he always moves at 0.75x speed, and cannot be boosted by speed specialists?
chariot rider wrote:First off it eliminates the usefulness of assassins by doing their job with amazing efficiency.
I like the assassin, and I certainly do not want to replace it.
In my experience, assassins are only sometimes used defensively and that is typically against specific types of attacks - nearby Helmsman, Generals + specs, etc. I have seen them used in a much more offensive fashion, usually in combination with pirates and/or navigators, but also attacking outposts heavily defended outposts or turtles.
What I wanted to do was create a sentry like deterrent against specialists.
niverio wrote:fixing the range of the Sniper by the standard outpost sonar range
This is probably a good idea. If you can kill an opponent with it, you should never get too big a range.
nojo34 wrote:I say increase the time it takes to be triggered
Do you still think that 6 hours is too short, if we take Niv's idea and don't increase the Sniper range? At 50% range, any speed sub could get through without being hit, so the Helmsman would be the perfect counter.
tw2000 wrote:I think priority should be Queen, Promoted Specs, Non-Promoted Specs, Specs that come in 2. If it is a tie then the closest one is shot.
I agree, Assassins and Saboteurs should be last in priority. And I like the change you propose - with a tie, the closest spec is targeted. That gives an attacking player some options on how to best attack a sniper, as well. Good thinking.
thekorfballer wrote:Sounds awesome! I'm curious to what his picture might look like..or hers (:
Something like this?

"No man chooses evil because it is evil; he only mistakes it for happiness, the good he seeks."
-- Mary Wollstonecraft