Personally I don't fly snubs because my eyesight is rapidly getting worse and I haven't got the best reflexes. Couple that with the fact that snub fights tend to last SO GODS DAMNED LONG and I just have no desire to spend half an hour endlessly jousting back and forth only to die to a single mine. It's not fun. Flying snubs to the uninitiated just isn't fun when someone with a slightly higher level of skill just can't be killed by anyone lesser.
It's a skillgap. Yeah, I'll freely admit that I need to "get good" but I don't have the time or patience for something so monotonously boring. And even if I did, i'd likely do it in another, more rewarding game.
Now, to end on a more productive note: The issue here is one of balance and the way it's done. The problem we face is one that several other games tend to come across-- but rather than sit here and utterly fail to convey my point, I'll let the experts at Extra Credits handle the job for me. I strongly advise everyone in the balance team give this video a look.
What we have right now in Disco is the scenario mentioned with the "noobtube", and the lack thereof. "You'd instead have a small community of veterans just churning through new players at an alarming rate--Just crushing each noob who dared to show their face in multiplayer. All of those new players would quickly get discouraged and quit."
That scenario sound familiar to anyone? Cos it certainly does for me.
I recall a time when Missiles were there to level the playing field, but someone probably suffering from terminal brain damage decided that such an item needed to go out the window for some utterly contrived reason. This kind of diachotomy is what we need back for snubs to actually be entertaining to the un-initiated again.
Good luck.
[ sci·am·ach ]
/sīˈamək/
A simple, angry man casually working his way through life on a personal quest to acquire copious amounts of street cred.