Implementation of mines

While I think their implementation should be done carefully, I believe they can have an important role in two areas which will improve balance and improve the gameplay experience: spotting and spawn protection.

I do not think either anti-personnel or anti-tank mines should be highly destructive weapons that can be placed anywhere. I do think both, however, could be excellent spawn protection tools, with a limited placement area near your own team’s spawn.

I also think a spotting feature would be a beneficial addition. These would act like the spotting mechanic, producing a red marker, but visible for longer. This could be the feature of mines placed away from spawn - both AP and AT - which do very little damage but highlight infantry and vehicles for a short time. Spotting through mines should have a unique visual marker.

In this way, mines will have utility but not too much power, and will be a good counter to spawn rushing, particularly by fast vehicles which find avoiding explosion packs easier.

In short:

Near spawn: AT mines do large damage to vehicles, and infantry
Away from spawn: AT and AP mines provide accurate, short-term spotting

An on-screen notification will notify the player when they move from one zone to the other.

Personally I have only seen a handful of situations where a tank has been a major problem and overall they are not super hard to deal with (provided the game works properly- Im looking at you Puma that I threw a TNT pack directly on and it turned your wheel yellow). Most of the time when they are a big problem its because they sit somewhere with an open field of view so its hard to get to them(in these cases mines wont help)

I am worried they will make more active tank play that much more painful and just add some RNGish problems for tank drivers.

Seems like too weird of a solution to me. Moreso when you consider how close the spawns are to objectives on some maps.