In the first instance, I am going to remind you that the mines are not OP,BUT for people who cry enough they will be nerfed, I am going also give my concept for you who could make people don’t cry a lot:
Based on the post that talks about how they plan to nerf them, I first propose that only engineers and AT can carry mines, all units will be able to deactivate mines but only engineers and AT will be able to detect them easily and deactivate them easily compared to the rest of the soldiers, in exchange to lose the mines indoors and force the mines to be used exclusively outdoors, I suggest allowing the use of booby traps that, instead of killing, will incapacitate the soldier or soldiers in case several of them fall into it, in addition to implementing others types of mines such as sticky or magnetic mines to give a couple of examples, also I suggest to snail fix the actual bug who they said is fixed but it’s a lie about dropping items sink in the ground, who is the main issue of the people who can’t even see them because they are “invisible” due the end sinking in ground, in adition I add some photos for the context
Actual AP Mines:
AT mines, but this is how mines should be seen (shoot or throw a grenade)
Just limit the time players have to spend laying mines.
The problem with mines is not the mines themselves, but the proliferation of mines.
Now players throw mines everywhere like throwing cans, and then the mines will drill into the ground and bury themselves. A rifle team has a short time to deploy 9 mines, which leads to their proliferation.
Mines should only be allowed to be buried on soft ground such as soil, and it takes 2 to 3 seconds to bury it in the soil. If you carry an engineer shovel, the burying time will be shortened to a certain extent.
In return, all factions’ mines will be better hidden (German mines are the best hidden, Japanese mines are the worst, a bit unfair)
The benefit is to avoid excessive mine proliferation, if you want to bury the same number of mines, players need to spend more time
As a countermeasure, any explosive will destroy them. Depending on the explosive, rockets have the largest range, followed by artillery fire, then high-explosive bombs, and finally grenades or explosive packs
As infantry, engineers will find and automatically mark mines, whether they are directly shot or spent time clearing them, they can be destroyed
Can not speak for all, but usually AP mines usually work only once, then the person starts being aware and continues either with more cautioness or chooses a different way of approach. However here comes the problem. You spend 0.5 sec to plant something that requires far more effort to get rid of, than it takes to actually use. That is the pure reason people dislike AP mines overall, especially in fights over CPs where focusing on clearing mines can and will result in death due to getting jumped and having their focus on the ground rather than front.
Secondly, the most toxic usage of AP mines on rallies. How to counter that? If a person decides to be a piece of *hit you can not do much about it. Yeah you can trap the rally with your own mine, but that seems very sad tbh. And well countering an AP mine after respawning on a mined rally, yeah that 10 sec respawn timer is a nice counter to any enjoyment of the game for most people.
So as OP says, limitation of mines to certain classes and ability to mine detect is a good idea along with the placement restrictions and time consumption for placing.
Mines should be an engineer squad only fortification it limits who can place them and makes them have a trade off I would make it so they can be layed in 6 mine staggered line for AP mines and a 5 mine staggered line for AT mines being built in 7 seconds for the AT mines and 10 seconds for AP mines.
They can only equip 1 mine per soldier and lose TNT
And you can use explosives and bullets to destroy them
I don’t think it’s that bad
The combination of spawn points and mines looks more like a ridiculous joke to me
The entertainment component outweighs the tactical risks
And most of the incidents are at respawn points that are too easy to find.
in addition
Most of the time only aggressive players will use this tactic
So I think players who use this tactic deserve respect.
Because most of them are players who actively fight
I agree that going for rallies is often difficult and getting just +45 for destruction seems like nothing for the effort. Especially in invasion, just wiping a squad immediately and causing the loss of reserve points is appealing.
But the same you do to the opponent, he will do to you and this only results in toxicity amongs players.
There is no counter to it for the respawning player either. Protecting rallies is just not possible due to most players rushing out of them with tunnel vision, completely disregarding if someone is watching and tracing the routes of reinforcements, trying to determine rally locations.
All in all, better be rid of this and maybe just raise the destruction reward for rallies to not necessarily deter from hunting them.
Sounds reasonable, it may allow to prepare for the first wave of enemies with enough time, but not enable to redeploy unless attacker fails to contest and gives defenders time to reinforce.
As someone who uses the ap mines and always seems to be battle hero in explosives, I like them. That being said I would not be opposed to enemies being able to disable them, and they would be able to do that in real life if detected. I think all mines should be visible, but NOT highlighted for either squad. Since for the most part when a match starts, the defenders seem to have to run to the defense point there isn’t enough time to lay a ton of ap mines as there was before. I do realize the frustration of having your entire squad taken out by ap mines as it has happened to me countless times. It was part of the game so I just go with it. I never used them for a long time, till I finally woke up after being killed hundreds of times with them and started using them.