I remember back in Beta that after the advent of C4, it wasn't too long before light assault troopers were jetpacking around dropping fun little packages that tore through any armor or foot mobiles around. The matter was addressed, of course, and the game compensated. I hoped it was the last I would see of that. Apparently I was wrong. Lately, I've found the same strategy being used again, but with Tank Mines. An inclusion I initially lauded, but now am concerned for the exploitation of. On several occasions, a Light Assault trooper has vaulted over high cover to land on or around a parked Sunderer. They were cut down quickly in most instances, of course, but never before they managed to throw a mine. A mine which would destroy Sunderers even at full repair, instantly. I understand that the mines need to be effective, and that there is a mine guard feature, but in the case of Sunderer especially, that doesn't appear enough. The Sunderer has an extremely high number of upgrade options beyond the standard defenses of the other vehicles, making the decision to focus on mines even more costly to other strategies. Also, the cost of the mines does not seem to offset the capability with which they destroy even well defended and supported vehicles. I'd offer that instead of just complaining about the damage, that perhaps some extra mechanism be put in place to prevent such cheap exploitation. Perhaps add a timer to their activation, forcing them to be preparatory measures only. In addition, it might be worthwhile to make explosives that are shot detonate with less force than those properly activated. Anyone else have comment on this?