What I find frustrating about the spider mines is this: it's not a player vs player battle anymore.
When someone hops in a darkwalker, a much stronger weapon than a spidermine trap, and me and my team have to coordinate to get it out of the way, that's the simple result of the enemy team getting the darkwalker first.
However, the crucial difference is: it's the skill of the darkwalker player vs us. If he's good at raping my entire team 4 times in a row, he 'wins'. If he's not, we 'win' and take him down quickly.
A player just dumping a spidermine trap somewhere on the battlefield has nothing to do with his skill. He just drops it and goes to do something else, all the while getting free kills from it. It doesn't matter one bit if the player in question is a complete newbie or a seasoned veteran, he'll get the kills. Even if all he does after that is stand in a corner.
You're not fighting a player anymore, you're fighting a scripted sequence.
The trap is hard enough to spot as it is on most technological-styled maps like Necropolis. Add to that that you can't destroy it.
Destroying all 15 spidermines one by one is just stupid. If your opponents are even remotely decent, you'll be shot or roadkilled before you even get to the third one, and yes, that's assuming a simple 4v4.
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Now, I'm all for strategic placement of things that can turn the tide of a battle. Whenever these items cannot be destroyed it just becomes stupid.
It's like you could put a 10 meter high wall around your flag with the press of a button, equally stupid and requiring no skill at all.
I don't consider it skillful to drive a nearly invisible vehicle into a base while everyone else is a bit preoccupied not getting blown up by huge walkers, flying vehicles, rocket launchers and shock combos. If you can spot a stealth vehicle in the heat of battle, more power to you, but I'd say it's not that easy.