Destroying the sensor shouldn't trip it (unless its a clearly visible sensor), as there needs to be some way past it, and I think the tool should just be limited to covert ops because if it's jplaced on the path to an objective, it is literally a dynamite planted warning or an objective about to be stolen, 5 seconds before, so you know where the enemy is going to be /coming from. That is way to powerful for a soldier, heavy weapons would anialate whoevers trying to do the objective, engineers will have an advanced warning to the 30 seconds dynamite planted warning, field ops will be able to put an advanced artillery or airstrike and catch the person out / stall them so they lose the map, medics are OP already, and covert ops will be able to get into a good sniping position and just pick them off as they come out with the objective 1. Perhaps if the area of effect was visible, or 2. the mine was clearly visible and was only tripped when someone moved through it faster than walking speed, so people could walk / crouch ./ prone through it, or 3. it has a delayed alarm effect for like 5 extra seconds, to whoever layed it or, 4. perhaps if it was an alarm that just rang so anyone in near proximity could hear it - until it was defused or rang for like 5-10 seconds and then stops, or 5. perhaps a teamwork need to arm it, so that a soldier would lay it down, but would require an engineer to arm it, or 6. perhaps unlike mines, when the player dies, the sensor dies, or 7. a minimum distance limit away from friendly objectives - like dynamites, but a much larger distance or 8. have it triggered by team mates also, so whoever it alerts wouldn't be able to tell the difference or 9. perhaps a land mine with a larger trigger radius, but does no damage, and starts rininging (or whatever it does) from the moment is triggered to when it is defused, or lasts 5-10 seconds 10. and I think it should be a radial beam rather than a straight line beam, but not reach the other wall - if it was a wall mine