Description of the issue: The RPG and Anti Vehicle Mines are slow and take too much time to deploy, losing valueable seconds which could turn a lost capture point into a successfull defense/assault. If you are holding the RPG and activating the Mine Gadget, placing a single mine causes you to automatically switch back to the previous weapon and if this was your rpg, it causes the rpg to do it's whole 'taking out of the bag' animation rather than pulling out the second mine. After extensive testing on empty servers, the average time to switch from Holding RPG to deploying a single mine and being forced to switch back to RPG with still 1 mine left was 6.47s. This may not seem like a lot of time, but if you count it at the comfort of your desk, you will realise how long this actually is for a fast action game like WW3.
For the RPG, allow players to take only one type of ammunition into the loadout, either single stage, fragmentation or tandem. Not Single stage and fragmentation or tandem. Or only have one type of ammunition capable of doing balanced damage to ALL sources.
Mines, these gadgets in my honest opinion belong with the grenades, flash bang and smoke gadgets so you can combine them with the Equipment Pack. This will require to control the amount of mines on the field, either by applying a limit of active mines per player or set an active timer on them for them to self destruct.
When deploying the mines, do not force switch to previous active weapon unless ALL mines are deployed.