well to put it differently:
The game is more interesting when the flag is in play, when you have to grab, ski, chase, shoot, i.e. fight for the flag.
mine discing altered the game:
it created a weapon that was effectively a one shot kill disc, which imo pisses on the other weapons (except CG). no wonder t2 cluster has degraded into a game with the already OP chaingun, the minedisc combo and a GL that needed a serious upgrade to compete with the former two.
atm cluster has to roles, O and D
D:
scenario1: respawn, ski to flag, wait, mine disc, suicide, repeat
scenario2: respawn, ski to flag, wait, mine disc (miss!) either suicide to get mine/health then DJ) or DJ after capper and mine disc him when he lands.
O:
scenario1: fight endlessly respawning minediscing defenders until you die to try to clear the flag.
scenario2: go for the flag and get mine disced by waiting respawned ld.
scenario3: go for flag and luckily get away because the LD is spawning to get more mines. get mine disced at own base or chained on the way.
maybe the defenders will cluster the flag home, maybe not, depends on their skill.
IMO the mine disc is central to this play style and oh god how i hate it compared to regular tribes1/2 (even though i do play it due to lack of better games