Thanks for the response and for explaining the reasoning behind the change. It’s appreciated that the team is communicating with us.
That said, applying a major “real-world realism” adjustment after 8 months feels very inconsistent from a gameplay perspective. Players already spent months learning how launchers behaved, so changing core projectile behavior this late understandably feels frustrating.
The main issue is that at ranges like 100–150–200 meters, rockets often do not land where the scope’s crosshair suggests they should. If the projectile trajectory intentionally behaves this way, then the launcher optics should provide proper range markings or clearer visual guidance so players can reliably understand where to aim at different distances.
Right now, it feels unintuitive rather than realistic.
A lot of experienced players also have the impression that this change was introduced mainly because some players were struggling against RPG users and complained about dying to them too often. Because of that, it can feel less like a realism improvement and more like an indirect nerf designed to push players toward using other AT launchers instead. If that is the intention, it does not feel entirely fair, especially after players already invested time mastering the RPG mechanics that existed since launch.
Either improving the launcher sights/zeroing system or reverting the change would probably make the experience much clearer and more consistent for players.
Also, for future gameplay changes of this scale, it would be great to involve a wider group of players beforehand through testing or feedback sessions.