For the original post:
Yes, super frustrating. It happens. Game weapons aren't real weapons. They're simulated. In this simulation, at the point of impact, the game checks for players within a radius from the point of impact ("kill zone", "kill radius", etc.) and, if there isn't an impenetrable mesh on the scan lines between the point of impact and the target, the game kills that player. Actually, I'm not sure exactly how it works. They may be using an actual fragmentation model with a preset number of fragments flying out in many directions and, if hit with enough fragments at a close enough distance, the damage taken by the player is greater than the players health, and the player is removed from the game.
Either way, a clear path from the point of impact to the player is necessary for the game to register a kill. And, as you may have noticed, the ground isn't flat. I suspect that, sometimes, when you shoot at the ground, the curvature in the terrain blocks that path from the point of impact to the player. At least, that's what I'd like to believe. It's entirely possible that this is an intentional occurrence. Maybe the kill radius for friendlies is less than that for enemies, so that the game was more forgiving in terms of teamkilling, and RPGs just happen to be just outside of that happy sphere.
Looks like im going to be raging until they fix it.
Probably.
RPG = 100% accurate in game.
Correction:
Everything = 100% Accurate in game. You're fighting other players, not game mechanics that fight and inhibit player skill. If you aim at a guy and shoot, you get rewarded for doing so correctly. None of that dice-rolling MW2/FO3 crap.
Never spirals out of control.
Again, you're not fighting the game. You're fighting other players. Screw your appeals for realism. I want an enjoyable game.
Explodes on impact not by the fuse that it should.
4.5 seconds at 294 meters per second is over 1.3km. Way, way, way beyond the ranges you're fighting at. Neglecting use as a SAM (if the warhead can be classified as a missile), I don't think anybody will be engaging with the RPG at ranges over 1km. If they do, and they hit, then that's awesome for them. Get them on our side. Anyway, the RPG has two fuses running in parallel: the 4.5 timed and an impact. It will explode upon impact.
Marines M203's do not match the RPG because the range and aiming sucks.
Oh, no! Gravity!
I, and many others, feel that the M203 is better than the RPG. Your stated weaknesses are its greatest strengths. For example, on sinjar, you would be completely unable to hit the top of the hill overlooking Alpha with an RPG, unless some sap was standing next to a wall/tree. With the M203, you can land one on an enemy easily. Not needing line-of-sight is an ENORMOUS advantage. Hell, the RPG can't hit an enemy even
with line-of-sight. Collision is off, so the rocket passes right through players. Sure, the RPG is easier to figure out. Point and click. However, we're not talking about players with weaknesses or a lack of proficiency. Those are unique to the player, and shouldn't be taken into account when comparing the M203 to the RPG. We're talking idealized players. And, frankly, within the range of the M203, the Grenadier will beat the RPG by a safe margin.
And well its is doing my FING head in.
You now what might help? A healthy dose of eGO servers. Get back in there.