@Sch123 I know, I could only do so much before giving up on trying to fix all of the issues.
I'm just about sure majority of them are dealt with by adding homing capabilities and increasing missile speed.
Then again the "missile" isn't even a missile as such, it's an invisible projectile that travels at 360m/s with some particle system attached to it.
It would seem the game really doesn't like terrain elevation differences, and it might be impossible to address that. Same for hitboxes being dependent on animations, at least I think they might be, since there is no rhyme or reason for the weapon to randomly miss a target one time and hit it perfectly the other.
Now, the "logical" step would be to increase missile collision radius, but that would mean it starts hitting more things than it should.
If I slow it down, it will hit stop acting like a hitscan weapon and there will be noticeable flow-breaking delay between firing and hitting an enemy.
On top of that, if I slow it down and leave homing speed as it is, it won't travel in a straight line and become even more overpowered than intended.
I know it's not perfect, it's very far from perfect. As much as I hate this, it's a case of win some, lose some - you have a sniper with stupidly long range and high damage, chances to proc debuffs, mechanics that allow it to fire through multiple targets, obstacles and world geometry. On the other hand, it can rarely miss some targets, it ignores enemies behind barricades until the latter are destroyed. I'm starting to think that might be a script thing because those appear to be props attached to enemies that are protected by them, similar to bandits with shields, except they're part of world spawns rather than special items.
Long story short: it's an experimental "proof of concept" that I very much have a love-hate relationship with. If you're disappointed by it, I can only apologise. My modding abilities allowed me to get it right only so much before there was nothing more that could be addressed :\
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Edit: just did a quick purge and recompile, also pushed an update on the offchance it may fix potential issues due to GUTS not liking date mismatch on DAT vs BINDAT files.
Also had another go at Echo Pass with the railgun. Out of every single enemy there, only one failed to get hit on the first go, they did however go down on 2nd attempt. All other enemies died in one hit with no retries.
As for barricades, I reckon it's possible to bypass them and shoot enemies directly by using "hold position" key and aiming about a metre ahead of them. In theory, this should make the missile ignore said barricade and hit the enemy behind it. At least it worked 3 out of 3 times I've tried it on the bears with spears.