In the game, the Z-10 ME requires more spawn points to carry the CM502KG, but the explosive damage of the CM502KG is insufficient. Even though it has a 7.68 kg TNT equivalent, it cannot guarantee a 100% destruction rate against non-armored targets. I believe that as an HE-powered guided rocket, the explosive damage of the CM502KG should be changed to be similar to that of the Type 75 rocket, PR-3, 130-3 or Zuni MK32.(Remove the radius code for the CM502KG.)
I spent a considerable amount of time editing my issue before, but the bug report manager rejected it within just a few minutes, citing the reason as “not a bug report.” I also can’t help but remark on the remarkably high efficiency of the managers in the issue section.
In a previous similar issue report, the bug report manager stated, “This is not an ATGM; this missile is designed to destroy lightly armored vehicles.”
So, can the CM502KG truly easily “destroy lightly armored vehicles” in the game? I don’t think so. Let’s take a look at its performance in actual gameplay when the CM502 attacks some lightly armored vehicles:
In the game, the CM502KG has failed to achieve effective kills against targets such as the Buk-M3 radar vehicle, the SPAA Type 87, and even WWII-era vintage vehicles.XD
According to official demonstrations, the CM502KG has a warhead mass of 11 kg

, with options for both HE and SAP-HE warhead types. Previously, the CM-502KG in the game featured an SAP-HE warhead, which was later changed to an HE warhead. Theoretically, due to the structural constraints of the SAP-HE design, its explosive filler content would be lower than that of a pure HE warhead. Therefore, since the CM-502KG has been switched to an HE type, its current explosive filler mass of 4.52 kg should be increased. Furthermore, we certainly don’t expect that carrying eight of these missiles, which require higher spawn points, results in nothing but ineffective ‘fireworks’ against enemies, do we?
In comparative results, the damage effect of the CM502KG is similar to the 122mm 3OF24 HE (6.11 kg TNT equivalent) or the 125mm 3OF26.
, when shooting at the upper right ammunition rack of the Leopard 2A7 from the same angle, both destroyed 2 rounds within the rack. When shooting at the area above the breech
, the CM502KG couldn’t even destroy the spall liner on the turret roof, whereas the 3OF24 could.
Comparing with some HE rockets that have lower TNT equivalents, we found that when attacking the upper right ammunition rack of the turret, they can destroy most of the ammunition in the rack, which the CM502KG fails to do
.
Comparing with rockets that have similar explosive mass, TNT equivalent, and HE fragmentation characteristics, such as Japan’s Type 75 rocket for the 75ml MLRS and Britain’s PR-3 and Chinese 130-3

, we can see that they can destroy almost all ammunition when attacking the rear ammunition rack and effectively kill crew members inside the turret when attacking the area above the breech
. I believe the explosive damage of the CM502KG should be similar, but its performance in the game is poor and, at the very least, does not match its stated TNT equivalent.
In the code, the CM502KG has been assigned a parameter of
“radius = 0.3”
, which represents its explosive radius. In my tweet, the RP-3 and 130-3 rockets I mentioned were not assigned this
“radius” parameter
. I believe this is the reason why the explosive damage of the CM502KG is so poor.
Therefore, I suggest changing the explosive damage of the CM502KG to be consistent with that of the Type 75 and PR-3 and 130-3 rockets. If the explosive damage is not changed, I recommend reducing the spawn points required to carry the CM502KG.
These are just my personal suggestions based on my experience using it. I hope the Dev Forum Moderator can adopt them as formal suggestions and submit them to the development team. Thank you very much!