I've always missed the "laser" tracers from RO1. The effect was admittedly a bit over the top but it did look pretty cool. That was only a client-side graphical effect, though, none of the real shots behaved at all like that, and RO1's ballistics in general were a lot more crude than RO2's.
Anyhoo, in stock RO2, tank AP shot can skip and bounce under select conditions, but there's no ricochets or any other deviation on the bullets or tracers. My mutator didn't just toggle that on, that was all new from an overhaul of core shot behavior. TWI chose not to go with my redesign. Admittedly, it did have a higher bandwidth overhead than the stock model, so I can't fault them for it, but it does irk me to see the one-way wall penetration bug still in the game

Even though the stock game has client-side hit detection now (huzzah) I'm idly pondering updating my mod just for weapon behavior changes, but I'm not sure if there's enough demand for such a thing to justify the labor.