Great info UV. What would be interesting is to determine how much energy it would take to get a break of the round, spreading at least enough fill that a player would be called out. Then you could look at that energy and see what the maximum effective distance for each projectile (.68, FS, .50) would theoretically be.
You could then use this data plus the angles needed to reach that distance and make up a ballistics chart, in the same vein that military marksmen/snipers use. Then using a known distance to a target, you could formulate how to hit the target given a straight flight path.