When a weapon class with high zeroing is fired, but the timeToLive of the ammo class is too low for the projectile to reach the ground at that distance, the projectile is fired low as if the weapon zeroing was as low as possible.
This unexpected change to point of impact causes a significant risk to hit an incorrect target such as a friendly unit to the front of the weapon.
Expected behavior would be that the weapon would still fire up, even if the projectile will never reach the ground.
This can be mitigated somewhat by setting the maxZeroing entry for the weapon to a low enough value, but testing would need to be done for each weapon to establish what the maximum safe value is.