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If you need tutorial with EE, here it is:
https://knowledge-center.community.companyofheroes.com/category/Tuning_Packs
Accuracy is determined based on base values vs. target types, then modified by circumstances. So, a gun can be really accurate against tanks but not vehicles, e.g.
Then, penetration values depend on range.
Rate of fire depends on aim times which depend on range, reload, animation times. Some weapons have clips that run out and force reloads after X shots fired.
Then the actual damage number is also adjusted by target type - sometimes a lot.
Then there's also cover, and how it's affected by movement and veterancy.
Boiling all that down to a single number won't be helpful. In fact it could be hugely misleading.
I guess they could have just a 'star rating' for each gun, but in CoH2 that was a hated feature as it was hugely misleading in certain cases. Some are good against infantry, some team weapons, some only targets out of cover, vehicles, tanks, or heavily armored tanks.
I agree that there should be SOMETHING, because it's pretty vague right now - I also think they should have included more information, like an encyclopedia, on units with both historical and gameplay information.
Now, you can run the essence engine, the game's modding tool in the base directory, and look up the actual weapon values, but ...while it's a powerful tool in its way, it's also really dense and complicated.
Your best bet is to assume the gun performs roughly according to the price of the platform, and the descriptor (anti-vehicle, anti-infantry, anti-tank).
They did a great job with no hidden stats in AOE4. They really should try and do the same for CoH3.
It is ridiculous how there is literally nothing to telegraph the performance of absolutely anything.
For example I face my engineers against others and I don't know why theirs are better, but I don't know if they are better because of damage, distance, rate of fire...etc.