You are accusing me of not knowing multiplication.
No. I stated you do not know how the systems work and your replies have shown this again. DPS is just one of the values, HP is similarly important.
No matter, the numbers supported my argument. In a straight up gun fight the conscripts lose at every range, period.
That's wrong. Conscripts win at 35 range. Yes, they win. DPS is not the only value that counts, amount of entities and HP is similarly important. As I've said in other threads several times, when you compare a 6 and 4 person squad, the one with 4 persons needs roughly 2.25 times the DPS per gun of the other squad just to be
equal. DPS alone is a bad measurement.
While it is a nice thing to theory craft that the StrumPio's will be on the move this is not always the case.
I never stated anything about being on the move.
Wrapping price per unit around it is very weak justification of their early game performance.
Rifles win against Pios on all ranges. Nerf rifles. You always have to adjust for cost if you want to compare them.
Forcing conscript squads off of the field while the StrumPio's cap is their return on investment. Time = resources. This whole thing is very similar back to when Pioneers were over buffed.
Fight on long range (where you actually win and even more win per cost), then use oorah to move back a bit and continue fighting. If the Sturmpios fight on long range they lose. If they try to close in they take damage. Most likely you won't win the fight, but you'll heavily bleed the Sturmpios and usually they need to back off, as they won't survive a second engagement. That costs a lot of time and manpower, as more expensive units take longer to reinforce.
At max range being the key word. What happens when the Sturm's close the range? I can answer that. Their superior damage makes quick work of the HP difference. Which means as the Soviet player you must fall back either as a soft retreat or a hard retreat. Strum's hold the field. Return on investment achieved.
As I said, Oorah and move back. If you can keep a 320 MP squad occupied with a 240 MP squad you win. You might not win the fight, but you bleed your opponent (directly, as the Sturms take damage) and indirectly (as you keep a higher popcap unit busy with a lower popcap unit).
It is just over all bad game design. Small weapons profiles need to be revisited in general to stagger the damage into different zones. There should be very view units that have the best damage at all ranges. Back to my master thread about over all Soviet faction design; Conscripts and Penals need some work.
Since you still do not seem to understand it, let me try to write it once more:
Every squad has a certain amount of hitpoints. These depend on the amount of entities mostly, also some modifiers in a few cases and armor.
Every squad has a certain amount of DPS. This depends on the weapons and their amount. A few also have modifiers or special criticals.
Neither the defensive stat hitpoint, nor the offensive stat DPS alone is sufficient to judge the performance of a squad, but you need to compare both. That's why I (and others) usually try to normalize the hitpoints and then compare the stats. This gives you a comparison between units, but in most cases you want to compare the performance, so you normalize the cost as well.
Why is DPS alone not sufficient?
Squad A: 4 entities, 80 HP, no armor, 60 DPS per weapon.
Squad B: 8 entities, 80 HP, 1.5 armor, 20 DPS per weapon.
Squad A total: 320 HP, 240 DPS
Squad B total: 640 HP, 160 DPS
Squad A has 50% more DPS, but squad B has 200% more HP. On average squad B will win.
Normalizing is not perfect, but it's the closest you can get to purely theoretically compare units.
If you want to learn about stats or how to interpret and use them, feel free to message me. Yet please do not constantly post false values, as this in general just disrupts and hinders a constructive discussion.
Besides that - Never compare short / mid and long values. Those are the fixpoints for the linear interpolation, but those fix points can be at different distances.