snip
Damage model in the game follows similar values.
For infantry it goes from 2-4-6-8-10-12-16. This is per bullet, so while a bolt action rifle deals 16, a faster firing AR or HMG which does 4 per bullet will be doing more DPS. This is why RNG wise, there are chances that a single volley from a squad might get a kill on a single model. Early on it's relevant (when fighting 1v1 squads) but as the game drags it's less important as multiple damage sources are combined.
On the AT role, MOST sources are set at 160, which is 1/4 of the health of a medium tank (T3476, Sherman, PIV, Cromwell). Then you have "soft" AT at 80-100-120 (small AT gun, Puma, Schreck, Zook, Piat, Su76 and snares) and hard AT at 200-240-280-320. (Jackson, KT/ISU, Firefly vet3, JT/Ele). REALLY low are set at 16-20-40 (PTRS, Flak HT, 222, Luch).
The difference is set mostly on penetration vs armor, RoF and range.
This is how you balance and understand most tanks engagements.
HOW MANY penetration shots you can survive. If you have a PIV fighting a Jackson, it will survive the same amount of shots if it was fighting a T34-85 (4) (200*3 = 600 HP. You still need an extra shot to finish it off).
Something as small as increasing 2 HP (cof sniper cof), makes a unit "OP" or not, cause it can survive things which would generally kill (grenade, mortar shell or rocket) or survive an extra shot. This is also the reason people use the auto repair on the T70 (they can survive an extra pak shot even if the ability only heals for 1 HP).
Again,
this damage and HP thresholds are what makes or breaks a unit. Stug/M10 are really effective because, while they have "lower" HP than mediums (560HP vs 640HP) it's basically the same when fighting (most) tanks and AT gun walls. They all die to 4x160 shots.