well, if you see a puma evaporized in front of a m20, sure you won´t start searching in the entries of the target table related to churchills....but ok, no go....
and...why the hell are you going to have 2500 combinations???? you know you won´t end with that amount of combinations as you only need to have target tables for a very low number of those combinations...
Today it might be the Centaur vaporising the Centaur (which could be solved by offsetting other parameters; e.g., penetration). Tomorrow it might be the P4 vs the Cromwell (which could easily be solved by lowering Cromwell's armour).
If we start arbitrarily adding ad-hoc rules to "regulate" some weird matchup, I will need to read considerably more information to get a grip of what's going on.
For instance, I regularly consult stat.coh2.hu to get a grip of what's going on with a particular weapon. Look at the page for the T-34/76 gun for instance, and how few lines I need to read:
http://stat.coh2.hu/weapon.php?filename=t34_76mm_mp
Just look how small the page is, and how much time it takes for your eyes to take in every single bit of information.
1) Adding arbitrary parameters means that an entire web of support tools will become unusable:
- stat.coh2.hu will need to be updated
- I'll have to update my DPS calculator
- Cruzz will also have to update his tools.
At some point the effort of keeping up will be too much, and those guys might decide to "you know what? I think I'll give up".
Then I will have nobody else to cross-reference any data I gather.
2) Adding per-target rules
As I hinted before, if I am given an 1-dimensional array of parameters, I can rank them from better to worse. And by ranking them I can reuse anything I learned about a unit to apply to its counters and its counters' counters and so on.
If you are given a 2-dimensional array, how do you even begin ranking things? For every single matchup I need to consider, I will have to start from scratch.
By being able to rank things, I can also categorise them, and be able to focus on the bigger picture, than having to worry about updating every single rule. For instance, if we added target tables to everything and we wanted to make a simple change to the Greyhound (e.g,. to nerf it), I would have to go through every single weapon file in the game to see that no weird interactions occur.
3) Finally 1000 times this:
Target tables are best utilized in case by case scenarios to tweak a matchup that is imbalanced when there is otherwise a significant level of balance. It's a last resort option when you have a unit that is completely entrenched in a balanced fashion, but there's a specific unit that breaks that balance.
It is at THAT time that something like, a received accuracy bonus or penalty versus snipers is warranted. Or more specifically, a an accuracy penalty on AT guns when targeting infantry to not snipe entities all the time. It's a way of preserving what might otherwise be a functional unit without having to fundamentally change the unit. But that's about as broad a classification as I would get.
Making broad changes with target tables is probably one of the worst applications since it homogenizes units into cookie cutter roles, or completely upends any possible sense of balance or function the unit might currently occupy.
Target tables are a last resort when you run out of options because everything else is working well. I would strongly caution against using target tables outside of that context.