Question, does the Rate of Fire actually effect the sound of a weapon? Because the Vickers doesn't actually sound as fast as the MG 42, and the Sten doesn't sound faster than the MG 42. I do notice that tracers and impacts from the Commando are insane. Had one Commando and one Shock Troop shoot at a bullet-proof car from opposite sides, Commando's side was a light show in comparison.
As far as I've seen based on the very quick look I took at the art files, sounds are defined purely by the graphical model the weapon (or an entity in general) uses, no attributes are passed onto this.
Maxim fire rate doubles as you go from far to short range, doesn't sound any different either.
What with target tables? Are they in game? Are they work? And if they work than how exactly? By just multiplying damage one exact unit receives from other exact unit or somehow else?
Yes, they're basically the cover table except checking target unit type instead of cover, only a few units have it:
British atgun gets *1.5 accuracy against type "vehicle" because why not just buff it even more to spite the muricans with their shitty 57mm...oh right it's the same gun except with totally different stats.
British sniper gets *1.5 damage against type "vehicle, placing him at 60 damage per shot at vet0 and 120 damage at vet3
All flamethrowers and their DOTs get *1.5 damage and *4 penetration against buildings, emplacements and defence_building. A broken implementation of the bonus damage to buildings they had before.