Looking through some of the stats here
https://coh2db.com/stats/ and I found a few things that were interesting to me. Maybe they've been pointed out here before, but they are new to me anyway.
Guards Rifle Infantry rifles:
These have THE best on the move damage ratios of probably any infantry in the game. At range 20, while on the move guard mosins do nearly 90% of the damage they would have done while stationary dropping to just over 80% at close range. This is presumably to counteract the fact so many models have to carry stationary weapons but it could also have some utility in re crewing team weapons?
Edit: G43s have superior on the move damage ratios to guards, thanks to elchino for pointing them out.
Universal Carrier stock MG:
The bren the universal carrier comes default equipped with has a weapon profile more like an infantry LMG than a vehicle LMG, from 11.39 dps at long range going down to 6.3 at melee. This means the universal carrier is best utilized at near maximum range if you want to increase its damage output and can actually make chasing down retreating troops a bit awkward if you follow too closely. Interestingly the vickers MG upgrade has a reverse damage curve which results in the UC having no optimum damage zone. While I like the idea of having a long range light vehicle, I think I would prefer if the vickers and bren shared similar damage curves to more clearly define its optimum range.
Edit: If you are facing the universal carrier, this means you want to close the distance rather than attempting to shoot it out at range.
M16 quad 50cal halftrack:
Although the damage output against infantry while stationary is decent, the damage on the move is absolutely terrible. At close range the stationary dps is 36.528 but on the move it's 5.592(!) or 15%. This is atrocious. To put into perspective, the M5 WITHOUT upgrades while moving has a close range dps of 9.934, almost 80% more damage than the quad!
The reason for this is the penalties it has while on the move: -75% accuracy and -50% burst length(!), most vehicle weapons simply suffer a -50% accuracy. The burst length reduction may be so that the quad is less effective at trading with a 222 but in my opinion, combining that with such a huge accuracy penalty severely damages its utility beyond AA duty.
I would like to suggest lowing the mobile accuracy penalty from -75% to -25%. Combined with the -50% burst duration this will still mean the m16 has an above average damage penalty but not so bad that its a DOWNGRADE from the stock version.
These are just some of the anomalies I've noticed. If you guys have seen any other strange stats, I'd be curious to see them as well.