I think he meant having every random function in the game return the exact midpoint of the possible range.
That sounds nice, except for the fact that guns can't just half penetrate and half hit
I guess you could just multiply a weapons damage by its accuracy and penetration and by the target's RA, then divide by the target's armor. But then you have stuff like luchses doing consistent, albeit very low, damage against pershings. Also, what about moving accuracy multipliers. Do you just turn them into moving damage multipliers?
Also, what do you do about...literally every tank and indirect fire weapon in the game. They rely on scatter for impact. Returning the "average" scatter roll every single time means they're completley worthless. The no rng approach simply doesn't work for indirect fire either. If mortars did consistent damage, they would be utterly busted. Get enough MGs to lockdown an area, then spam mortars and reliably dps things from a range at which they can't do anything in retaliation.
Returning the exact midpoint of the possible range just doesn't work. RNG is added in order to avoid that kind of thing. RNG allows you to model things that a strict midpoint value doesn't accurately or even intuitively emulate. Mid point values and/or no rng approaches are actually a strict step back in terms of the gameplay that coh2 seeks to provide and the concepts it tries to model.
Also, I know you were just explaining what his argument was and that its not your own.