Well if people are talking in this style, it’s usually because they made intentional mistakes in their presumptions. Then they don’t share their presumptions but just give the “results” and from there others need to try to understand what the presumptions have been just based on results.
Then these people can always claim “that are the wrong presumptions, you are so stupid! How can somebody not understand, it’s all explained so easily… blablabla.”. The truth is, you never explained it properly. So I will no stop trying to conclude your presumptions from your results.
Either you make your stuff comprehendable with all presumptions and steps you did or I can’t work with your results. If you make atypical calculations you must be precise in what you are doing there.
At moment it looks to me that you’re trying to hide vague presumptions behind a wall of mathematical idioms and just accuse anybody who who correctly states it isn’t domprehendable what you are doing there of being stupid, tbh.
And btw even your results are weird. You calculate a time of the hussars, how long they are active under TC fire. But if they don’t kill the TC (or anything else) during that time, that time must actually be assumed As “idle” hussars, not “working” hussars. Only if they make anything meanigful during that time that time can be assumed as “hussar working time”. I don’t even think something like this is even possible, cause hussars can “work” in different ways: Sniping siege + monks, getting intel, causing idle time, killing villagers - or also just do nothing. So I doubt that you can construct anything like “hussar working time” cause it is so dependent on what they are doing, how effective you are in getting value of them and how good the opponent is in defending against it. There just isn’t such a thing, that can even remotely associated with vill working time, as it so highly depends on gameplay what your “payback” is.
As I also showed with the example of Hussars sniping TCs. As winged hussars have so much more attak, they are actually way more effective against tcs than standard ones, while they raid as fast as standard ones. Cuman and Malian light cav raids faster than standard hussars… So depending on which hussars the pay off of different usages is also largely different. In the ideal scenario you want to raid with your hussars as long as possible, as it usually gives the highest payback to kill vills. But this is extremely depending on how fast you are and how much experience to bring them to the best raiding locations. And it also depends on the durability of you hussars. If you have a party of 24 winged hussars but they get shot down before you get to the raiding location where the vills are unprotected you get almost no value from these winged hussars. But if you have 20 fu standard hussars from which 5 survive until they can freely raid, you get insane value from them.
This example just shows how gameplay-related your “hussar working time” is. I think you just can’t define such a thing, as the different usages of the unit give such extremely different value.
And btw, that’s how I measure “top tier” hussars: Hussars that can give high value even under the worst conditions. And the worst conditions are that the opponent has a lot of TCs and only few unprotected areas of his eco that are only reachable by going through all that TC (and defensive) arrowfire. Because if the oponent is open to raids every light cav line can work and the differences are marginal. But the strength of a unit is measured in if it’s good in it’s job even under the worst possible conditions.
Then you were either just constantly chasing them while you allowed them to raid your eco or you had not high enough numbers. Lanchesters law can work against counter mechanics, just watch sotls video on lanchesters laws. Halbs still heavily counter winged hussars, but even a counter needs some mass to be effective. If you let eg 15 winged hussars fight 6 halbs the winged hussars win easily, maybe even losing only 3 units or so (that would be 2:1 killrate) (yes, I tested this in the editor). But that doesn’t means halbs wouldn’t counter them. It just means that the halb numbers were too low.
But actually that’s a point that is maybe not communicated enough: Counters only work if you have comparable amount of value. If you try to make counters with 1/2 of the opponents eco, they just can’t save you anymore, there is none of the counter units that can overcome a 2:1 value advantage. That’s why you often transition into boom if you get a small advantage early on. If you manage to outboom the opponent (which is then forced to make military trying to close the gap via raiding etc) at some point the game is just over because you have such a big eco advantage that the counter mechanics don’t work anymore.
These are the basics you need to understand (and why on lower elos counter mechanis are actually less impacful cause they often don’t know that small amounts of counters are basically useless). Best examples are elephants. They are so easily countered by halbs, but if you make only 1 halb per ele, the eles easily win. But with some experience you figure out how much counter units you need to deal with opponent forces. I also won some games with feudal archer spam: if you manage to force your opponent of wood with your archers he is very limited in the amount of skirms he can afford to make, you can easily pick of the few skirms he does because you have the numbers (value) advantage which is way bigger than the counter mechanics. That’s how the game works and imo newer players don’t need to know their counters, they need to learn how to set up a good eco and how to deal eco damage. That’s why we have buildorders, as they combine these two basic skills. Only after that the other things like strategy or counters become even influential on the outcome of the game.