I've played a couple games, will make observations on those when i'm confident in my impressions.
Some things I've observed outside actual gameplay (i.e. using cheatcommands)
Elefant HE barrage is extremely strong. I'd say this constitutes a buff to the unit. Long aim time, but full 70 range, no vet requirement, and low cost- tested it and it wiped a zis and destroyed the gun, in one barrage, at max range. I like the direction behind this change - makes less a zero or hero unit now it has a lot of utility. Cannot attest to actual balance.
Technically it's 80 range barrage :-)
The tank-detection maphax is 90 range.
The Elefant is probably going to forever remain a troll unit for 1v1's. However, some people might be more willing to troll with it now that it's a half-pak43 half-howitzer.
ISU deflection is bugged - on deflection off target that it should kill, it reduces HP to zero instead. The next shot, ofc, kills the target. I think this is similar to a bug with handheld AT weapons that emerged a little while ago. Regardless, the effect of this change together with the arcing shells (a major nerf considering the wipe potential of the unit before) has probably realigned it as more anti-tank / anti-team weapon than anti-inf (this is not necessarily a bad thing imo).
The arcing projectiles will actually make ISU less map-dependent (e.g., langress, where the HE shells would collide for days). At the same time, the unit will now, indeed require some micro to use vs infantry squads (predicting their movement and doing attack ground)
The non-death on deflection is governed by the target. Some units have a requirement to be penetrated so that they can die.
The handheld-AT bug is entirely unrelated and have been fixed in the mod. Though thanks for bringing that up!
We messed up the patchnotes a bit and some (mostly minor) stuff is missing from them.
TWP 80 damage nerf basically moves the ability into the dustbin imo. Nobody's going to exchange another shot to kill a tank for a temporary blinding effect.
TWP will always penetrate for 80 damage, and always blind the target. You are basically going to be needing that vs heavier tanks later in the game.
Panther changes don't solve the main problem. It performs fine against heavies but sucks against mediums. The new damage increase makes it more effective against heavies but doesn't help it much against mediums. Keep it at 160 and improve rate-of-fire instead.
Panther shouldn't be great vs mediums; that's Stug's job. And Stug shouldn't be amazing vs heavies; that's Panther's job. Ostheer is not OKW.
Nevertheless the damage buff DOES add up when you consider panzerfaust damage.
-Vet3: Reduced Received accuracy modifier modifier from 0.6 to 0.707 (Writing errors)
Not a typo; Conscripts lose some received accuracy (since they get some earlier at Vet1), and they also get accuracy bonuses
-PM-42 where reduced crew from 6 to 5 ?? (Writing errors)
We reduced the popcap of the mortar. The crew size remains 6.
-Title: SU76 should be SU76/SU85. But there are no changes in the su85 (Writing errors)
I'm not sure what you mean
The SU85 only had a change in its popcap.
1.IMO call-ins WEHR too much variety to request. New players and their implementation is very confusing due to its variety.
What do you mean?
2.-Added randomized visual randomization in the hull. What does it mean?
T-34s have a 50% chance to spawn with some boxes on their hull (animator state)