Su76:
Before the barrage nerfs it was completely obvious that the unit was batshit op, but after the nerfs the true problem emerged. The unit itself is just too accurate. Out of 20 shots at max range maybe 1 or 2 misses against a p4. Paired with the high rate of fire the penetration nerfs don't matter. Even if every second shot bounces you can deal massive damage thanks to accuracy and rof. I would never build a su85 considering the low armor of the Tiger and the low cost of the su76. On top of that, the su76 has a good barrage. All in all the only weakness is the 400? HP pool. So it gets two shotted by the new Panther and Tiger.
The stug in comparison looks like complete garbage. It has lower range, is less accurate and slower. More health doesn't mean anything if you can kite all day with the su76.
What I suggest:
I really like the support oriented approach for the su76. It should have decent at and decent ai for cheap.
With that in mind, I think you could rebuff the barrage, but make it so, that it requires planning. First, it should not instantly activate and second, there should be a punish by driving up to the su76 and shooting it. The barrage can be powerful, but only if it's punishable. So introduce a setup and tear down time for the barrage ability. Maybe 2-3 secs for setup and 1-2 for tear down. Of course, the values should be tested but I think you get a general Idea.
Then it's time to nerf the far accuracy, and maybe even the penetration could go down a bit as well. Every 3-5 shot should bounce on the p4 so closing in would be rewarded. (same approach as the stug).
Finally to address the annoying two shoot potential late game I would change the vet 2? reload buff with a +40HP buff, so it survives two panther/tiger shots but still gets down to 3 pak/stug shots. And maybe add some barrage cooldown/shots fired buff.
After this changes, there would be a clear role for the su76 and the su85 and not much overlapping. Su85 would be pure hard AT perfect for countering heavy armor with good damage and accuracy, and the su76 would be a mixture of light AT, and a mobile Howitzer, perfect for killing light vehicles and holding mediums at bay.
Penals:
Penals are still problematic thanks to their vet. If you loose a grenadier squad later on you have almost no chance of revetting it. Penals at vet 3 just walk up to anything and annihilate it. Also Mg dont stand a chance once one or two vet 3 Penals attack it. The nerf to moving dps was a good first step, but in the light of buffed conscripts, far dps should go down a bit, so grens have more of a chance at long range. (It shouldn't be something drastic, only a few percent)
Another problem is the availability of the targeted satchel charge without buying Ptrs. Before this change, Penals had a clear weakness, Vehicles. Right now this weakness is more or less gone. With the pathing as it is, one single mistake can cost you your vehicle. This makes light vehicles extremely frustrating. More than once my 222 got stuck in a hedge, wall etc. Also you cant be aggressive with a 250 against penals, onc satchel and its gone.
I would suggest locking the targeted satchel behind the Ptrs upgrade so you have to sacrifice firepower to get some AT. After all, that was the designed weakness of T1. Or at least lock it behind the AT nade upgrade.
Repair Vet
I dont think this is the right approach. To damage a vehicle should be rewarding for you and punishing for your opponent. Not giving him a chance to vet up his pios, so that future mistakes he makes (in letting his vehicles get damaged) are less punishing by decreasing the time he needs repairing.
What I suggest:
For a start, just decrease the vet requirements. And then start to split the boni over vet 1 and 2. Same as the PG received accuracy split. If that's not enough make the sweeper activatable, like the sturmpio one, so they have more dps and more chance to vet up.
Thats it for now, hope it was somewhat understandable
