So recently I made a video on the subject after playing with them quite a bit on stream. It explains all the changes I think the unit needs.
Short version, I don't think the SU-76 is far off from what it needs, but I do think it needs 2-3 changes.
Changes As Follows
-Barrage recharge from 80 to 30
-Speed from 6.3 to 6.7-6.9
-Rotation rate from 32 to 36-38
These are in place to reinforce the SU-76s role as an assault gun and gives it a tad more survivability by being able to disengage, as it lacks special abilities to slow or block LOS as well as lacking passive above average sight.
There would likely need to be some further adjustments like vet gain, veterancy abilities, and changing tracking, but I would like to focus on the main things the unit needs. I know T-70 is meta and all, but allowing the SU-76 to be ready to barrage so as long as the player has munitions would be nice, rather than a barrage recharge that is almost on par with rocket artillery, along with a speed which means it can never run for mediums or Panthers.
I'd personally would like the Panther more geared to killing premium medium tanks, heavies and non-640 medium tanks. Axis already have a lot of units geared to killing mediums and since Axis don't have anti-heavy TDs, that should be the Panthers role.
It would need adjustment and testing, but it'd focus on having a 200 damage gun vs those types of units along with possible penetration adjustments.
Even if it was accurate, most mediums can be defeated by a variety of other units. You can already dives lightly supported TDs with blitzing PIVs that are around earlier, can mop up infantry and put pressure throughout the map for less cost, pop, and in the case of Ostheer, tech.
"But mirage, it would club the Comet and T34/85!"
That's kind of its point of deploying the Panther. If the enemy is bringing the higher end tanks to the field, this is what is going to be fielded. And it's AI isn't super crazy so there is still ATG support, TDs, snares, etc.
Moving any other type of OKW squad onto the point seems to cap fine, even with Falls being on it, but taking them off resets the cap as if there was no unit there.
Try paradropping them in. I believe they only get their cap speed upon landing.
Sections start with a +25% capping bonus from the get go, but actually cap an enemy sector faster than Ostheer units with the T4 bonus that's supposed to give a +25% capping AND +25% decapping bonus.
Unless the notes were changed, we reduced the value for 10% for the final version.
I wanted 200 damage awhile back. The main reason I believe it got shotdown was due to how quickly Panthers would tear through T-34/85s, Comets, and 400 hp vehicles.
If I had the chance to modify the pack howitzer, it would be to remove its auto fire and focus on barrages. It'd still be reliable if barraging, but be vulnerable to mobile forces and require you pay attention to where the howizters are and add micro for the best use.
M8 Scotts -which are no part of this topic- I would first adjust their AOE and greatly lower their OHK radius, especially on auto fire then figure out how to make its regular barrage more useful at dislodging people.
Do you have access to the KT maingun stats from 2014-16? When KT was overpowered as hell cuz it oneshot wiped a lot of times.
Maybe we should test the scatter values from that time but with "horrible" AoE damage so you cant get cheesy wipes. So the KT hits inf reliably but a hit on a clumped squad only does 50-60% damage or something like that.
As the most expensive and one of the slowest tanks in CoH2, the KT just has to be able to threaten infantry squads and push them back reliably. Right now a KT has to be scared by infantry and not the other way around.
The KT's poor AI performance is a major issue for OKW in teamgames. The faction has by far the worst weapons against inf spammers/blobbers. Only the Tiger I can compete with toplevel tryhard blobbers atm but that could change with the upcoming changes. And what if you didnt select Tiger doctrine?
The original values are:
-Angle scatter from 4 to 7.5
-Distance scatter max from 4 to 5.7
-Scatter offset from 0.25 to 0.185
So the difference is really by 1 for Angle Scatter and 1.7 for scatter max.
KT definitely suffers a lot if its forced to fire on the move from what I noticed. As for scatter, the only reason I could think for its strangeness is its scatter max is 5.7 with angle scatter being 5 and somehow that causes issues.
It has less offset than the regular Tiger - though the regular Tiger has less scatter - and the projectiles originate from the same-ish area.