TLDR: The "HEAT Pen value" needs to become the "Anti-Armor" value.
(Note: I am ignoring the early "Rifle" (Pistol) Grenades which are in some squads already early on here! )
Soviets as well as Germans scrapped their ~50mm mostly in 1943. While Allies kept them and as the quote above says, Rifle Grenades were used to fill a range-gap. For the Germans they actually were used to replace the 50mm Mortar, so when 50mm Mortars left the Platoons, the Rifle Grenades arrived, this went as far as that later on they formed 3xMen-3xRifle Grenade Teams in some their Platoon's HQs. So instead of keeping/re-introducing 50mm Mortars they went with the Rifle Grenades!https://www.thefirearmblog.com/blog/2017/07/12/u-s-rifle-grenades-wwii/ wrote:The rifle grenade as an HE solution filled the range gap between a hand grenade, and a 60mm mortar. Often forgotten about when discussing Second World War small arms, the rifle grenade played an important role in a squad’s firepower and in what it could bring to bear against a fortified enemy position.
The German production of shells for the "Schießbecher" was about 60% HE and 40% AT.
Currently in game the Rifle Grenades are part of regular Rifle Squads. I always wondered why they suck that much. While I was trying to make the "Rifle Grenade Team" (3xMen,3xRifle Grenades) work, I found that the Device has close to no chance at all of hitting anything with its Soft Damage (I increased ACC, RoF, Soft Damage ...but nothing worked...). Hand Grenades perform better, ...better in a sense that "anything>0 = better"!

The reason for the bad performance of the Device lays in the 60 HEAT which is causing the Device to literally do nothing at all against Soft targets (am slightly exaggerating here, slightly in a sense by being 0.01% above reality

As we know Rifle Squads (the guys using this device) are set up using Ammo Type 1, which means they will use the "Anti Armor"-value to fight enemy armor. Anti-Armor has afaik no range dropoff, as HEAT doesn't have. So there is no reason to use HEAT. Changing the values as seen above works as expected. The AT performance stays the same and the Anti-Armor number is used the same way as the HEAT would be used, as can be seen in the combat report below. When fixed the performance looks like this: Now, that this is obviously how this Device should work should be clear.
Regarding balance one can debate a lot. But before balance things should be doing what they are supposed to do, e.g. Grenades doing Grenade-things.

In this example in increased performance by 13%. But Squads that receive this Device go from 10Men→9Men and the Divisions during this lose all the 50mm Mortars which get replaced in some aspects by 82mm Mortars but on Company/Platoon level by Rifle Grenades - as mentioned. Further the Divisions during this late43/early44 period go (should go) from 216 to 162 Squads due to reduction from 4Squads/Platoon to 3Squads/Platoon as a general change in KSTN.