Really? That seems like the exact purpose tank destroyers were built for.
As we all discuss this it's starting to become obvious to me the problem with turretless tanks in CoH2, because it's not just the SU-85. These weapons were designed with super hard front armor to sit in the face of armor and win. The buffs these units need are not mobility buffs, they are going to always going to have terrible mobility. They need stronger front armor (only front) and in the case of SU-85 it needs a higher penetration value. I get the most rng lol moments with the SU-85, when I have to fire 20 shots to blow a tiger or 10-15 to blow a panther (sorry I don't always count, but they are this bad or worse). It performs well against the PIV. I think the scatter is a little off too, it misses a lot at max range. It could use just a small reduction so it occasionally misses, that way people who actually pay attention can back up, but the careless are destroyed.
IRL, TDs, and ATGs got only a few shots off before they are positioned and had to GTFO.
Armor was not their defence. A prepared ambush position (hull down, for TDs), was.
But, also, thats all they needed. If you wherent certain ypu couldnt kill it the armor in 1- shots, you stayed quiet or repositoned. IRL vehicles didnt have HP pools. If there was a good hit from a weapon that could penetrate. You died.
TDs and ATGs where all about ambush, cover and getting that 1-2 crucial shots in to kill thr vehicle, before they located you and hell began.
So unfortunately, the comparison of IRL and a game, ends there already.
It just doesnt work that way in CoH2. ATGs and TDs dont one shot most medium armor, no matter how well you ambush or how good your accuracy, let alone heavier armored vehicles.
So a compromise, that acknowledges and follows the realities of the game, is necessay.
To that end, I support primarily making those shots they do get off, count.
And hence, for SU85 as is the topic of this thread, primarily a focus in range and sight (sight it has), and on ensuring those shots penetrate and count (as as the two others I would like to see raised above ATG levels, to justify the T4 cost).
But as to surviving in the face of returning AT fire, for TDs, they need to withdraw and use range. In the scale of map and the internal systems of the game, TDs just cannot be buffed in armor to resist return fire except by a small margin above now. This is, ironivally, represented in the linear, but also quite marginal penetration and accuracy efficacy of tanks in relation to RANGE (especially turreted ones, and even moreso, when on the move) in response. If the armor is increased, turreted tanks will struggle to have effect on approach and even more importantly, on a successful flank. Primarily, because they have to move to approach, meaning a accuracy reduction, and secondarily, because they are generally outranged in the first place (as well as penetratiin and dmg stats).
TLRD: TDs are like a rook or bishop in chess, and are very vlunerable once exposed, and must remain so. Positioning dor the kill, is everything, and yes, especially for TDs and ATGs, that means flanking support. This is represented in cost however, with turreted tanks generally costing more, though they have less effect, than almost equally armored TDs, which also generally have better maingun stats.
As Ive said, in CoH2, a TD basically amounts to a mobile ATG on a vehicle, rather than infantry weaknesses.
Elephant is an exception, but at its cost and Commander specificity, if carries its own penalties to match those.