Unless it has been removed and I didn't notice, SU-85s have the 'Focus Fire" ability that extends their cone of vision forward but narrows it and cuts their mobility.
It does van Voort. No disagreement there.
But, for which I'd present in counter agument to their deployment is exactly what you don't want unless using them deployed as an AT gun in which case why not just build and deploy AT guns or Su-76'?
"Quantity has a quality all of its own". If effectively turns it into a semi-immobile snail just at the time you don't want it to be, with an even further restricted
cone of fire -it only fires within its field of vision or gun traverse arc the more limiting of the two regardless which unit provides that LOS, at what it can 'see'. Not good odds against a well microed frontally faced Panther becoming even worse in any multiple vehicle situation as the Panthers'
tank turret/s will turn automatically whilst each Su-85 will have to be individually microed to have its chassis and thus gun traverse to have fire brought to bear outside its FOV or firing arc.
How clever (NOT)! Let's just increase that already insane ÜbermicroSkilZ workload, which is exactly what success or failure shouldn't be about in any well engineered tactical strategic game regardless it is RTS. The purpose of the CPU in any well designed
computer wargame is to remove that, minimising micro-management to a sufficiently manageable level whilst maintaining the important command aspects of tactical minutae and control. Let's leave that 'my micro skillZ just too l33t 4 u n00b' inanity to the FPS genre 'L1t3 and immature ego shall we?
Importantly, paraphrasing a comment made here by someone else, an engine immobilised tank is a dead tank i.e. just a target. Effectively that is what it the Su-85 effectively becomes when using focussed fire, the distinction between tank and even worse case chassis mounted AT gun enclosed within an armour casemate noted. That situation is rendered far worse with a casemate gun mounted vehicle already severely gun traverse restricted. i.e. our Su-85. Great looking vehicle in the game, which sadly doesn't perform anywhere near as good as it looks nor anywhere near well enough for what it costs in fuel IMV.
Apart from that though they pretty much always should have something in front of them anyway
"if", "should', great and useful words those -in any hindsight afforded hypothetical fight.
All of the above are exacerbated by the practical 'mechanics' of COH2. Everything in
this game dies so quickly, almost before a player can react, a serious design flaw over its previous iteration sibling. That by the way, is the singularly significant aspect affording this game that disatisfying feeling in play one can't quite point one's finger at as expressed in so many negative "I didn't like it" personal reviews. In 1v1 in the particular, things like a precious OKW Panther take forever to get sufficient fuel for, forever to build unless a PFA doctrinal call in, and are then destroyed in an instant whilst trying to attend micro of 8 different firefights concurrently! In vCOH the aquisition cost loss ratio never felt like that, and the TTL before being destroyed entirely was clearly considered in that game far more in terms of teh game experience as a maneagble aspect than it (n)ever was in COH2. With so many models in play in this game even if still usually numerically less than in COH1, especially in 1v1 auto this game becomes predominantly a game about micro skillZ rewarding quick reflex and reaction rather than a game about tactical knowledge and ability or anything to do with strategy.
An RTS can still work without being turn or even almost turn based to better involve the latter elements, nor losing the fun factor of it after all being a game. But achieving that is a delicate design balance. For all its warts and IMBA, COH did. COH2 doesn't, which is why its sell through and appeal to as wide and pre-existing an audience as its predecessor has been so self evidently lacklustre.
That all about Übermicro aspect is a HUGE flaw in this game as recognised albeit unwittingly by the silent majority which the honest capable of rational analysis will acknowledge. I acknowledge that the game does have a relatively dedicated following crying it 'better than sex', but its ever declining audience is evidence too many just don't like it as much as its predecessor without actually analysing to understand the why of "it's just not fun"or "I just don't like it" and doesn't appeal try as they might to want to like it. Two years in, and it takes longer to get a COH2 game in auto than it does COH1 after 10 years. I remember what COH was like two years post its release. Quite the indictment.
IMV, the only thing keeping this delivery mechanism for doctrinal PFA (pay for advantage probably will be more palatable than pay to win) Commander DLC alive is the absence of anything remotely resembling a better contemporary viable alternative in the WWII RTS genre than its predecessor. As soon as there is, I predict COH2 will sink faster than did HMS Hood.
As always, everyone is entitled to hold their own perspective and will, so I appreciate YMMV.