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Developer Diary: Playing the Buratino

Commanders!

As you already know, the TOS-1M Buratino is the main prize of the upcoming Eclipse Battle Path. Since this vehicle is unlike anything we’ve released so far, we’d like to tell you (and more importantly, show you) more about it and the way it will play in Armored Warfare.

The basic 122mm configuration is fairly straightforward. You have 80 direct-firing HEAT rockets, you press the firing button, things start exploding. Easy as. The trick here is to close the distance between you and the target quickly or, alternatively, wait in ambush somewhere you know the enemy has to pass through. The rockets are very inaccurate (this is very much a “whomever it may concern” type of weapon) and given your lack of armor, you will not survive exchanges at longer distances.

Another obstacle you’ll have to overcome is the poor depression of the launcher (and the autocannon that is tied with it). Firing from a hulldown position at vehicles below will therefore be very difficult – a typical situation where the TOS will do truly poorly is on top of a Frontline map ridge. Not only are the engagement distances quite long there, but you’ll be also firing below you, leaving you exposed for a long time – which is not a good idea, it’s a rocket launcher – it is not stealthy.

The upgraded 220mm configuration faces similar issues but the dynamic here is a bit different. Instead of a rather forgiving rocket salvo, you deal a lot of damage with a single missile. This missile can be absolutely devastating and can single-shot a lighter Tier 10 vehicle and seriously damage an MBT. However, it is also very slow, somewhat inaccurate and difficult to aim. In other words, you need to maximize the chance of hitting your target. For that, you need to master your autocannon.

At first glance, the autocannon (which can now fire both AP and HE shells) is a secondary, “fallback” weapon. It also uses the same sights as the rocket launcher so it is difficult to aim. Additionally, you cannot switch to the first person mode (sniper mode) while using it. You can, however, use it at shorter to medium distances as such:

  • Switch to the autocannon
  • Destroy the tracks of an enemy vehicle
  • Switch back to the rocket launcher and fire at the immobilized target

With these rockets, you have one more advantage. They fly in rather high arcs, which means that, positioned properly, you absolutely can fire over obstacles (where the enemies can’t easily fire back at you). This tactic requires good map knowledge but can pay off, especially if you can target an objective area where you know the enemy has to go. On the downside, you cannot use your autocannon to immobilize them this way.

As for the thermobaric rockets that are the ultimate upgrade – we have tested them meticulously in the original configuration but they were absolutely mental (the destruction of three enemy tanks at the same time wasn’t rare at all), which is why we reconfigured them. Right now, they still do a lot of damage but instead of direct fire explosions, they do two things:

  • They damage targets far away (better for long-range fire) due to improved splash
  • They do a lot of external module damage

Indirect hits will therefore still deal considerable damage while direct hits will cripple all save the toughest of MBTs. Needless to say, getting hit by one of these is not a good idea and the Buratino will be the bane of static defenses and “camper” players.

And that’s pretty much it. We hope that you’ll enjoy the firepower this vehicle is bringing to the game and, as always:

See you on the battlefield!

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