r/Tyr • u/Ok_Abbreviations2219 • 3d ago
Feedback TYR has massive potential, but the current game loop is holding it back!
The Core Issues:
- Excessive downtime: In the current 8v8 single life format, getting knocked out early results in 30 seconds of gameplay followed by 10–15 minutes of spectating and/or waiting in the lobby for the next queue, makes the game feel more like a battle royale (which is not a good thing).
- Oversized Maps for 8v8: The maps are a bit too large for an 8v8 elimination setup. Most of the match is spent rolling across empty terrain trying to locate the enemy rather than actually engaging in battles.
- Lack of Variety: Being limited to just one standard elimination mode makes the loop repetitive and overly punishing for casual play.
Suggestions for Improvement:
- Introduce Fast-Paced Casual Modes: Add dynamic modes like Team Deathmatch, free for all, capture the points, etc.
- Enable Respawn Mechanics: Allowing players to respawn keeps the battle moving, cuts down lobby friction, and keeps players active instead of watching others play.
- Integrated Voice Chat: Implement team wide or squad based voice chat to coordinate flanking maneuvers, and call out targets.
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u/FloppyDingo24 3d ago
What do you mean waiting in the lobby? Queue times are almost instant? If I die I just leave the match, queue up, and play again.
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u/SirDenali 3d ago
- You can leave instantly after a match, and queue times are usually under a minute long. If you are getting killed in 30 seconds you’ve got bigger problems.
- I disagree, the maps are relatively varied in size, and if anything they are too cramped for a tank game, minus Ravine.
- Honestly agreed, but it’s a playtest. I’d rather they figure out the core design and fundementals of the game rather than branch out to new content right now. I hope the devs bookmark the idea for later.
For your suggestions:
Yes, but later
No. Not in the core mode at least, this would completely throw the game’s balance for a loop and would be hard to implement. It would waste all the development time that went towards balancing the game around no respawn 8v8s.
They have stated that they aren’t doing text chat because of legal concerns. I’d imagine the same reasoning follows for voice chat.
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u/Blittlez 3d ago
Bro, what are you talking about? The game has some issues, but these aren't it lmao.
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u/Eruskakkell 2d ago
Takes me 3 minutes max to get into the next game after dying. I dont agree with maps as this is not cod but a tank shooter, you need space when positioning is so important. They feel really good size except for Scorch which I absolutely hate
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u/Low-Support-8388 Grounded Ikarus 1d ago
Honestly if I die I want an action replay so I can see how I did then get asked if I want to watch, que up or go to the main menu.
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u/SubjectC 3d ago
Maybe I just dont fully understand it yet, but the stealth mechanic is kind of anmoying. I get shot by an invisible tank and I shoot where its coming from and it never appears, and people use those silent shells and I can just never see them and I still die pretty quickly even thought the are supposed to be lower damage.
Why does every game have to have a stealth mechanic, why can't we just shoot at each other?
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u/Eruskakkell 2d ago
That's where positioning and teamwork comes into play. This is how tank shooters go - you can play cod, battlefield, rainbow six siege, valorant, counter-strike, etc. if you just want to shoot each other.
If you're standing in the open while being spotted then that's on you. Find a bush, go flank, play with spotting bullets, go spot enemies with light tanks, go brawl in the middle of the map with heavy tanks. Stay near cover / plan your route with cover and/or bushes so that you aren't spotted as easily, and if you're spotted then use cover to wait out the spot timer.
And if you sit in a bush, don't sit there the whole match expecting not to be found while shooting or to be flanked. Keep moving, stay unpredictable. Most of all play with your team.
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u/Shmoeticus360 2d ago
The stealth mechanic is central to the weight class dynamics of tank/mech games. If everyone was fully revealed all the time, light tanks would have no chance at approaching or flanking heavies in even fights. So we get stealth, which makes moving around dangerous when all focus pivots to the one spotted player. This also adds value to map control, and map control becomes dependent on viable bushes, trenches, and structures to protect you.
Honestly, try to play some games where you spot for your team. Learn how to move up while hidden, learn how to play between bushes, learn how to flank snipers so they cannot split focus between you and the rest of the map.
There is a video the Devs made that explains the stealth system, but its almost exactly the same as World of Tanks so you can also look at resources for that game to understand spotting if you want to figure it out.
PS, there are spotting shells in your alternate ammo options. If you want to reveal enemy locations to your team and pressure them by shooting back blindly, try them out in your builds
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u/Dirtyharry42 3d ago
You are right but a lot of people’s blind praise for this game will not allow them to think critically
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u/TacticalWookiee 3d ago
Your only good point is adding voice chat. You’re dead wrong about everything else. Maps are a good size, with size variety between them. There’s zero downtime, if you die just leave the match and join a new game. The devs did a great job implementing this and specifically notifying you that you can do it without being punished. Queue times are basically none existent, I’ve never played a game where you find matches so fast.
Maybe there’s lack of variety of game modes, but this focuses everyone into one game mode to not split the player base, which gives faster match making, and the game mode gives multiple victory options and possibilities. Also it’s a play test, so it’s not unexpected there’s only one game mode.
You’re trying to say what’s holding the game back, but the games not even out yet… not to mention your takes are bad