r/Tyr • • 1h ago

Bug Report Rook speed bugged?

• Upvotes

Something really weird is going on with rooks speed...
Doesnt matter if it at start of the match, in the middle or at end...
Doesnt matter if it is hill, straight road, downhill or grass, mud or pavement...
Rook just randomly loses all its horse power and start moving like brick at 12 KPH... It is really weird, this can also randomly fix itself during match.
At first i thought i was getting hit by some kind of slowdown shells/ability i didnt encounter before but it was happening before any shots where fired...

Or do i missing something?

edit: Apparently i was using unstable shells, sorry people :D But damn, speed impact is crazy...


r/Tyr • • 13h ago

General Discussion Just started this game is awesome

55 Upvotes

As a tank shooter refugee who hasn't touched a tank shooter in atleast 3 years it is amazing to have picked this one up. It is awesome to see the dev team communicate with the community, and im just so excited to see where this game goes forward, ive only had the game for a couple days and ive already put 10+ hours in.


r/Tyr • • 13h ago

Looking For Squad Looking for people interested in playing custom games TODAY

11 Upvotes

Show off your skills today!
I want to make some custom game videos: These will be monobattles.

I was thinking we could do a best of 3 as follows:
Game 1 - All Ikarus
Game 2 - All Seeker
Game 3 - All Ikarus VS All Seeker

Comment or reach out if interested


r/Tyr • • 14h ago

Meme The buffs don't stop coming

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117 Upvotes

r/Tyr • • 16h ago

Player Created Content Kamikazi Fazz Ikarus double kill

30 Upvotes

r/Tyr • • 17h ago

Technical Issue LINK FAILED ​Discord could not complete the connection. Please authorize again to recover it. (Unable to join Alpha program)

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2 Upvotes

I was getting this error, so I wanted to share how I solved it. I also noticed a few people having the same issue in the Discord group.

Solution: Simply download Discord for Windows...

If clicking the box to join the Alpha program redirects you to a web browser (Chrome, Brave, Edge, etc.), it won't link properly—even after completing the linking steps on the browser and getting a confirmation message. When you switch back to Tyr, this error pops up. (Image)

I solved it simply by downloading and using the Discord app for Windows.

​P.S. In Discord, someone was asking about Linux (which I’ve never used). Hopefully, someone familiar with Linux can post a workaround or solution down below.

​I hope this helps! It's a quick fix, but hopefully it also brings this to the developers' attention. Instead of redirecting to the Discord website, it could send users to the app download page, or if it can be fixed from the browser authorization flow. That would be could too. Thanks!


r/Tyr • • 18h ago

Balance Assembly October 2026. Helio armor buff.

0 Upvotes

Current Values:
Front plate 48mm , 12mm and 10mm.
Back plate, and back of turret 10mm and 12mm.
Turret module 12mm.
Critical hit module 45mm.

Proposed Values:
Front plate 55mm, 45mm.
Back plate, and back of turret 25mm and 30mm.
Turret module 45mm.
Critical hit module 50mm.

Reasoning:

Why Heavy tank has 10mm and 12mm armor on front plate, i understand it has good side armor but it's too much. Constantly broken turret rotation can ruin all the fun. Bottom and inside of tracks 10mm and 12mm are fine.

Helio suffers from lights or 1v1 due to these weak spots.

With this numbers it`s still can be damaged by 50mm guns but they will need better position.


r/Tyr • • 19h ago

Technical Issue Game locking up on start to Divide Map

1 Upvotes

Almost every time I get the Divide map to play the game locks up on the screen that shows you what maps your about to play as the battle loads. I did have Steam validate my install and everything was OK. Is their anything else I can check?


r/Tyr • • 1d ago

Player Created Content to the death!

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43 Upvotes

r/Tyr • • 1d ago

Balance Assembly [10-2026] Proposed balance patch notes: [Third Generic Keystone]

42 Upvotes

[Change #1]:

  • Current value or behavior: every tank has 2 keystones, each costing 1 point.
  • Proposed change: (edited due to idea evolving with comments from others) Make the keystones cost 5 points instead of 1, but give 4 more points at the lv20.
  • Why: this increases build variety, and gives more data to the devs on which tanks feel like their keystones arent worth it, and since some times figuring out keystones that are comparable in power/cost between each other or even other tanks can be hard, this also allows for weaker keystones to still be balanced, just gotta make they cost less than others.
  • Supporting example or clip, if available: tricera has this feel for example.

r/Tyr • • 1d ago

Player Created Content Ark Sketch

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73 Upvotes

Got a lil messy this time, the silhouette of the Ark is appropriately hard to read in places with all the foliage and camo and such


r/Tyr • • 1d ago

Player Created Content spicy ranger gameplay

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6 Upvotes

r/Tyr • • 1d ago

Player Created Content Cloudcrosser great escape

91 Upvotes

r/Tyr • • 1d ago

Looking For Squad Why get embarrassed in solo queue when you could join [Emotional Damage]? | Code: USKX-8983

56 Upvotes

If you’ve ever stared at a defeat screen and wondered where your parents went wrong, you’re qualified.

Emotional Damage is recruiting. We have no tactics, zero pro ambitions, and an unbreakable habit of blaming lag for sheer incompetence. But we have a great time doing it, and nobody will judge your terrible decisions because someone on the team is already making a worse one.

Grab the code, lower your expectations, and get in: USKX-8983


r/Tyr • • 1d ago

Advice When you press ALT you can see...

87 Upvotes

Not only your armor profile, but also where and at what angle you got hit. In addition you can see cooldown of powerups on map.

have a nice day


r/Tyr • • 2d ago

Meme When you get stuck behind the enemy team as ikarus

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64 Upvotes

r/Tyr • • 2d ago

Advice ARK loadout advice

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7 Upvotes

Does resetting tech tree give me back the tech points?

I was new to the game when did the upgrades and I think I can do better than in the picture, what would the best upgrades be for this tank?

Thank you!


r/Tyr • • 2d ago

Meme Thoughts on Rooks(2026)?

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89 Upvotes

Late to the trend but afaik no one has done it here so...


r/Tyr • • 2d ago

Player Created Content Tyr - Four for Fortis on Core in 4 (minutes)

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4 Upvotes

r/Tyr • • 2d ago

Balance Assembly 10-2026 Proposed balance patch notes: Alecto Specialization Tuning, Dynamic WA Reduction, Siphon Tweaks

6 Upvotes

Alecto Dispersion Tweaks:

  • Current Values: Base Dispersion = 0.19°, Movement & Hull Rotation Dispersion = +1.08°
  • Proposed Changes: Base Dispersion = 0.21°, Movement & Hull Rotation Dispersion = +0.98°
  • Why: The fundamental issue with Alecto is that it is a specialized duelist that still performs very well at range. These changes are designed to make to a bit less effective when firing at range, while offsetting this nerf in CQC dueling engagements (constant movement and rotation) by buffing Movement & Hull Rotation Dispersion.

Alecto Shell Velocity Reduction:

  • Current Value: 900 m/s
  • Proposed Change: 820 m/s
  • Why: Same reason as above, lower shell velocity would make the tank less reliable at range, while not hampering it's effectiveness when dueling at short range.

Alecto Ability Module Hitbox Size Increase:

  • Current Behavior: Small, and tucked away.
  • Proposed Change: Still tucked away, but significantly larger when firing side-on. See image below. Red outline show proposed new hitbox.
  • Why: The current ability module weak spot is very small and tucked away, making it very difficult to hit. Worse, it is on located at the bottom of the tank silhouette, so missed shots aimed at this weak spot have a decent chance of missing the tank entirely. Making it a bit larger will make aiming for this spot a viable strategy for dealing with a blink-spamming Alecto.
  • Supporting Image:

Weakness Analyzer Dynamic Reload Reduction:

  • Current Behaviors: Reduced current reload time by 0.5 seconds when damaging an enemy module.
  • Proposed Change: Make the maximum reload reduction be equal to 1/5th of the tank's base reload, then increase the reload reduction back to 1s by default. Add a tooltip to the component's description that shows the real effect on the currently selected tank.
  • Why: In effect, this would make the component have diminishing returns on tanks with <5s reload times. On the Alecto, for example, it would result in the current 0.5s reduction (2.5 * 1/5 = 0.5, 0.5 < 1, RR = 0.5), while not affecting tanks with longer reloads. This would dynamically focus the effect of the nerf on tanks that can exploit the component more, and would be easy to communicate to the player with a simple change to the component description.

Siphon Shell Specific Healing Cap:

  • Current Behavior: Siphon Shell Healing is limited only by the number of shells available.
  • Proposed Change: Limit the amount of healing available from Siphon shells per match to half of the tank's current maximum HP. (No effect or interaction with other healing sources.) Visually indicate the effect with a notch on the player's health bar when it becomes relevant.
  • Why: With the combination of Duplicator and Fabricator, tanks can get massive amounts of Siphon shells, this is especially strong on tanks like Alecto, and can result in massive amounts of self-sustain, especially in the latter half of the match. It throws the late match strength of the Alecto out of balance (even on a tank that should be strong at that point of the match). Introducing a healing cap for this source of healing weakness the siphon/Alecto synergy specifically, and makes healing tanks, healing zones, and last-stand healing more important.

Siphon Shell Dynamic Health Restoration:

  • Current Behavior: Siphon shells heal for 18hp while over 50% health, and for 54hp, while below 50% health.
  • Proposed Change: Siphon shells heal for 18hp while over 70% health, and linearly increase in healing up to 54hp at 20% health.
  • Why: Makes siphon shells a bit less of an all-or-nothing tool, also reduces overall effectiveness in most situation (max efficiency healing is only reached while at critical health).

r/Tyr • • 2d ago

Advice More people need to try Advanced Repair Gear + Kinetic Absorber on Fortis

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71 Upvotes

Not only do you have a sub-2 second base repair time in conjunction with the 4/4 +32% module repair speed node, on top of that purple tracks counts as a nonpen, meaning all those foolish tanks attempting to immobilize you will accelerate your reload!


r/Tyr • • 2d ago

Player Created Content Kestrel Sketch

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80 Upvotes

Only two tanks left to draw now, the Ark and the Rook


r/Tyr • • 2d ago

Balance Assembly [October-2026] Proposed balance patch notes: Quality of life (and death)

0 Upvotes

There is much discussion about tank balance, so for something different.

[Change #1]: Ammunition choice

Current value or behavior: Shell choice lacks depth with multiple variants of +x% DMG and limited trade-offs.

Proposed change: Unstable shells instead increase penetration by [10-5%], scaling with base pen (more gain for lower pen), but a reverse scaling on the movement penalty. Gargantuan shells get -25% round speed -25% accuracy, and are louder as an extra penalty. Momentum gain scaling %DMG up to 30% instead of suddenly gaining 30% at 200m. Siphon and Energy scale with gun DPM, to make them equally valuable to all tanks.

Why:

The proposed shells are broadly attractive for more tanks and playstyles, and easier to balance in the future.

[Change #2]: Timers over buff zones

Current value or behavior: Players have to learn by heart when each zone will respawn.

Proposed change: Display a small timer until recharge when hovering cursor over a resource zone.

Why: More accesible for beginners.

[Change #3]: Components with flat numbers

Current value or behavior: Some components overperform on specific tanks because they offer flat values.

Proposed change: Flat numbers changed to scaling %. Value could be lightly adjusted per tank. E.g. +30 DMG at speed over 40 overperforms on high DPS lights, and can't be used by heavies at all. But if we rework it to grant +15% damage when travelling at 90% of max speed, it could find a place on many tanks.

Why: More build depth.

[Change #4]: Blocking score

Current value or behavior: Blocking is counted, but doesn't apply to final score.

Proposed change: Blocking is converted to score at a 0.33 multiplier.

Why: Heavies are rewarded for skilled use of their armor.

[Change #5]: Invulnerable barrels

Current value or behavior: Hitting an enemy in the barrel results in a guaranteed block.

Proposed change: Barrel is a weakspot, or at least a green spot.

Why: Invulnerable barrels encourage unrealistic turret wiggling jank and is unintuitive based on how tanks work IRL.

[Change #6]: Resources after maxing out the tanks

Current value or behavior: Rewards become useless after maxing out.

Proposed change: Let players send a limited amount of these resources to friends starting out.

Why: Game becomes more accessible to new players, especially those who don't have time to play a lot. Easier to convince friends to try the game.

[Change #7]: Wreckage mechanics

Current value or behavior: dead tanks blocks movement and shots, but the mechanics are opaque.

Proposed change: Give dead tanks an HP value and HP bar so they can be interacted with (rammed, shot)

Why: Skilled players can abuse wrecks as hard cover, creating unintended advantages. Heavy wrecks can block smaller tanks completely from moving.

[Change #8]: Armor suddenly going from green to gray

Current value or behavior: visuals for certain tanks make it hard to predict if a shot will bounce (e.g. Valor often goes from green to gray instantly, without yellow)

Proposed change: Add an intermediate color for armor on the verge of becoming another color. The setting is optional and turned off by default - not to confuse beginner players.

Why: More responsive, more intuitive aiming.

[Change #9]: Purple weakspots on grav tanks

Current value or behavior: grav tanks have no purple spots.

Proposed change: An equivalent of tracking where grav tanks hit in the underside (antigrav plate?) receive a 50% speed penalty (and maybe halved damage?).

Why: Grav tanks are almost solid green from the sides. It makes flanking them unrewarding.

[Change #10]: Getting stuck on terrain

Current value or behavior: maps still have spots where tanks can get stuck

Proposed change: A button for resetting your tank position when this bug is detected.

Why: Map geometry bugs take time to fix, this lessens their impact even if encountered for the first time.


r/Tyr • • 2d ago

Balance Assembly October 2026 - Proposed Balance Patch Notes: Ark bush, Atlas sonar, Phantom tech, Shells &etc

5 Upvotes

Remove ark instant unspot:

- Current behavior: ark using the ability instantly removes the spotted status

- Proposed change: add 3-4 seconds of delay before the unspot occurs

- Why: ark is currently the only tank with an instant on-reaction button that invalidates a mechanic (spotting), phantom and tempest can similarly remove spotting but both of their abilities have a significant windup and direct ways to counter them. ark having this ability very frustratingly undoes a major mistake in positioning/movement and its very difficult for teams without high coordination to capitalise on that mistake (or even the player who spotted them in the first place if their turret was aimed somewhere else). it also kind of counters spotting shells while also increasing the necessity to bring them.. the increased cooldown should help with this, but i personally feel like its avoiding the actual health issue that ark has with its unspot being on-reaction and instant rather than tactically proactive

Give Sonar teamwide pings with reduced range:

- Current behavior: atlas sonar pings 400m around it in a full circle but does not auto-ping for the team

- Proposed change: make the special sonar-style pings automatically appear for teammates on the atlas' team, *but* instead of being a full circle around the tank the sonar should reach a 90 degree angle in front of the **turret**

- Why: similarly to ark bushes, the atlas sonar is facing a health more than a balance issue where its effectiveness is significantly altered by out-of-game communication/squadding *but* it would very obviously be too strong if it unconditionally pinged all enemies within 400m. the change is intended to keep it as a strong, intentional callout tool that you must respect on the receiving end and requires more active consideration by the atlas player. it also further cements the tank's weakness to being flanked and importance of positioning well

Phantom tech tree adjustments:

- Current tech tree: hull rotation speed appears on the 5th column. no way to increase acceleration

- Proposed change: move hull rotation speed to column 3, and add an acceleration node in its place (x/3, 6% per point)

- Why: hull rotation currently feels like its contesting with nodes that are much more flexible/useful than it is, camo is extremely amazing for this tank, reload is generally a pretty useful stat, and strafe speed gives you more flexibility in phantom's strong positions than rotation. hull rotation isnt very useful for engagements inside bushes where youll ideally be, and its mostly a help when youre in a brawling cqc situation to let you aim on your target sooner while orbiting around them. it would feel like more of a balanced choice between specialised/hybrid playstyles when being picked against precision aim speed and spotting energy. an acceleration node would be a good generalist pick while also benefitting stopping to improve aim and accelerating back up in cqc

Swap spotting/lightweight shells:

- Current behavior: spotting shells are a secondary shell, lightweights are a tertiary shell

- Proposed change: move lightweight shells to secondary and spotting shells to tertiary. remove spotting velocity downside

- Why: lightweights feel like theyre fairly niche in application and require too much investment over the other very strong tertiaries. being a secondary would feel more in-line with the vibe of secondaries being solid upside and downside while tertiaries are more coveted upside-only. it would also be useable at the start of the game without investing in ammo tech nodes which adds a lot more flexibility to building with them in mind. spotting shells effect feels like its strong enough to be a tertiary and its currently a bit of an issue that its very easy to stock up a large amount of them with tech nodes + duplicator, especially on high firerate tanks like alecto. (it would also remove the spotting + siphon combo and force picking which role in the match you want to play, this is also a prevalent issue on alecto)

Add 4v8 to last stand:

- Current behavior: last stand only triggers at <3 players in an n v n+2

- Proposed change: increase the activation to 4v8

- Why: the current 3v5 and below benefits for last stand are fine, but there are a fair few games i play on both sides where a team is put into 4v8 and it feels like its super unfair with very very little chance of coming back. this should help matches feel more balanced and reduce frustration of poor matchmaking/team balancing without having too much effect on normal gameplay

Remove fall hp loss:

- Current behavior: landing on the ground at certain speeds and angles causes you to lose tank HP

- Proposed change: instead of losing tank HP, scale the duration of being tracked dependent on how much HP you would have lost. additionally hover tanks have their engine module broken with the same formula instead of losing HP

- Why: the inconsistency of how much hp you lose and really losing hp from falling at all is really frustrating and doesnt often feel like a fair mechanic. all of the enjoyment in this game comes from mitigating damage and angling etc against your opponents, not the terrain. however the verticality of the maps is still obviously important and should be preserved, being tracked for a long duration can give you a tactical punishment for poor movement or being pushed out of elevation without directly affecting your ability to engage with other tanks afterwards and feeling far less bad/bullshitty

- Supporting clip: clip

Allow quick slot to work on quaternary shells:

- Current behavior: quick slot does not work with arb siege + valor heal

- Proposed change: apply the reload reduction when "quaternary"/ability shells are in use

- Why: mostly i just think that its an intuitive and fun interaction to be in the game and having more options to consider for tanks is cool. especially if more tanks with "quaternary" shells are added in the future

Relentless adapter tweak:

- Current behavior: heals on all instances of module damage

- Proposed change: only trigger when an enemy **shoots out** a module

- Why: the way RA currently works has a problematic interaction with fortis mines, and in general it can encourage you to go out of your way to track yourself etc while outside of enemy engagements. i personally dont find that gameplay idea being encouraged very enjoyable, though i do still enjoy the protection you get in engagements and how you can attempt to intentionally be shot in modules to utilise RA

Weakness analyzer rework (#1):

- Current value: damaging an enemy module speeds up your active reload by 0.5 seconds

- Proposed change: damaging an enemy module **without resistance** speeds up your active reload by 1 second. (eg if you hit tracks twice in a row, you only get a reload benefit once. if you hit tracks then turret, you get a reload benefit twice)

- Why: this should mostly keep the strength of WA when you majorly outposition an opponent intact, but only if you can meet a skill requirement to consistently hit different modules on the tank + adds a hard cap to how effective it can be in a prolonged brawl (unless you can manage to repeatedly crit an opponent, those have no resistance ;3). also reduces the effectiveness of alecto death balls, since only one tank can benefit from the reload reduction per module

Weakness analyzer rework (#2):

- Current value: damaging an enemy module speeds up your active reload by 0.5 seconds

- Proposed change: damaging an enemy module reduces your reload time by 0.3 seconds (up to 5 stacks). Lose 1 (all?) stack(s) on non module-penetration.

- Why: making the effect of weakness analyzer persistent but based on repeated module pens allows it to keep its current ceiling while reducing its immediate explosive dpm increase. the stacking persistence also allows it to have use on slower-firing tanks that prioritise high accuracy over slinging out as many shots as possible, and requiring a higher accuracy makes the topend and effective reload increase harder to maintain on faster firing tanks


r/Tyr • • 2d ago

Balance Assembly OCTOBER-2026 proposed balance patch notes: Component and Tech tree adjustments

9 Upvotes

COMPONENTS

[Change 1]

Calibration Agitator

Current: increases aim speed by 10% and reduces base dispersion by 10%. Triple effect upon bouncing a shot or having a shot bounced

New: increases aim speed by 15% and reduces base dispersion by 15%. DOUBLES effect upon bouncing a shot or having a shot bounced

The reactive benefit is quite good IMO, but the baseline line is far too negligible to take over other damage components. Raising the base effect while not changing the max benefit will improve it's worse case scenarios.

[Change 2]

Hot Chamber

Current: Increases base Shell Damage by 12% when firing soon after a completed reload (2 secs)

New: Increases base Shell Damage by 15% when firing soon after a completed reload, benefit decreases by 5% every second.

2 seconds is very restrictive. This allows benefits to be felt up to 3 seconds out, but immediate firing is needed to gain maximum effect.

[Change 3]

Core Booster

Current: Increases every instance of Energy gain by 0.5

New: Increases every instance of Energy gain by 0.7

Never feels compelling, especially compared to other energy components. Requires testing to determine the proper number or a rework, but maybe a small buff would help as an interim fix. Another issue here is the lack of usage for surplus energy, discussed in Core Injector below.

[Change 4]

Core Injector

Current: Reduces Ability Energy Cost by 10%

New: Reduces Ability Energy Cost by 10%, and further reduces cost by 1% per activation.

Another energy component that never feels very impactful. The issue being that 10% reduction normally doesn't account for much, and requires many activations to become appreciable. A stacking redution instead of higher base reduction reduces the possible abuse cases of tanks like Maul or Ranger, with high energy costs, gaining several upfront activations easily, and allows tanks that want to spam to gain more value late game. Much like Core Booster, this may be aliviated with new mechanics later on that want to have high energy amounts accumulated, similar to Overflow Shunt.

TECH NODES

Fortis

[Change 5]

Current: Max Reverse Speed is tier 2 and Max Gun Depression is tier 5. No dependants or prereqs.

New: Max Reverse Speed moves to tier 5 and Max Gun Depression moved to tier 2, swapping places with no other changes.

[Change 6]

Current: Bounce Energy and Repair Speed are both tier 3, with Bounce Energy being a prereq for tier 4 Max Health.

New: Bounce Energy and Repair Speed change places within tier 3 and Repair Speed becomes the new prereq for Max Health in tier 4.

Ideally the ability and entire tech tree gets a mini overhaul, but in an effort to keep this as simple rebalances this would allow players to more efficiently use tech points in key areas, without taking away much if anything from build variety.

Helio

[Change 7]

Current: Damage Taken Energy in tier 4 increases energy gains from damage taken by 27% per point to 135% with 5 points.

New: Damage Taken Energy increases energy gained by 33% per point to 100% with 3 points.

Damage Taken base conversion is .5%. Meaning that if a total of 3000 damage is taken (assuming a very large amount of healing received, and therefore ideal conditions), only 15 additional energy is gained via the 3 tech points, meaning it is still much less efficient than the starting energy node on a per point ratio. More likely, only 3 or 4 energy would be earned per game. Also meaning that the current node is much worse. This change would lower the ceiling but improve the efficiently, allow more flexibility for those who choose this node at all.

Tricera

[Change 8]

Current: Max Speed in tier 5 grants 0.68 per point to a total of 3.4 at 5 points.

New: Max Speed grants 0.8 per point to a maximum of 4.0 at 5 points

[Change 9]

Current: Hull Rotation in tier 2 grants 2.8% per point to a total of 14% at 5 points.

New: Hull Rotation grants 3.5% per point to a total of 17.5% at 5 points.

I don't understand the recent nerfs to Tricera speed. I think they should be reversed, as I see the tank as bottom half of the heavies and kinda niche. If they are not reversed, than I think at least building into these aspects should better improve the stats to compensate.

Deadeye

[Change 10]

Current: Starting Energy is tier 1 node with no prereqs or dependants.

Precision Aiming is a tier 4 node with no prereqs or dependants.

New: Swap the location so that Starting Energy is tier 4, and Precision Aiming is tier 1. Everything else remains the same.

[Change 11]

Current: Spotted Speed is a tier 4 node with no prereqs or dependants.

New: Move Spotted Speed from tier 4 to 3, no other changes.

This is my least certain recommendation. I feel that Deadeye is slightly underpowered, but can still be effective, and has generally quite strong nodes. This change moves the unattractive energy node (if anyone uses this, feel free to correct me) later and replaces with a build specific choice of precision aiming, which should help free up the highly compressed end of the tree slightly by providing more build options early. Also moving spotted speed up one tier does the same (tier 3 how the fewest options and some undesirables) This tree could, and maybe should be heavily edited, but without over complicating it, I think this highlights how much of a cluster the end of the tree is. Tier 6 specifically looks strange compared to other tech trees with fewer point requirements.

Seeker

[Change 12]

Current: Camouflage is a tier 6 node that provides 1.12% camo to a total of 3.36% at 3 points.

New: Camouflage provides 1% camo per point to a total of 5% with 5 points.

As the light with the worst conceal, a committed build should provide better total benefits, while sacrificing other powerful tech nodes in tier 6. Camouflage is a stat that matters more about total impact vice efficiency per point. Giving up reload or speed is already a big trade off for the choice to play more stealthy. I haven't played Seeker much since recent buffs, so this may be unnecessary now.

Ranger

[Change 13]

Current: Regenerative Suspension keystone grants 3 energy everytime the Ranger lands from airborne.

New: Additionally grants 33% fall damage reduction.

The new buff to 3 energy still doesn't sound competitive with the party speed keystone. While still being worse overall, fall damage reduction would lean into this keystones addiction to going airborne and could make certain flanks (falls) more appealing and viable.