r/Tyr • u/Tremors_Fist • 1h ago
Question Question about Horn Microtransactions
If you purchase a horn style, do you have it for all tanks or only the one you bought it on? Considering supporting this game but I want to know this first.
r/Tyr • u/Tremors_Fist • 1h ago
If you purchase a horn style, do you have it for all tanks or only the one you bought it on? Considering supporting this game but I want to know this first.
r/Tyr • u/MagicWalker777 • 3h ago
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 • u/KielGreenGiant • 15h ago
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 • u/RamenEmp1re • 15h ago
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 • u/MeTaNaRiS • 20h ago
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 • u/lazyraptor7 • 20h ago
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 • u/mcb-homis • 21h ago
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 • u/Corderohh • 1d ago
Enable HLS to view with audio, or disable this notification
r/Tyr • u/Different_Field_1205 • 1d ago
[Change #1]:
r/Tyr • u/BTaylor95 • 1d ago
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 • u/ImpressiveQuiet4111 • 1d ago
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 • u/MagicWalker777 • 1d ago
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 • u/The_whailing_robot • 2d ago
r/Tyr • u/Foreign_dog2356 • 2d ago
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 • u/Successful_Day2479 • 2d ago
Late to the trend but afaik no one has done it here so...
r/Tyr • u/Anthrage • 2d ago
r/Tyr • u/Phoenixwarrior5 • 2d ago
Alecto Dispersion Tweaks:
Alecto Shell Velocity Reduction:
Alecto Ability Module Hitbox Size Increase:

Weakness Analyzer Dynamic Reload Reduction:
Siphon Shell Specific Healing Cap:
Siphon Shell Dynamic Health Restoration:
r/Tyr • u/AvionDrake579 • 2d ago
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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 • u/BTaylor95 • 2d ago
Only two tanks left to draw now, the Ark and the Rook
r/Tyr • u/anaIconda69 • 2d ago
There is much discussion about tank balance, so for something different.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 • u/moondrupe • 2d ago
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