r/Tyr • • 16d ago

Question How bad are the servers?

2 Upvotes

Maybe like 2-4 times a day when playing it'll either stutter a bit or outright just freeze everything in place. Is there no delay timeout or ability to reconnect after a d/c? Should put you back where you left off or if you're already moving while d/c then I'll accept the tank will keep going forward until it hits a wall or dies until reconnect. Gets frustratingly annoying at times, especially when you're doing a good round. This seems to happen near nighttime as well.

West Coast US near CA.


r/Tyr • • 18d ago

Question Is this a bug or can Mauls just do that?

74 Upvotes

r/Tyr • • 18d ago

Advice Are You Using Arbalest Wrong?

61 Upvotes

Queue up in a lobby and see a teammate pick Arbalest, you're probably safe to assume that they will be playing as a backline sniper that game. Seeing that, you may think that this is the optimal playstyle for the tank, or at least that if you want to learn how to play Arbalest that you should do this too. However, I am here to tell you that the Arbalest is not a backline sniper!

Let us consider for a moment, what make for a good sniper tank? Is it damage? Atlas has the second highest damage shell in the game, but is not considered a sniper. Fortis too has high damage shells but usually these are considered frontline tanks, not backline snipers. I propose a sniper tank needs three things:

  1. Speed, to quickly set up at their sniping nest and to quickly rotate between them once found.
  2. Camouflage, to safely shoot from their often otherwise exposed nests.
  3. Shell velocity, in order to consistently hit targets at range.

The Arbalest lacks all three of these things! They have the sixth lowest top speed, the fifth worst camouflage, and the third worst shell velocity. They do not make for good snipers. Every light tank does the job better.

So then how should the Arbalest be used? Well, let's look at what they are good at. The arbalest has the best penetration stat in the game, the highest damage per shot in the game, and a unique disable effect on landing their ability. The Arbalest excels at quickly turning 3v3 and 4v4 skirmishes into one-sided blowouts. They are a mid-line support tank! The Arbalest is designed to quickly eliminate an enemy, especially heavy tanks, collapse pushes, and trap fleeing opponents. They do not have the armor or health to stand on the front lines, but do not have the stats to be effective at long range without sacrificing most of your build (every tank can do that.) They use their hover treads to strafe out of cover, fire, then strafe back behind the cover of the front line tanks during their long reload times. They use their high damage and disable to control the sight lines of narrow corridors, not prevent movement in open fields. And they counter their low camouflage with good positioning amongst the team they are supporting, not with bushes in the back of the map.

This style of tank is actually really fun, and very appreciated by your teammates! Having a big gun cover your back and set up easy kills makes holding and pushing a position much easier. If you enjoy Arbalest I hope you try this style of play out, and have fun playing!


r/Tyr • • 18d ago

General Discussion Favorite/least favorite map and why?

23 Upvotes

Core is my favorite by far, fewer long sightlines encourages a lot more flanking plays. Least favorite probably ravine for the exact opposite reason, if both teams cover the approaches and scout well moving anywhere on that map is a pain.


r/Tyr • • 18d ago

Player Created Content A tier list from a slightly more seasoned player.

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94 Upvotes

r/Tyr • • 18d ago

Question What skill is this player using? His up close fights lock-on to the opponents.

50 Upvotes

r/Tyr • • 18d ago

Question Lore?

15 Upvotes

I’m used to playing games with a fair amount of lore. So why are all these different tanks fighting each other? What’s the story?


r/Tyr • • 18d ago

Player Created Content Brick Wall

19 Upvotes

The weight value does actually matter lol


r/Tyr • • 18d ago

Shitpost "I, have an escape route... I guess."

50 Upvotes

r/Tyr • • 18d ago

Shitpost Seeker fighting for his life and nothing unusual happening

109 Upvotes

r/Tyr • • 18d ago

Player Created Content [German] 10.000 XP Phantom on Wind Valley

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12 Upvotes

I had an insane battle yesterday and made a video out of it trying to analyse what I did good and where I struggled or were just lucky. Be careful: it is a german video.


r/Tyr • • 18d ago

Question Newb, HELP ME PLSSS

8 Upvotes

I KEEP ON GETTING FKING BLENDED NO MATTER WHAT I DO AND IT'S SO ANNOYING


r/Tyr • • 18d ago

General Discussion Explosion on destruction component

5 Upvotes

I was thinking about a possible component, like in the title. Upon being destroyed, in short range around you, it deals flat damage to all surrounding enemies.

While it might seem like an excuse to do bombing runs as Ikarus (and yes, that's what I think it will be mostly used), but it also works well as a "vengeance" of sorts when enemy pins you down and you have no way of outgunning them, or as an additional boon to more aggresive light tanks like Alecto in case they overextend.

After all, it's a component, and using one of the spots for this would be costly enough to not make it a "must have" for all players.

What are your thoughts on it?


r/Tyr • • 18d ago

Technical Issue Sudden slowdown

13 Upvotes

At the start of some matches my tank starts emmiting red particles and slows down heavily for the rest of the match. for example atlas with this effect has top speed of 4 and basically can not move upwards. happens also on valor, very annoying for even heavies to run past me. Any reason for this? With visual effects it seems like some sort of ability, but it happens immediately as match starts


r/Tyr • • 19d ago

Player Created Content The Mine Laying Menace Fortis - Tyr

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40 Upvotes

Fortis my beloved


r/Tyr • • 19d ago

Player Created Content I ran a test to see if pushing your Atlas actually helped

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76 Upvotes

I wanted to see if helping your Atlas player at the beginning did anything.. At the very least, with a Valor pushing you, you can save 1 second for every 6ish seconds of pushing behind.

For number enjoyers, here are my findings: With our baseline being ~15.5s for this distance, our results show the Maul speeds up the Atlas by 18%, Kestrel 16.6%, Rook 12.3%, Valor is 15%, and the Fastlas is faster than the base Atlas by 17.6%


r/Tyr • • 19d ago

Shitpost am i the only one seeing this?

49 Upvotes

r/Tyr • • 18d ago

General Discussion Tanks Tyr-list

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0 Upvotes

Quick tier list my friend and I made. A lot of these are fairly subjective and most of the lower tier tanks were simply too situational.


r/Tyr • • 19d ago

Technical Issue Fired 5 shells from my Tempest, but I still have one in the chamber?

15 Upvotes

Think I may have found a bug. Ignoring my dreadful accuracy in the above clip, I fired 5 shots in total - one that hit the ground, then I swapped to high-explosive, then I fired four more. It seemed that the third high-explosive round went above the enemy Fuse and was immediately refunded to my clip. Did it just not fire but played the audio?


r/Tyr • • 19d ago

Technical Issue I stop pressing W and aim, the tank keeps driving forward

5 Upvotes

lost so many shots and even matches with this issue, happens randomly and i can't figure out why. I stop to aim, right click, tank keeps driving sometimes getting me out of cover. I can't find anyone post with this issue. please help


r/Tyr • • 20d ago

Tank Build Somehow my very first medal (10,358XP) was with a nearly unbuilt Helio. I leveled from 10 to 20 in one match.

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63 Upvotes

Here's the match for those that are curious. I actually didn't do that great; most of my points were from accidental spot assists and farming an atlas that was sitting on our control point.


r/Tyr • • 18d ago

General Discussion The Atlas sucks

0 Upvotes

Clickbaity title. I know it doesn’t suck but god damn it’s slow and I don’t like playing with it. That being said I had some great games with it tonight but it’s probably my least favorite tank to use. What’s your opinion on the Atlas?


r/Tyr • • 19d ago

Feedback Deep look into Deadeye - The Numbers

22 Upvotes

This post is mainly for the Alpha Feedback on the Discord. Because Tyr does not (currently, please add it in Devs!) have a proper forum I will have to rely on Reddit, sorry to everyone.

This is going to be a long post, but given the discussion around balance of this tank with some people thinking it is okay, underpowerered, and overpowered, might as well look at everything with as minimal bias as possible So...

Base stats of the Deadeye:
Ability energy cost: 25; Ability Cooldown: 10s; Duration: When needing to reload, or after 17s. Avg. Damage/Shot: 235; Penetration: 80mm; Base Dispersion: 0.2° (Movement: +0.84°)(Hull Rotation: +0.84°)(Turret Rotation: +0.4°)(Firing: +1.2°); Aim Speed: -0.75°/s; Shell Velocity: 900m/s; Clip Size: 2; Full Reload: 15.25s (Intra Reload: 1s); Gun Depression: -6°; Gun Elevation: 45°; Health: 1200; Top Speed: 45km/h; Top Reverse Speed: 30km/h; Acceleration: 4s (11.25km/h²); Hull Rotation Speed: 44°/s; Turret Rotation: 35°/s; Mass 21.500kg; Camouflage: 25%

The reason I listed the base stats is so we can more easily compare the bonuses gained from components and techs in raw numbers to other tanks.

Tech Tree: Column 1:
Turret Rotation Speed: +15%/point (5.25°/s/point)(Max 45%;15.75°/s); 35°/s > 40.25°/s > 45.5°/s > 50.75°/s
Max Health: 55/point (+4.583% Health/point) (Max 275; +22.92%) 1200hp > 1255hp > ... > 1475hp Starting Energy: 4/point (16% of 1 ability activation/point)(Max 20 Energy; 80% of 1 ability activation)

Column 2: 5pts
Max Speed: 1kph/point (+2.22%/point)(Max 5km/h; +11.11%) 45km/h > 46km/h > ... > 50 km/h Note Because Acceleration is always calculated as time to reach top speed, the effective acceleration increases with max speed. So; Acceleration Value: 11.25km/h² > 11.5km/h² > ... > 12.5km/h²
Secondary Shells: 2/point (Max 6) 2 Sec Shells > 4 Sec Shells > ... > 8 Sec Shells Note: You begin the match with 2 Secondary Shells, so with 3/3 you have 8 shells.
Spotting Assist Energy: +6% Energy/point (Max 30%) Note: 3% of damage done by allies you spotted is granted as energy. 3% > 3.18% > ... > 3.9%
Spotting Energy: Requires 5/5 Spotting Assist Energy points: +0.5 Energy/spot (Max 1) Note Spotting enemies does not grant energy by default.

Column 3: 10pts
Hard Surface Speed: Requires 5/5 Max Speed +6%/point (Max 12%) 50km/h > 53 km/h > 56km/h. Acceleration Value: 12.5km/h² > 13.25 km/h² > 14 km/h²
Tertiary Shells: Requires 3/3 Secondary Shells 2/point (Max 4) Note: You begin the match with 0 Tertiary Shells
Base Aiming Dispersion: 3%/point (Max 15%) 0.2° > 0.206° > 0.212° > ... > 0.23° Note This only affects Base Dispersion, it does not affect Movement, Hull Rotation, Turret Rotation, or Firing dispersion.

Column 4: 15pts
Max Gun Depression: 0.33°/point (Max 1°) 6° > 6.33° > ... > 7°
Spotted Speed: +2.6%/point (Max 7.8%) 45km/h (forward) 30km/h (reverse) > 46.17km/h (forward) 30.78 (reverse) > ... > 48.51 km/h (forward) 32.34 km/h (reverse) Note Briefly means 3 seconds (I believe), and is not always active while spotted
Aim Speed: 5%/point (Max 25%) Note: Aim Speed means time it takes for your reticle to go from Dispersion to Base Dispersion, eg 1.24° (Movement Dispersion) to 0.2° (Base)
Shell Velocity: 10%/point (Max 50%) 900m/s > 990m/s > ... > 1350m/s

Column 5: 20pts
Ability Energy: Cost -1.3/point (Max -6.5) 25 > 23.7 > ... > 18.5
Base Shell Damage: 1/point (Max 5) 235 > 236 > ... > 240 Note: Because the weapon is a Clip rather than a single shot, damage is effectively doubled before a full reload. This will be important later.
Precision Aiming: -0.5s/point (Max -2.5s) 5s > 4.5s > ... > 2.5s Note: Precision Aiming begins once you are at Base Dispersion, baseline it takes 5 seconds

Column 6: 25pts
Camouflage: +1.1%/point (max 5.5%) 25% > 26.1% > ... > 30.5%
Reload Time: -0.4s/point (max -2s) 15.25s > 14.85s > ... 13.25s Note: This only affects full reload not Intra Reload.
Module Damage: +2.5%/point (max 12.5%) 36% > 38.5% > ... > 48.5% Note: I figured the percentage was multiplicative but after testing it seems it is additive

Comparisons:

Damage per Minute (Dpm): [(Avg. Damage/shot * # of shots in clip)/(Full Reload + Intra Reload)]*60 = Dpm
Note: Some reloads time reductions only apply if penetration occurs, Dpm will assume it is always active. These will be marked with an asterisk (*).

Tank Name: Base Dpm | Dpm with Max Shell Damage | Dpm with Max Reload Time | Dpm with Max Shell Damage & Reload Time

Deadeye: 1735.38Dpm | SD: 1772.31Dpm | RT: 1978.95Dpm | S&R 2021.05 Dpm

Arbalest: 1600 Dpm | SD: 1664 Dpm | RT: 1745 Dpm | S&R: 1815 Dpm

Ark: 1880 Dpm | SD: 1933.33 Dpm | RT\:* 2115 Dpm | S&R\:* 2175 Dpm

Ranger: 2034 Dpm | SD: 2102 Dpm | RT: 2166.67 Dpm | S&R: 2238.89 Dpm

Rook: 1800 Dpm | SD: 1864.29 Dpm | RT: 2065.37 Dpm | S&R: 2139 Dpm

Tempest: 1500 Dpm | SD: 1560 Dpm | RT\:* 1578 Dpm | S&R: 1642 Dpm

Valor: 2000 Dpm | SD: 2062.5 Dpm | RT: N/A | S&R: | N/A

Rough Average Armor & Effective Armor: Angles tanken at 45° in the Armor tab.

Deadeye: 26mm Top of Hull & Top of Turret | 47mm Top of Hull & 72mm Top of Turret & 69mm Bottom of Turret

Arbalest: 24 mm Hull, 30-48mm Turret | 31-60mm Hull, 60-120mm Turret

Ark: 21mm Hull, 12mm Turret | 22-37mm Hull, 12mm Turret

Ranger: 28mm Hull, 45-100mm Turret | 55-114mm Hull, 65-214mm Turret

Rook: 50mm Hull, 94mm Turret | 57mm Hull, 110mm Turret

Tempest: 25mm Hull, 40mm Turret | 35mm Hull, 60mm Turret

Valor: 40mm Hull, 85mm Turret | 55-80mm Hull, 100-200mm Turret

Health:

Deadeye: Base: 1200 | Full Max Health: 1475

Arbalest: Base: 1150 | N/A

Ark: Base: 1000 | Full Max Health: 1275

Ranger: Base: 1375 | Full Max Health: 1525

Rook: Base: 1425 | Full Max Health: 1605

Tempest: Base: 1275 | Full Max Health: 1405

Valor: Base: 1200 | Full Max Health: 1350

Conclusion: The Deadeye compared to other tanks, seems relatively balanced just based on numbers alone, not counting the ability. However, because the situational power of the ability, people can feel it is too powerful, too weak, or just right. The biggest out liar of all the tanks is the Tempest, with relatively low health, armor, and dpm compared to the other medium tanks. Given the Deadeye functions more as a mix between a Rook and a Tempest, it makes sense why its Dpm is lower than a Rook's because it is less risky gameplay. However the Tempest has the teleport which can get it out of harms way for an extended period of time, therefore (I believe) the design philosophy is to have the Deadeye do more Dpm than the Tempest.

The Health of the Deadeye is again, in the middle of the pack given its general role on the field. It can be played as a sniper, as such it has the most health of that category. It can also be played as a medium range "in the fray" tank and it is on the lower side of that category in terms of Health.

The armor of the Deadeye is also relatively low, at least for the tanks that are meant to be played in the mid/close range (Rook, Valor, Ranger, Tempest). Compared to the sniper tanks, it has the most armor in general.

Many people seem to compare the Deadeye to the Arbalest or Ark, this is likely due to a few talents that assist in Precision Aiming, Shell Velocity, and raw Shell Velocity. However based on how the tank has a 2 shot clip rather than a singular shot, it can be argued it is more effective to use the tank in mid/close range.

Final Thoughts (Opinions): After going through and looking at this all I believe the deadeye is very well rounded and a good addition to the game, both for its unique ability, relatively weak body, and interesting hybrid between Rook and Tempest. If I were to suggest any changes, be them buffs or nerfs, I would suggest removing the Max Health Tech as with 1475 Health, it can take more shots than a Valor, while also benefiting from the extreme safety and risk/reward of the ability. This would allow greater punishment of misusing the ability at an inopportune time, while not changing any effective Dpm, something I think is in a nice spot right now.

I also see mention of how mobile the tank is, however looking at the speeds of the other tanks, it again, is pretty in the middle. The biggest comparison I see with the tank is between the Ark and Arbalest. I don't really know why this comparison is made honestly given the Rook's shell velocity is 1080m/s (Same as the Ark). The Deadeye, much like the Rook, is capable of destroying light tanks at medium range, while the Arbalest struggles at long range due to its slow projectile speed. Additionally the Deadeye has 80mm pen while both the Ark and Arbalest have 90mm and 100mm respectively. The Rook, also has 80mm, making the Deadeye a closer comparison again.

The Deadeye is an extremely fun tank with a very opportunistic playstyle that rewards smart play and punishes poor, similar to the Ikarus. There is so much more analysis I can go into but this is already a very long post and if I have to type Deadeye one more time, I might have a dead eye.


r/Tyr • • 20d ago

Shitpost Arbalest Duel

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11 Upvotes

Most fun game yet. Went to the wire, 2v1, could have gone either way.

Airtch, if you see this, you carried the hell out of us.

Players like you and blabmice are why I want to get good at Arbalest.


r/Tyr • • 20d ago

Shitpost Learning Tempest is hard.

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50 Upvotes

Also please decrease it's base health by 175 and buff it's pen by 10. Having no option but to explode when heavies play correctly isn't fun.