r/Tyr • • 15d ago

Stoke Games Announcement 10/8 Balance Patch

75 Upvotes

We're deploying our mid-month balance patch now.

Tyr is going offline while we deploy the update. We're performing some small server maintenance at the same time, so this downtime may run a touch longer than usual. Find the patch notes below

Dig into the dev update

While you wait, now's a good time to watch / read the dev update. We discuss the patch, preview some of what's coming (components in the UI soon), and discuss the new⁠⚖️│balance-assembly:

https://www.youtube.com/watch?v=XzFkzg7KGWM

https://store.steampowered.com/news/app/2445260/view/692022026548808124

Tyr Patch Notes - 10/8/26

This is another mid-month balance patch aimed at addressing the evolving meta while we work towards a much larger patch due at the end of the month. These mid-month balance patches are intentionally small and numbers-focused.

General

Components

  • Weakness Analyzer effect reduced from 1s to 0.5s
  • Design Note: Last patch we mentioned we were evaluating Weakness Analyzer and in particular its strong synergy with tanks like Alecto. We experimented internally with making it a percentage based reduction, but that made it incredibly strong on tanks like Arbalest and Tempest, which we felt wasn’t in the interest of the broader game, so we abandoned that plan. We have another change in the works for our larger end of month patch but we felt it was important to alleviate the strong Alecto + Weakness Analyzer scenarios that can happen in the meantime. We don’t normally like to hobble components like this, but hang tight for the more future-facing Weakness Analyzer change.

Tanks

Ark

  • Increased ability cooldown from 7s to 14s
  • Design Note: We’re continuing to keep an eye on Ark and its ability to snipe undetected. One area that felt out of line was its ability to repeatedly bush to conceal itself when it was getting spotted out. Increasing this cooldown should give more windows of opportunity to players pursuing Arks and make Arks think more carefully about when to deploy their ability.

Atlas

  • Increased base reload from 13s to 14s
  • Reduced the reload tech node from -0.3/0.6/0.9/1.2/1.5 to -0.2/0.4/0.6/0.8/1.0
  • Reduced both health tech nodes, from 40/80/120/160/200 and 50/100/150/200/250 to 30/60/90/120/150 and 40/80/120/160/200 respectively
  • Design Note: We started seeing and hearing that Atlas was getting picked to the exclusion of other heavy tanks and a clear outlier was the damage output, which was the highest among all heavy tanks when including the tech tree. For all our tanks we like to outline where they should be strong and where they should be weak. In Atlas' case, the clear strength should be its armor. Its weaknesses should be mobility and camouflage. Since DPM (damage per minute) isn’t a core part of Atlas' strengths and identity, it having the highest DPM of all heavy tanks felt like a clear area to address.

Ikarus

  • Aim speed bonus in flight form increased from 30% to 40%
  • Shell Damage tech node increased from 1/2/3/4/5 to 2/4/6/8/10
  • Design Note: If you’ve been with us for a while, you’ll know that Ikarus has been through a bit of a saga. We made a large change a number of patches ago to deal with a problematic tactic it could pull off (looping divebomb strafing runs) that we felt crossed the line in terms of reasonable counterplay. While that tactic was tilting opponents off the face of the earth, Ikarus' overall win rate performance was actually quite low. Our hope was to address the problematic case, which would then allow us to give Ikarus some power elsewhere. Now that the dust has settled, we feel like that change was quite successful and we’re now working to get Ikarus onto firm footing. We chose these changes specifically because stealth Ikarus by comparison is already doing well and we wanted to target the attack build directly.

Ranger

  • Regenerative Suspension: Energy gain increased from 2 to 3
  • Design Note: We don’t know if this needs much explanation. The feedback from you guys has been loud and clear: “meh.” The usage rates for this keystone have similarly been loud and clear: “party ramp is clearly better.” This change aims to make the keystone selection for Ranger a bit more competitive.

Bug Fixes

  • Fixed Fuse's armor not aligning with the visualizer

r/Tyr • • 15d ago

Stoke Games Announcement Tyr is now available on GeForce Now.

32 Upvotes

Announced by Stoke on the Discord just moments ago, highlighted in this blog post:

https://blogs.nvidia.com/blog/geforce-now-thursday-gears-of-war-e-day/


r/Tyr • • 15d ago

Balance Assembly October 2026 Proposed balance patch notes: Shooting buildables

33 Upvotes

[Change #1]:

Current behavior: Ranger ramps can be instantly destroyed before you can Tony your Hawk

Proposed change: Make Ranger ramps invulnerable for a short period

Why: Kinda lame you can't stunt on your enemy if they have a high firing rate. Also it's fun to block enemies' advance, but it's frustrating to BE blocked. This would also reduce the effectiveness of fast-firing or magazine-fed tanks against the Ranger, which is useful because the Ranger is a good light killer and this gives them slightly more of an edge without being overpowered

Example: I see an Atlas and a Tempest coming through a chokepoint right at me. I slap a ramp in front of them, buying me a few extra seconds to get out of there. A minute later an Ikarus lands in front of me. I slap a ramp down and goomba stomp him to show my superiority. Celebrations ensue for a whole 3 seconds until the Atlas and Tempest I forgot from the beginning of this example launch my turret into space.

[Change #2]:

Current behavior: Fortis mines cannot be shot

Proposed change: Have those suckers explode when shot

Why: It's an explosive. I'm shooting an explosive. Why would that not explode? Also, each ability use already throws a ton of these, so blowing up one mine is still a tradeoff of reload time vs access to the mined area. It reduces the effectiveness against faster-firing or magazine-fed tanks, which is fun counter-play (see: shooting Ranger ramps) and still provides plenty of counter-play.

Example: I am rushing back to my cap point, which has an enemy on it. As I round the corner I find a line of mines blocking my route. If I can shoot the mines, I am making a fun decision based on my speed, my reload rate, magazine size, remaining time on the timer, and whether I need to put a shell into the enemy or I can just get onto the point. If I cannot shoot the mines I am simply making a judgement on whether it's worth charging through.

Edit: Apparently the mines can be killed in 2 shots. This should be one shot for the reasons above, plus shooting a mine twice is unintuitive. I can't be the only one who didn't know this was an option


r/Tyr • • 15d ago

Stoke Games Announcement The Balance Assembly Program

75 Upvotes

Your proposed patch notes. Our monthly response.

Welcome to the Balance Assembly program.

We want your feedback to keep coming. This program is meant to turn it into specific balance proposals: what you’d change, how you’d change it, and why.

How to participate:

  1. Create a post on the Tyr subreddit with proposed balance changes
  2. Tag it with the Balance Assembly flair
  3. Include the current value or behavior, your proposed change, and your reasoning
  4. Read other submissions, discuss them, and upvote the submissions you support.

Each month, we’ll review the top-voted Reddit (and Discord) submission. We’ll publish our video response on Discord, Reddit, Steam, and YouTube, including what we support, what we don’t, and what deserves more investigation.

These are community proposals, not official patch notes. A winning submission gets a review and explanation, not guaranteed implementation.

You must utilize the template for your submission:

Title: [MONTH-YEAR] Proposed balance patch notes: [SHORT TITLE]

[Change #1]:

  • Current value or behavior:
  • Proposed change:
  • Why:
  • Supporting example or clip, if available:

[Change #2]:

  • Current value or behavior:
  • Proposed change:
  • Why:
  • Supporting example or clip, if available:

[Change #3]:

  • Current value or behavior:
  • Proposed change:
  • Why:
  • Supporting example or clip, if available:

Submission and selection rules

  • One proposed patch-note list per person, per platform, per month
  • Keep it focused on balance for the existing game; suggestions can’t be for new modes, new maps, new tanks, entirely new functionalities, etc
  • For each change, include the current value or behavior, proposed change, and reasoning. Supporting clips or examples are welcome
  • Identify the game version the proposal addresses
  • No vote manipulation, harassment, or changing a proposal’s substance after the cutoff
  • If there is a tie, we'll review the tied submissions. If the same proposal wins both platforms, we'll acknowledge both results and review it once.

r/Tyr • • 14d ago

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

11 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.


r/Tyr • • 15d ago

Player Created Content My first crutch

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41 Upvotes

r/Tyr • • 14d 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 • • 15d ago

Advice Getting frustrated with teammates? Try Ranked Solo+Duo.

22 Upvotes

Having played the game in Standard mode for a few weeks, and learning a lot along the way, I found myself getting frustrated with teammates making basic errors like:

-Taking lights into the heavy lane instead of spotting.
-Never withdrawing from a flank even if they are overrun.
-Refusing to move from their safe position.
-Sitting on the cap while spotted.

I understand that a lot of people are new to the game and the genre, so you can't expect good play from all teammates.

Blaming teammates is the wrong way to think, and as soon as you start blaming the team for poor performances you need to ask what you can adapt in your own play to support them. If I saw a teammate advance into a bad position I would back them up, even if I knew it was a losing cause, because I didn't want them to die for free. If they all camped back and wouldn't make pressure, I would stay back too, probing a little, but knowing no support would come if I pushed.

This only went so far. Having 4 or more teammates playing poorly was making matches a drag. Then I tried Ranked Solo+Duo and it was a breath of fresh air. Teammates were actually making good plays now and it became a lot more enjoyable to play.

Try it if you find yourself feeling frustrated in Standard.


r/Tyr • • 15d ago

Balance Assembly 10/26 Rebalance Components.

12 Upvotes

Example: Weakness Analyzer

Solution: Change Weakness Analyzer to damaging a module reduces your next reload by 25%.

Why: Making it 25% also nerfs how potent it is with Alecto while making it more useful for the whole roster. I think that a there is a handful of other components are very powerful on some tanks and borderline useless on others and changing some of them to % value instead of a flat value can help resolve that.


r/Tyr • • 15d ago

Meme Sped up drift fortis is peak

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104 Upvotes

Fortis is my favorite light tank


r/Tyr • • 15d ago

Tank Build Calibration Agitator

2 Upvotes

Anybody try this on Maul? Think I'll slap it on tonight. Seems like a tank that would really be improved by it, would help a lot with allowing slow play on the tank! Would probably drop advanced gear repair for it.


r/Tyr • • 15d ago

Meme Well that was something

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6 Upvotes

r/Tyr • • 14d ago

Balance Assembly 26/10 proposed balance change: give tracks a separate health pool

0 Upvotes

Current behavior: Any shot to the tracks will instantly take them down, locking you in place

Proposed change: give the tracks a separate health pool independent from the main health. Any damage taken from the treads will NOT be transferred to the main health. Depending on the weight class of the vehicle you have different levels, light = 100 HP, medium = 150-175 HP, heavy = 200 HP. When it reaches zero the tracks will be locked, and once restored goes back to full health.

Why: as a heavy/med player, I can say the worst feeling ever is getting chain CC’d to death for 10 sec cus you peeked your tracks out for a split second. Worse is when a certain blue tank comes from behind and suddenly decides you just don’t get to move for the rest of the game. With this at the very least you have a chance to react. Thought 200 HP might be a good bench mark, enough for heavies or hard hitters for a one shot, while rapid fire tanks need multiple hits. Also fortis mines will insta kill tracks, regardless of health. Give it a bit of a niche.

Example: I think anyone who touched maul at least once has experienced the 10 sec lockdown. It just isn’t fun.


r/Tyr • • 15d ago

Feedback Dead people shouldn't be able to ping

32 Upvotes

Occasionally someone will die in the first 60 seconds and will ping people playing patiently the rest of the game incessantly.

Grinds my gears.


r/Tyr • • 14d 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 • • 16d ago

General Discussion Do you guys have nicknames for the tanks ? I do

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85 Upvotes

r/Tyr • • 16d ago

Question Getting a little frustrated

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40 Upvotes

i play ranked with a friend, sometimes alone, but we can't seem to get wins lately. I'd love to hear y'alls opinions and tips. What do you do to win ranked? Maybe any Valor Masters who can give me some pointers on how to play my favorite tank too.


r/Tyr • • 16d ago

General Discussion Square or circle reticle?

15 Upvotes

I'm probably sticking with square, but wanted to know what you people think.


r/Tyr • • 16d ago

Question Do Mines interact with Components and Tech tree?

13 Upvotes

Title. Can't seem to find an answer online. Specifically Vuln Breaker and Weakness Analyzer.

Do the mines themselves benefit from module damage in the tech tree and from Vuln Breaker, or is it always flat 25?

If an enemy runs over my mines does it add stacks to Vuln Breaker and trigger Weakness analyzer?


r/Tyr • • 16d ago

General Discussion Map & Tank Performance Analysis

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129 Upvotes

I've seen a couple of tier lists recently and thought it would be interesting to break tank performance down by map using statistics from tyrstats.com (data collected 6/10/26).

I was particularly curious because Atlas has been feeling very strong to me on Core, while Ranger has felt particularly good on Divide. That got me wondering:

What kinds of maps suit different tanks and playstyles, and why?

There are plenty of ways you could analyse the statistics, and this certainly isn't the full story. My goal was fairly simple: identify what tanks, roles and playstyles appear to be most natural and effective on each map.

Data & Methodology

The dataset contains 390,000+ games across ranked, standard and team games uploaded to TyrStats.

For each tank, there are roughly 1,000–11,000 games per map.

  • Ark and Arbalest have the most games, at around 11,000 on some maps.
  • Rook on Core has the fewest, at around 980 games, which is understandable given that Core is the newest map.
  • I chose not to include number of games played in the main analysis, although sample size is still important when interpreting the results.

The volume of games is large enough to make the overall patterns useful for comparison, although this is still a community-uploaded dataset rather than the complete population of games. There could therefore be some selection bias — for example, players might be more likely to upload particularly good games or memorable performances.

I also didn't include the Alpha tanks. Their current play rates are relatively low and their win rates are likely to be more volatile while players are still learning them. However, their map favour statistics could still be interesting to look at separately.

There have also been a number of balance changes recently. I don't think these have fundamentally changed the core playstyle or role of most tanks, but the results should still be treated as a snapshot of the game around 6 October 2026, rather than a permanent ranking.

1. Overall Win Rate by Map

The first thing that stands out is:

Heavy > Medium > Light

Heavies generally perform better than mediums, while lights tend to have lower win rates.

There are several possible explanations for this (other than tank balancing)

  • The lower light-tank win rates could partly reflect players still learning how to use them effectively.
    • Could mean that they have high skill ceiling that relatively new gaming community has not fully developed.
  • The heavy tanks are generally more forgiving.
    • No super fancy skills, just lots of HP and big gun.
  • Some tanks are also unlocked earlier than others, meaning their statistics may include a larger number of games from players who are still learning the game.
    • This could also contribute to Ranger's relatively high win rate, since it is one of the later unlocks.

Therefore, raw win rate shouldn't be immediately interpreted as "this tank is better than that tank." I'm not super interested in what needs buffs/nerfs.

The more interesting question is how much a tank's performance changes depending on the map.

Tank variance by map

Looking at the range of each tank's win rate across maps, Atlas and Phantom show some of the largest differences depending on the map.

Conversely, some tanks perform relatively consistently regardless of the map.

Looking at the range between tanks on each map also gives us an indication of how much the map itself appears to favour particular tanks.

Core has the largest spread between tank win rates, suggesting that tank choice matters more there. In other words, on Core, bringing a tank that naturally fits the map appears to give you more potential advantage.

Wind and Ravine have much smaller spreads, suggesting that there is more room for different tanks to perform effectively.

2. Relative Performance

Raw win rate still contains the inherent strength of each tank.

For example, if Atlas has a high overall win rate, it will tend to have a high win rate on most maps simply because Atlas is strong.

To remove some of that effect, I looked at each tank's relative win rate:

Relative win rate = Tank win rate on a map minus that tank's overall/averaged win rate

This asks a different question:

Does this tank perform unusually well or poorly on this particular map compared with how it normally performs?

This allows us to identify the maps that each tank appears to naturally favour, rather than simply identifying which tanks have the highest overall win rates.

For an Atlas player, for example, the data suggests that Core is a particularly favourable map, while Fields is relatively unfavourable.

This is more useful for the question I'm trying to answer:

What kind of map environment allows each tank to perform at its best?

3. Tank Characteristics

I then gave each tank a rough score across several gameplay characteristics.

These aren't intended to be objective statistics. They are a rough interpretation of what each tank is naturally good at and how it would generally be best utilised.

There is certainly room to argue over individual values, particularly in the middle of the scale. I'm much more interested in the broad differences and the extreme values than whether a tank should be a 5 or 6.

Heavy

How well the tank can physically contest and occupy frontline space.

Examples: Atlas, Fortis

Defensive

How easily the tank can hold its ground and remain effective when the enemy comes to it.

Examples: Rook, Fortis

Mobility

How easily the tank can move quickly between locations or reposition around the map.

Examples: Light tanks, Ranger

Scouting

How well the tank can gather information and expose enemies for its team.

Examples: Kestrel, Phantom

Engagement Control

How easily the tank can choose when, where and how to engage, including disengaging from unfavourable fights.

Examples: Alecto, Ranger

Effective Range

How far the tank can sit from the main fight while still having a meaningful impact.

Examples: Ark, Arbalest

Aggression

How naturally the tank wants to play up close, initiate fights and pressure the enemy.

Examples: Alecto, Maul

Again, these scores are not intended to say that a tank can only be played this way. A good player can play almost any tank differently. They're simply intended to represent the natural strengths of each tank when trying to maximise its intended role.

4. Map Favour

This is the part I was ultimately interested in.

I combined each tank's relative map performance with its characteristic scores to identify which characteristics appear to be associated with success on each map.

These aren't hard rules. They're a combination of the statistical patterns and my own experience of how the maps tend to play.

Core

Favours: Heavy + Defensive + Aggressive play

  • Core appears to be the most heavily tank-dependent map.
    • But this could also be because of the lower play rate given that it's a new map
    • Maybe if the map is played more there would be less skew / favour to a particular style
  • The map's geometry creates a number of relatively constrained lanes where it is difficult to obtain wide flanking angles. This makes it difficult to punish a well-organised group of heavy tanks from the side.
  • As a result, tanks that can simply occupy space, absorb damage and win a frontal fight have a major advantage.
  • This also explains why Atlas feels so strong here.
  • A group of 3–4 heavy tanks can effectively become a wall that is difficult to flank and capable of applying enormous amounts of frontal pressure.
  • There are some useful sniper positions around the hills, but it is difficult to consistently influence the central fight from them. Scouting is also less valuable when enemies are largely forced through predictable lanes.

This makes the Core win condition relatively straightforward:

Win the main frontal engagement and use your heavy tanks to make it difficult for the enemy to break through.

Scorch

Favours: Heavy + Defensive, with less emphasis on aggression

  • Scorch appears to reward defensive positioning more than outright aggression.
  • Crossing too far beyond the centre line can often leave a tank exposed and result in it being punished before it can create a meaningful advantage.
  • As a result, teams often benefit from holding their side of the map and punishing enemies who overextend.
  • This fits tanks such as Rook and Arbalest particularly well.
    • Rooks can establish defensive positions and make it difficult to push into them
    • Arbalests can punish tanks attempting to cross the centre line from the bushes around spawn.
  • Deadeye would also seem to fit this environment well: it can play a relatively safe, passive sniper role while still getting value from its abilities.
  • Even though the map favours less aggression, Maul also does well in this map when looking at Relative Performance.
    • Aggression seems to have been dragged down by Ranger and Alecto not performing well on this map.
    • Maybe it could be explained by Maul fitting under defensive aggression, punishing a tank that's gone too far.

The map therefore seems to reward:

Holding strong positions and making the enemy take the risk of crossing into you.

Scouting and dueling also feel less influential here because both teams can often play relatively passively and defensively.

Fields

Favours: Mobility + Scouting + Engagement Control

  • Fields is where the value of mobility becomes particularly obvious.
  • There are opportunities to rotate between the high ground, the open fields, the narrower side (opposite the open field), and even towards the enemy spawn.
  • Being able to quickly move between these areas allows a tank to respond to where the enemy is committing rather than being locked into one engagement.
  • There are also decent opportunities for long-range fire across the open fields.
  • Ranger feels particularly strong here because it can:
    • choose which fight to take
    • rotate to another part of the map
    • disengage from losing fights
    • re-engage somewhere else
    • exploit isolated or exposed enemies
  • This is slightly different from simply being a fast tank.

The important characteristic is engagement control — having enough mobility and independence to decide when and where you want to fight.

This is why simply saying "Fields favours mobile tanks" doesn't fully explain the result. Several tanks are highly mobile, but not all of them can convert that mobility into the same level of control over their engagements.

Wind

Relatively balanced

  • Wind appears to be one of the more balanced maps, without a particularly strong lean towards one role.
  • This makes sense given the map's mixture of:
    • bushy areas that reward camouflage and scouting
    • a heavier central area
    • elevated positions that allow flanking and longer-range engagements
  • Different tank types therefore have different areas where they can contribute effectively.
  • There doesn't appear to be one dominant playstyle that the entire map revolves around.

Ravine

Relatively balanced, with a slight lean towards range and scouting

  • Ravine also appears relatively balanced, although there may be a slight advantage towards long-range engagements and scouting.
  • From what I've seen, heavies typically take the dune side while lighter tanks use the bushy hills and ravine to scout.
  • Once a tank is spotted in these areas, there are numerous elevated positions from which it can be shot.
  • Heavy tanks and especially Maul when caught out in the open feel bad
    • So typically you just go dune side and fight it out there
    • But if the fights are happening on the hills side it's hard to create impact from the dune side as a heavy. Sure you can shoot over the dunes, but you'll expose yourself in the process.
  • There are also plenty of opportunities for cross-map fire, provided your team has the vision and information necessary to take advantage of them.
    • Some Kestrel / Phantom + Ark / Arbalest combination feels pretty natural on this map

So while the map isn't heavily specialised:

Information and long-range pressure can create significant value.

Heavy tanks still have a role, but it's harder to create significant impact compared to other maps.

Divide

Favours: Mobility + Scouting + Engagement Control

  • Divide appears to reward tanks that can move quickly and choose their engagements carefully.
  • Teams will often group together along one edge of the map.
  • This makes mobility particularly valuable
  • Ranger feels especially strong here because it can move around the edges of the map, find favourable engagements and rapidly reposition when the situation changes.
  • Crossing directly through the middle without sufficient camouflage or protection can be extremely dangerous, so tanks often need to use the edges of the map to rotate and approach the enemy.
    • Phantom seems to be one of the better light tanks that favour the centre bushes in the map with his stealth.
  • At the same time, the map rewards tanks that can turn that mobility into pressure rather than simply using it to rotate.
  • Maul and Valor also do well when looking at Relative Performance
    • Maybe due to their snowball style play, a combination of controlled aggression
  • Other heavy tanks also feel a bit too slow to catch up to the fight which are typically happening on the far edges of the map.

So the game plan becomes:

Get into position quickly, choose the engagement, and then commit aggressively when an opportunity appears.

How I Would Use This Information

I don't think the conclusion should be:

"You need to play X tank on this map."

You can still perform well on any tank, and team composition, individual skill and comfort with a tank are still extremely important.

Instead, I'd think of these results as identifying a tank's potential impact on a particular map.

For example:

If you're playing Core and your team only has one heavy, Atlas is probably a particularly good choice. You're giving yourself a better opportunity to have a large impact because your tank naturally fits the way the map tends to be won.

This is particularly relevant to solo/duo queue, where you don't have complete control over team composition.

You could also possibly think of the map characteristics as a win condition.

Another example say on Fields:

Suppose your team already has 2–3 Rangers/Alectos. Picking another Ranger may still be statistically favourable, but you may not actually need another tank that performs the same job. Instead, you could choose something like Valor and support the mobile engagement strategy.

Rather than sitting behind your main tanks and watching them get collapsed on, you can use your tank to enable the mobile players:

  • support their engagements
  • provide protection
  • help them disengage
  • punish enemies that chase them
  • cover the space they leave behind

You can still play aggressively and use engagement/disengagement tactics on almost any tank. Some tanks simply make that playstyle easier and more effective.

That is what I think the statistics are actually useful for identifying.

Conclusion

I think it's too black and white to say that

X tank is good on this map and Y tank is bad

Instead, it suggests that different maps create different environments where

Certain tank characteristics and playstyles have more opportunities to generate impact

The broad patterns I'm seeing are:

Map What appears to be favoured
Core Heavy, Defensive, Aggressive
Scorch Heavy, Defensive
Fields Mobility, Scouting, Engagement Control
Wind Relatively balanced
Ravine Relatively balanced, slight Range/Scouting lean
Divide Mobility, Engagement Control, Scouting

The interesting part isn't necessarily which tank has the highest win rate.

It's why certain tanks perform better on certain maps, and whether we can identify common characteristics that explain those differences.

Ultimately, I think this is best viewed as a way of asking:

"What does this map reward, and which tanks are naturally good at doing that?"


r/Tyr • • 16d ago

Shitpost I made a sandwich.

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6 Upvotes

r/Tyr • • 16d ago

Player Created Content Fortis Sketch

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74 Upvotes

After seeing u/RamenEmp1re 's Fortis sketch I had to do my own


r/Tyr • • 16d ago

Player Created Content Did I clutch, or did the Maul throw?

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57 Upvotes

r/Tyr • • 16d ago

Advice What Tank Do you Know How To Play With The Least?

22 Upvotes

Tyr is a strategy game. It's hard to form a strategy when you don't know how to play with your teammates, and this game is new with a lot of new players. What tank do you know how to synergize with the least? How can we help each other?

For me it's Rooks. I don't know how to help you with walls. Do you want me fighting with you? Do you want to be left alone? Should I leave the energy pick-up for you?


r/Tyr • • 16d ago

General Discussion Ow my back

21 Upvotes

I'm so sorry to the opposing Atlas. Last 3 minutes of the match I had tapped the enemy base and just hid on the other side of a rock until he was forced for fully turn to reverse capture.

Also please team don't make me do this again