Tyr Armor, Angling, and Modules
Green pens, gray bounces, and the modules you should shoot instead of the gun.
Tyr’s armor model is the reason twitch spraying loses. Every chassis has a unique plate layout. Aim down sights and the enemy paints green where your shell will penetrate and gray where it will bounce. Impact angle matters: a plate that is green head-on can go gray if they tick the hull 20 degrees. Hold Alt in spawn or Sandbox to study your own layout so you know which corner to hide. This page sits next to spotting because a bounce is not just lost damage — it is Energy you just handed a heavy.
How to read the paint
Green means go. Gray means stop and move the reticle. If the whole turret face is gray, you are looking at Tempest-style turret armor or a well-angled heavy. Climb, drop, or wait for them to shoot and expose a side. Lights have less armor; heavies have more. That is not a suggestion to ram a light into a Fortis front plate.
Shots prefer flatter impacts. The trailer phrasing is accurate: it is easier to pen straight on than at a steep angle. Your job as a medium is to force those straight-on windows with positioning, not with a faster trigger. Controls cover stopping for hover depression so you can actually aim at the floor of a cupola instead of the sloped roof.
Modules worth shooting
The community armor write-up on Tyr HQ frames modules as the thing you look for once the paint is green. Tracks are the most important for the whole team: a tracked tank is immobilized, allies dumping into it generate tracking assists, and you earn Energy from those assists (3% of the assist points). Fuel tanks can apply a damage-over-time after a pen, but that DoT does not grant Energy to the shooter. If you are farming Energy for an ability, shoot something else.
Crew and ammo modules hurt specific hulls more than others; treat them as a Sandbox homework item per chassis rather than a universal priority. The build planner is where you decide whether your own modules lean into camo, bounce Energy, or raw pen.
Angling as a heavy, as a light
Heavies (Atlas, Fortis, Helio, Maul, Tricera) should live at an angle that keeps the solid gray face toward the most likely shooter. Every bounced shot grants the heavy 0.5% of that potential damage as Energy, and heavy nodes can multiply that into a real bar. If you keep shooting gray, you are loading their ability. Stop. Reposition. Wait for a light to track them.
Lights should almost never take a frontal armor fight. Their HP exists to leave. Use camo, bushes, and the 400 m gap. If you must shoot, shoot tracks or a green side, then relocate before the solid circle blooms from the unsilenced shot.
Mediums split the difference. Tempest wants hull-down turret armor and a five-shell clip. Deadeye, Rook, Valor, Ranger, Ark, and Arbalest each ask for a different peek height. Roster notes live on medium tanks.
Mass, rams, and hover exceptions
Heavier tanks take less ram damage than lighter ones; equal mass trades evenly. Overcharge-ram abilities exist on the roster — do not eat one in a light. Hover tanks take less fall damage and can tilt with aim, which changes which plates you present while drifting. That is a controls issue as much as an armor issue.
Sandbox drill that actually works
- Hold Alt on your main. Name the plates you will hide.
- ADS a dummy or a parked hull until you can find a green pixel without spraying.
- Force a gray bounce on purpose, then watch the Energy implication in a live match later — heavies get paid for your ego.
- Repeat on Ravine and Scorch because crest angles lie.
When you can call “gray, wait” in voice instead of dumping a clip, you are ready for the tier list conversation. Until then, armor skill beats chassis rank. The how to play page is still the match-rule parent; this page is the gun-rule child. Keep them both open for the first weekend of Early Access.
Frequently Asked Questions
Quick answers for new Tyr pilots and returning playtesters.
What do green and gray mean when I ADS?
Green will pen. Gray will bounce. Move, angle, or wait instead of feeding a heavy Energy.
How do I see my own armor?
Hold Alt. Do it in spawn and in Sandbox whenever you swap hulls.
Should I always shoot fuel tanks?
The DoT from fuel tanks does not grant Energy. Tracks are usually the better team shot. See Energy.
Why do my shells bounce on a tank I just penned?
They angled, you moved off the weak spot, or you hit a different plate. Re-ADS. Do not spam the gray face.