Energy & Abilities
By Agent Delta
The main mechanic that separates Tyr from other popular tank shooters is its Energy & Ability system. Every tank in Tyr has a unique Ability that costs Energy to use. The cost varies quite a bit from tank to tank, but each tank generally has access to the same ways of gaining energy throughout a match. However, Energy gain can be heavily modified with Components and Nodes, which is very important for tanks that really depend on their Ability. Below, you will find the mechanics behind Energy that apply to all tanks.
Starting Energy
By default, all tanks start with 33 Energy and a maximum capacity of 100. For most tanks, 33 is enough to activate their Ability at least once, but some tanks will need more before they can activate it.
Gaining Energy
There are various ways of gaining Energy for all tanks, though they vary greatly in effectiveness, and different types of tanks may rely on different methods for the bulk of their energy gain.
Energy Zones
Energy Zones appear as a blue circle with an energy symbol on every map. Capturing one grants 50 Energy to every tank in the circle (even tanks on different teams!). This Energy is NOT divided in any way - make the most of these capture zones by grouping up with allies!
Dealing Damage
The most common way of gaining Energy is by dealing damage to enemy tanks. This includes ramming into them as well as shooting them. You will gain 3.5% of the damage you deal as Energy, i.e. if you shoot someone for 200 damage, you will gain 7 Energy.
The damage-over-time from penetrating an enemy tank's Fuel Tanks Module does NOT grant you any Energy.
Energy Shells
Energy Shells can be equipped in your Tertiary Shell slot. Any time you deal damage with these shells, you will gain 7 Energy ON TOP of the usual Energy gained from dealing damage.
This effect is halved for any tank that can load more than one shell at a time (a clip).
Assists
Any time you're Spotting an enemy tank, you Track an enemy tank (shoot an enemy tank's tracks to stop it from moving), or you Bounce (block) an enemy tank's shot AND an allied tank deals damage to that enemy afterwards, you are awarded assist points (seen on the scoreboard under the "holding hands" icon) based on the damage your allies deal.
More specifically:
- Spotting Assist: anytime allies deal damage to Spotted targets you can Spot, but they can't, you get assist points
- Tracking Assist: anytime allies deal damage to targets that are currently Tracked (Immobilized) because of you, you get assist points
- Bounce Assist: anytime allies deal damage to targets that had their shot(s) Bounced by you in the last 5 seconds, you get assist points
Any time you are awarded these assist points, you also gain 2% of these points as Energy. Some tanks may leverage these mechanics to gain large amounts of Energy without even dealing damage themselves.
The assist points awarded for capturing the enemy's base do NOT grant any Energy.
Some medium and light tanks have access to Nodes that will grant them Energy simply for Spotting enemy tanks, no assist required.
Bounces and Taking Damage
Any time you take damage or Bounce (block) an enemy shot, you gain 0.5% of that damage (or potential damage) as Energy. For most tanks, this Energy gain will not be meaningful, even over the course of a whole match, but most heavy tanks have access to Nodes that can heavily magnify this into a significant source of Energy.
Remember this especially when engaging heavy tanks: every time you shoot an enemy tank but your shot bounces off of them, YOU ARE GRANTING THEM LITTLE BITS OF ENERGY FOR FREE. A couple bounced shots won't amount to much, but if a heavy blocks (and takes) enough total damage it may grant them a surprisingly large chunk of Energy.
Conclusion
There are many ways to gain Energy throughout every match - it's up to you to decide how much the Ability of each tank means to you and how to get the most Energy out of your playstyle.
