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It comes down to what equipment you have, where you're standing when the tyrant deploys, and what area you're in. Yeah, fighting the Tyrant actively is usually a waste of ammo, but voluntarily being routed by him is almost as bad.
I can't help but feel he would feel a little less divisive if he was rebalanced to extend his activity timer a bit, but shooting his head chips away at it (forcing him to deactivate sooner). Double that with an ability for the mastermind to 'recall' the Tyrant, putting it on a short cooldown (but retaining how much health/time it had left, which recharges gradually while inactive) would mean he would be a more present and recurring threat, but also a more counterable one that can't be just thrown around wildly. Getting stunned and focused down with headshots would be a dramatic loss for the mastermind, but would also burn up survivor ammo in exchange for that peace of mind.
As always, asynchronous PvP games are a total nightmare to balance. Even when you get it into a good state, someone will always find a way to exploit the mechanics and alter the meta into a difficult and unfun state ;P
A death is -30 sec, downing someone is -15 sec, successful bites with zombies is -15 sec, so people sitting in the safe room doing nothing would be about equal to 2 deaths in time or downing 4 times.
Uh I think for it to have that value at least 2 people need to be in there just waiting, funky to quantify.
Think of Tyrant as a tool to herd them, his head popping ability combined with his aggression means survivors HAVE to stop what they're doing and shoot him or they will have a player killed off.