Add Understanding Aggro Management in Tower Rush Scenarios
@@ -0,0 +1,15 @@
|
|||||||
|
<br>In the chaotic environment of a competitive arena battler, units seem to run wildly toward whatever is closest to them.<br>
|
||||||
|
<br>This article will dissect the mathematics of sightlines, retargeting, and unit hitboxes to help you manipulate the AI flawlessly.<br>
|
||||||
|
How Units See the Arena
|
||||||
|
<br>Every single unit in the game possesses a hidden 'sight range' value, usually measured in invisible tiles.<br>
|
||||||
|
<br>Understanding exactly how many tiles a unit can 'see' allows you to place distractions at the absolute maximum possible distance.<br>
|
||||||
|
They are easier to distract with cannons or teslas.Place distractions closer to them.Always account for the unit's movement speed.
|
||||||
|
Advanced Aggro Tricks
|
||||||
|
<br>One of the most complex aspects of aggro management involves understanding the physical size, or 'hitbox', of different units.<br>
|
||||||
|
<br>This highly advanced technique, known as 'body blocking', requires absolute precision but can save hundreds of tower hitpoints.<br>
|
||||||
|
Aggro RuleTactical ApplicationClosest Target LogicThe enemy will always hit the skeleton firstAggro Reset on StunThe tower will rescan and target the swarm
|
||||||
|
Drilling the Mechanics
|
||||||
|
<br>Have a clanmate repeatedly send the same tank down the lane while you try to pull it to the center using different tiles.<br>
|
||||||
|
<br>You will no longer panic when a massive push approaches; you will simply calculate the optimal placement and watch the AI dance to your tune.<br>
|
||||||
|
|
||||||
|
If you enjoyed this short article and you would like to get even more info regarding [tower rush](https://gitea.ontoast.uk/marciasecombe1) kindly visit our own website.
|
||||||
Reference in New Issue
Block a user