diff --git a/Understanding-Aggro-Management-in-Tower-Rush-Scenarios.md b/Understanding-Aggro-Management-in-Tower-Rush-Scenarios.md new file mode 100644 index 0000000..03fe25d --- /dev/null +++ b/Understanding-Aggro-Management-in-Tower-Rush-Scenarios.md @@ -0,0 +1,15 @@ +
In the chaotic environment of a competitive arena battler, units seem to run wildly toward whatever is closest to them.
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This article will dissect the mathematics of sightlines, retargeting, and unit hitboxes to help you manipulate the AI flawlessly.
+How Units See the Arena +
When a unit is deployed or finishes destroying a target, it scans its specific sight range for the closest valid enemy.
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Understanding exactly how many tiles a unit can 'see' allows you to place distractions at the absolute maximum possible distance.
+Building-targeting units usually have larger sight ranges.Place distractions closer to them.Always account for the unit's movement speed. +Manipulating the Z-Axis and Hitboxes +
One of the most complex aspects of aggro management involves understanding the physical size, or 'hitbox', of different units.
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The physical mass of the tank will actually push the Miner backward, forcing him to lose range on the tower and retarget onto the tank.
+Targeting MechanicTactical ApplicationClosest Target LogicPlace a cheap skeleton exactly one tile closer to the enemy than your fragile ranged attackerVision RefreshThe tower will rescan and target the swarm +Mastering the Grid +
Have a clanmate repeatedly send the same tank down the lane while you try to pull it to the center using different tiles.
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Once you internalize the invisible grid that governs the AI, the game slows down dramatically.
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