Add Understanding Aggro Management in Tower Rush Scenarios
@@ -0,0 +1,15 @@
|
|||||||
|
<br>This system of prioritization is known as 'aggro' (aggression), and mastering it is the most critical mechanical skill in the game.<br>
|
||||||
|
<br>This article will dissect the mathematics of sightlines, retargeting, and unit hitboxes to help you manipulate the AI flawlessly.<br>
|
||||||
|
Vision and Targeting
|
||||||
|
<br>Every single unit in the game possesses a hidden 'sight range' value, usually measured in invisible tiles.<br>
|
||||||
|
<br>If a massive, slow-moving tank is lumbering toward your tower, you do not need to place your defense directly in front of it.<br>
|
||||||
|
They are easier to distract with cannons or teslas.Melee units have very short sight ranges.Always account for the unit's movement speed.
|
||||||
|
Advanced Aggro Tricks
|
||||||
|
<br>Large tanks have massive hitboxes, meaning melee defenders can attack them from slightly further away than smaller troops.<br>
|
||||||
|
<br>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.<br>
|
||||||
|
Targeting MechanicPlayer ActionClosest Target LogicThe enemy will always hit the skeleton firstRetargetingThe tower will rescan and target the swarm
|
||||||
|
Drilling the Mechanics
|
||||||
|
<br>Reading about aggro ranges is completely different from actually executing pixel-perfect placements in the heat of a live match.<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 cherished this article and you also would like to obtain more info with regards to [tower rush](https://home.plusproperties.uk/agent/rosalindafolin/) please visit our web page.
|
||||||
Reference in New Issue
Block a user