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>If you cannot reliably predict which target an enemy unit will choose to attack, you are relying entirely on luck.<br>
|
||||
Vision and Targeting
|
||||
<br>If multiple enemies are within that radius, the AI will almost always lock onto the absolute closest target mathematically.<br>
|
||||
<br>As long as you place a building just barely inside the tank's sight range, the tank will alter its path and walk toward your building.<br>
|
||||
Count the squares to ensure perfect placement.You must use a stun spell (like Zap) to force it to rescan.Adjust your placements for air threats.
|
||||
The Geometry of Defense
|
||||
<br>One of the most complex aspects of aggro management involves understanding the physical size, or 'hitbox', of different units.<br>
|
||||
<br>For example, if an enemy Miner is locked onto your tower, you can deploy a large tank directly on top of him.<br>
|
||||
Targeting MechanicPlayer ActionDistance RulePlace a cheap skeleton exactly one tile closer to the enemy than your fragile ranged attackerAggro Reset on StunThe tower will rescan and target the swarm
|
||||
Mastering the Grid
|
||||
<br>You must spend hours in friendly battles practicing these specific interactions until they become pure muscle memory.<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>
|
||||
|
||||
Should you loved this informative article along with you wish to receive more details about [tower rush](https://git.violka-it.net/stevecalvert1/tower-rush1984/wiki/How-to-Effectively-Use-Air-Units-in-Tower-Rush) kindly check out our own web-site.
|
||||
Reference in New Issue
Block a user