Add Understanding Aggro Management in Tower Rush Scenarios
@@ -0,0 +1,15 @@
|
|||||||
|
<br>However, beneath the surface of this apparent chaos lies a rigid, highly predictable set of rules governing Artificial Intelligence.<br>
|
||||||
|
<br>Top-tier players use their deep understanding of aggro mechanics to lead enemy armies on wild goose chases around the map.<br>
|
||||||
|
Vision and Targeting
|
||||||
|
<br>When a unit is deployed or finishes destroying a target, it scans its specific sight range for the closest valid enemy.<br>
|
||||||
|
<br>Understanding exactly how many tiles a unit can 'see' allows you to place distractions at the absolute maximum possible distance.<br>
|
||||||
|
Use this to pull them to the center.They will ignore targets that are just a few tiles away.A fast unit will cross tiles quickly, altering the math.
|
||||||
|
The Geometry of Defense
|
||||||
|
<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>
|
||||||
|
AI LogicPlayer ActionProximity PriorityPlace a cheap skeleton exactly one tile closer to the enemy than your fragile ranged attackerAggro Reset on StunIf an Inferno Tower locks onto your tank, stun it with a spell while placing a swarm nearby
|
||||||
|
Practice Makes Perfect
|
||||||
|
<br>Reading about aggro ranges is completely different from actually executing pixel-perfect placements in the heat of a live match.<br>
|
||||||
|
<br>Control the aggro, control the arena.<br>
|
||||||
|
|
||||||
|
In case you loved this article as well as you would like to acquire more info concerning [tower rush](https://gitlab.rail-holding.lt/tarabadgett650/tower-rush2005/-/issues/1) i implore you to go to our own web site.
|
||||||
Reference in New Issue
Block a user