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..99259a0 --- /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.
+
If you cannot reliably predict which target an enemy unit will choose to attack, you are relying entirely on luck.
+The Concept of Sight Range +
If multiple enemies are within that radius, the AI will almost always lock onto the absolute closest target mathematically.
+
Understanding exactly how many tiles a unit can 'see' allows you to place distractions at the absolute maximum possible distance.
+Count the squares to ensure perfect placement.Resetting aggro saves games.Adjust your placements for air threats. +Manipulating the Z-Axis and Hitboxes +
You can use the physical bulk of your own units to literally push enemy troops out of their preferred path.
+
For example, if an enemy Miner is locked onto your tower, you can deploy a large tank directly on top of him.
+Targeting MechanicHow to Exploit ItProximity PriorityThe enemy will always hit the skeleton firstRetargetingThe tower will rescan and target the swarm +Practice Makes Perfect +
Reading about aggro ranges is completely different from actually executing pixel-perfect placements in the heat of a live match.
+
Once you internalize the invisible grid that governs the AI, the game slows down dramatically.
+ +If you have any issues pertaining to in which and how to use [tower rush](https://gitea.jobiglo.com/dakotadeluna00), you can make contact with us at the web site. \ No newline at end of file