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..c266ea7 --- /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 +
Every single unit in the game possesses a hidden 'sight range' value, usually measured in invisible tiles.
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If a massive, slow-moving tank is lumbering toward your tower, you do not need to place your defense directly in front of it.
+Use the arena tiles as a visual guide.Resetting aggro saves games.Flying units often have different pathing rules. +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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For example, if an enemy Miner is locked onto your tower, you can deploy a large tank directly on top of him.
+Targeting MechanicTactical ApplicationProximity PriorityThe enemy will always hit the skeleton firstAggro Reset on StunIf an Inferno Tower locks onto your tank, stun it with a spell while placing a swarm nearby +Mastering the Grid +
Reading about aggro ranges is completely different from actually executing pixel-perfect placements in the heat of a live match.
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Control the aggro, control the arena.
+ +For more information on [tower rush](https://git.beckmeyer.us/kaceypayton846/tower-rush1983/wiki/The-Importance-of-Map-Control-in-Tower-Rush) visit our own web-page. \ No newline at end of file