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..4900848 --- /dev/null +++ b/Understanding-Aggro-Management-in-Tower-Rush-Scenarios.md @@ -0,0 +1,15 @@ +
However, beneath the surface of this apparent chaos lies a rigid, highly predictable set of rules governing Artificial Intelligence.
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If you cannot reliably predict which target an enemy unit will choose to attack, you are relying entirely on luck.
+Vision and Targeting +
When a unit is deployed or finishes destroying a target, it scans its specific sight range for the closest valid enemy.
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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.
+Use the arena tiles as a visual guide.Resetting aggro saves games.Flying units often have different pathing rules. +The Geometry of Defense +
Large tanks have massive hitboxes, meaning melee defenders can attack them from slightly further away than smaller troops.
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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.
+Aggro RuleTactical ApplicationProximity PriorityPlace a cheap skeleton exactly one tile closer to the enemy than your fragile ranged attackerVision RefreshIf an Inferno Tower locks onto your tank, stun it with a spell while placing a swarm nearby +Drilling the Mechanics +
Have a clanmate repeatedly send the same tank down the lane while you try to pull it to the center using different tiles.
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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.
+ +For more about [tower rush](https://www.lavoro24.link/employer/muzeocollection) have a look at the site. \ No newline at end of file