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..126448e --- /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.
+
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.
+
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.
+They are easier to distract with cannons or teslas.Place distractions closer to them.A fast unit will cross tiles quickly, altering the math. +Manipulating the Z-Axis and Hitboxes +
Large tanks have massive hitboxes, meaning melee defenders can attack them from slightly further away than smaller troops.
+
For example, if an enemy Miner is locked onto your tower, you can deploy a large tank directly on top of him.
+Targeting MechanicTactical ApplicationDistance RulePlace 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 +
Reading about aggro ranges is completely different from actually executing pixel-perfect placements in the heat of a live match.
+
Control the aggro, control the arena.
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