Add Understanding Aggro Management in Tower Rush Scenarios
commit
5b87f966d9
|
|
@ -0,0 +1,15 @@
|
|||
<br>In the chaotic environment of a competitive arena battler, units seem to run wildly toward whatever is closest to them.<br>
|
||||
<br>Top-tier players use their deep understanding of aggro mechanics to lead enemy armies on wild goose chases around the map.<br>
|
||||
The Concept of Sight Range
|
||||
<br>Every single unit in the game possesses a hidden 'sight range' value, usually measured in invisible tiles.<br>
|
||||
<br>Understanding exactly how many tiles a unit can 'see' allows you to place distractions at the absolute maximum possible distance.<br>
|
||||
They are easier to distract with cannons or teslas.They will ignore targets that are just a few tiles away.A fast unit will cross tiles quickly, altering the math.
|
||||
Manipulating the Z-Axis and Hitboxes
|
||||
<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>
|
||||
Targeting MechanicPlayer ActionProximity PriorityPlace a cheap skeleton exactly one tile closer to the enemy than your fragile ranged attackerVision RefreshThe tower will rescan and target the swarm
|
||||
Drilling the Mechanics
|
||||
<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>
|
||||
|
||||
If you liked this posting and you would like to acquire extra information about [tower rush](https://propertybaajaar.com/agent/jurgentong311/) kindly visit our web-page.
|
||||
Loading…
Reference in New Issue