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<br>In the chaotic environment of a competitive arena battler, units seem to run wildly toward whatever is closest to them.<br> |
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<br>This article will dissect the mathematics of sightlines, retargeting, and unit hitboxes to help you manipulate the AI flawlessly.<br> |
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The Concept of Sight Range |
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<br>If multiple enemies are within that radius, the AI will almost always lock onto the absolute closest target mathematically.<br> |
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<br>Understanding exactly how many tiles a unit can 'see' allows you to place distractions at the absolute maximum possible distance.<br> |
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Use this to pull them to the center.Melee units have very short sight ranges.Timing must be faster against fast troops. |
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Manipulating the Z-Axis and Hitboxes |
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<br>Large tanks have massive hitboxes, meaning melee defenders can attack them from slightly further away than smaller troops.<br> |
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<br>For example, if an enemy Miner is locked onto your tower, you can deploy a large tank directly on top of him.<br> |
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AI LogicHow to Exploit ItDistance RuleThe 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 |
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Drilling the Mechanics |
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<br>Reading about aggro ranges is completely different from actually executing pixel-perfect placements in the heat of a live match.<br> |
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<br>Once you internalize the invisible grid that governs the AI, the game slows down dramatically.<br> |
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If you liked this article and you would like to receive extra data relating to [tower rush](https://gitea.belanjaparts.com/toneyfreehill) kindly stop by our own web-site. |
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