Targeting System

## Overview

* Most damage towers in Sanctum 2 have a targeting mode, that can be modified by the player - the damage ones without such feature are four - the Scatter lasers, the ACP and the mine dispensers (AR- & Rm).
* There are also two support towers with targeting system - Kairos and Mind control spire.
* The towers with targeting system will not change its target until it dies or gets out of reach. The Scatter Laser is an obvious exception of this.
* There are 4 targeting modes:
	+ **Default (only available for towers that require turning to aim):** Prioritises the enemy within range of the tower that requires the least amount of turning for the tower to face it (i.e.the least changing of the angle of firing). This keeps the tower facing at one direction or close to such for as long as possible. There are 5 towers that don't have this mode, although they have the other modes - Drone, Lightning, Orbital Strike Relay, Kairos & Mind Control Spire. Interestingly, the Orbital strike relays are displayed as set to "Default" when they are built, but actually this for them works the same as "Closest" and rerolling their target manually would not display "Default" again, but "Closest" instead.
	+ **Closest (default for towers that do not require turning to aim):** Prioritises the enemy, closest to the tower.
	+ **Least Health:** Prioritises the enemy with the lowest maximum health within range of the tower.
	+ **Most Health:** Prioritises the enemy with the highest maximum health within range of the tower.

* For Least Health and Most Health, if there are multiple enemies that fit the condition, it targets a random one among them, presumably the closest one with the selected stat.
* To change the targeting mode, players must press the "use" button while highlighting (aiming at) the tower out-of-wave (F by default).

## Notes & tactics

* The towers with this feature will actually grab the first enemy they see at first and **after** the lume dies or goes out of range/sight, **then** they would switch to other, sometimes more proper target in range, regardless of the targeting setting chosen. This can situationally work as a serious threat if the targeted lume happens to be a partially invulnerable one like Bobble Head, Hoverer, Hoverer Queen or Fiskeplaske. Also this can be randomly problematic if the tower targets a Soaker that the player(s) would often easily kill with weapons without the tower being distracted, or a lume that the tower might not be able to damage due to not being able to overcome its armor, e.g. if the tower has low damage per shot and meets Armoured Heavies, Heavy Pups or Bliskeblaskes in defensive state, since towers **cannot** hit weak spots for crit damage.
* The "Default" mode is mostly fine, since towers don't lose time or something specific if turning more or less often. However, random waves and purposes often need careful setting.
* What targeting setting to choose is dependent on the purpose towers are used for and what lumes the towers meet. In general, this system appears best used to prioritize the desired/most important target(s) in range or to prevent towers from wasting valuable shots on enemies that are not ideal targets. For example, setting the targeting system to "Most Health" on a Focus in order to target a **boss** lume or another heavy one would ensure that it prioritizes the right target **if the wave requires it**. Of course, this and many other towers might need to be randomly set to "Least health", e.g. in scenarios with Mutators among high-health lumes, when they should be killed faster to reduce the number of mutations and when there are partially invulnerable lumes among ones with less health, e.g. in a wave with Runners and Bobble Heads most towers with targeting system are better off set to "Least Health", except for the Drone tower, and (situationally) the Makeshift Cannons & Mind control spire(s). To ensure that the towers help properly against crowds, the player might want to set them to "Least Health" and so on - it is all very dependent on the playstyle and the needs.
* Soakers are frequently 'baits' for towers that are set to Most Health, so some heavy towers like Focus that're supposed to take care of a more important lume like an Armoured Heavy or Walker Warriors will likely target them instead and then "Least Health" or "Closest" might be situationally a better option. The Gatling in such and random other scenarios can be possibly distracted by weak enemies instead of helping with the Soakers and might situationally be better off set to "Most Health", particularly if there is already a proper anti-crowd measure like ACP.