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Re: Stopping a Triple Balance
Assuming the opposing alliance is trying to load onto the ramp on their side of the field, opposite the alley, has any team tried just parking a few feet away as was mentioned earlier? Certainly the opposing alliance may try to push you into the bridge causing you to get a technical foul. My question is have they been issuing red cards for interfering with the bridge if you just sat there after the push? It would be a question to bring up in the driver's meeting.
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Re: Stopping a Triple Balance
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Re: Stopping a Triple Balance
I am aware but still tring to figure this site out. What happened was our robot was on the opposite side of the field close to the top of the key, but not in it. we lost connection for maybe three seconds and we were hit during that time. when we got conection back and we imedatly knew that something was wrong because we were crawling. Then we were hit again and we were done.
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Re: Stopping a Triple Balance
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Also, to address the question of "My question is have they been issuing red cards for interfering with the bridge if you just sat there after the push?", That is addressed in [G29]. You must chase when the robot ceases to 'pin' you, so you cannot just sit there, you must actively try to move away from your contact with the bridge. Otherwise, by the rules, you will be penalized. Now, there is another rule we have to look at Quote:
So...Is that exploiting? I dont really know what to think! |
Re: Stopping a Triple Balance
Dale --
At Waterford District, Semifinals Match 1, defense was attempted, but ultimately was not successful. A blue alliance robot was parked near the red bridge to prevent the red alliance triple balance. However, all 3 red alliance robots crossed the bump and rode onto their alliance bridge from the blue side. 469 had to gingerly cross the blue key area, making sure not to contact the robot there. Once past, they were able to tip their bridge and begin the climb. Granted, with 67's Utili-arm, the time to complete a triple balance is greatly reduced. |
Re: Stopping a Triple Balance
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Re: Stopping a Triple Balance
If all three teams can get into the protected alley, they're home free. This does, however, require two of them to have bumper traversing ability, and one of them to have bridge traversing ability. Probably good things to look for if you're going for a bridge alliance.
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Re: Stopping a Triple Balance
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Re: Stopping a Triple Balance
Yes, you can block teams from getting on the ramp, but if all three robots can cross the barrier, their alley is a safe zone to triple balance
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Re: Stopping a Triple Balance
I just say triple balance yourself, and hope your shooters are better than theirs.
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Re: Stopping a Triple Balance
In the vein of "the best defense is a better offense", you defend a triple balance by putting up your own triple -- more quickly.
The downside of defending a scenario where a bot already is poised at a floored bridge end and getting shoved into him for a red card is pretty much a "one move win" for the shoving alliance. It can't be worth it. |
Re: Stopping a Triple Balance
When I posted earlier I realized that I didn't say that we implemented parking in front of the bridge while playing defense. We have 4 wheels planted at all times, so moving us sideways is nearly impossible. We parked about 4 feet from the bridge and made it so the other team would have to come in and turn or come from the other side of the field through their alley. The problem with our strategy is that it only worked once. As soon as the opposing alliance saw the plan, they just crossed the bump and went in through their alley. But that first time, it sure did slow them down.
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Re: Stopping a Triple Balance
You could park in front of the bridge then have your battery fall out or become disabled, therefore not give up any penalties but still block the ramp. Happened to us :(
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