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Re: Shooting full-court: The uprising of the human-loader shooters
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2. This would, then, make that corner only/full-court only shooter pretty much a defender because he cannot do anything else 3. Where are you getting 40% is 18 discs? |
Re: Shooting full-court: The uprising of the human-loader shooters
Your strategy only works if the full-court shooter is shooting from 60"
In my opinion, no short (<30") robot can strategically considered a full court shooter because they can be blocked so easily. |
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Re: Shooting full-court: The uprising of the human-loader shooters
That's a forced penalty, that would result in the full court shooter being penalized.
But still in sense of the the term "Full Court Shooter" that everyone is this thread is implying is a shooter that won't be blocked by a 60" robot and can stay in the corner indefinitely if needed until they want to climb. Our robot shoots from 60"..unless we are facing an 84" tall robot..no one will be blocking our shots...(I speculate this) We have the ability to shoot from the autoline, the half courtlline and pyramid as well as floor load (maybe). So in my opinion a 60" tall full court shooter is 100x more effective. |
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Re: Shooting full-court: The uprising of the human-loader shooters
Here are some numbers to toss around:
--assuming the full court shooter is approximately 52 ft away from the high goal.-- -A robot shooting from 30" off the ground can be blocked by a 60" tall robot standing ~7ft or closer. -A robot shooting from 30" off the ground can be blocked by a 84" tall robot standing ~13ft or closer. -A robot shooting from 60" off the ground CANNOT be blocked by another robot that is 60" tall. -A robot shooting from 60" off the ground can be blocked by a robot 84" tall standing ~5ft or closer. *This is assuming none of the shooting robots have exceptionally high arcing shot trajectories. Basically, 30" high full court shooters will have to be opportunistic while 60" high shooters will be able to shoot all 45 disks regardless of defense so long as a partners agrees to sit in front of them. Regards, Bryan |
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3) 40% x 45 white disc = 18 2) Absolutely true; if there are no discs on the floor (i.e. discs are not being shot from the feeder station), the floor feeder is absolutely useless. 1) It would be ALOT easier to defend a robot trying to leave the feeder station (and transverse the field) than it would be against a cross-court shooter who has no plans of leaving. As BJC has put it, a 60" feeder-bot would be blocked by an 84" defender 4' away. That is far enough away to avoid the auto-zone penalty but close enough to still block shots (very hard shots mind you). In that case, one possible solution is to use your 3rd teammate as a buffer for your cross-court shooter; to keep the opposing defender out of the parabolic path of the discs. Is the system perfect? No; none is. But it's WAY more efficient than any other. |
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6 Red & 45 White DISCS are located in the Red ALLIANCE STATION. 6 Blue & 45 White DISCS are located in the Blue ALLIANCE STATION. Unless I'm reading this wrong... |
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If each alliance had 118 discs the rules would allow us to carry more than 4 at a time. |
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If you can successfully park your robot and block feeder station shots, how is that not easier to defend? |
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Any robot with wheels and a passable driver can play defense on a robot trying to transverse the field. ONLY a robot 84"(or so) tall within a certain distance can play effective defense on a park-and-shoot. AND... if push comes to shove, all the park-and-shoot needs to do to overcome the defender 4 feet away is to pull away from the wall (like they are going to leave the feeder station), turn to their right, and fade back to the opposing teams driver station to distance themselves from the defender and make their shots. Then load up and repeat. This routine should take mere seconds and should still allow you to to empty 36-40 of the feeder station discs. Meaning the 84" bot would have to jockey for blocking position. Of course you could always go the easy route and just have your robot #3 play D for your cross-court shooter. |
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A relatively flat shot will rise 54" (114"-60") over ~50 feet. Which gives a slope of ~1 inch of rise per foot of travel. That would require 24 feet of space(almost half of the field!) before a frisbee would clear a 84" tall robot. |
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Also, many of you are not taking into consideration Frisbee curve and the defensive robot's own tower. A tall defensive robot can get blocked by its own tower if a cross court shooter has dialed in their trajectory. |
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Re: Shooting full-court: The uprising of the human-loader shooters
I'm waiting for a full court shooter that does this: http://i.imgur.com/Ez23N.png
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I think the core of the problem is as you describe Paul. Disks naturally level off and “float” in the downward half of their trajectory. This makes it difficult to shoot them with a high arc. What I think would be interesting would be shooting full field upside down disks. Upside down disks don’t have the floating tendency which means one can probably shoot them with a much higher (unblockable) trajectory and still make them into the goal. Interesting thread. Regards, Bryan |
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Because of this, many teams will be able to take advantage and depending on the current gameplay be able to score full-field shots until someone finally realizes what is going on. |
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People also think "everyone should be climbing 10 points." If 70% of teams have one successful 10 point climb, that would surprise me. People think full court shooters will see issues all the time, but in reality, they don't need to display that capability all weekend to get a high seed pick, and most alliances won't plan for a strategy to counter it in elims. |
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Re: Shooting full-court: The uprising of the human-loader shooters
I was shocked and appalled at the lack of defense at regionals last year, especially on non-key shooters.
This year, your best bet for defending well-built full-court shooters is to prevent them from getting to their loading zone in the first place (using your own pyramid to help, of course) -- which is easier said than done, especially if they've realized this already and have the drive train to plow you out of the way. That said, I hope the penalties are called better than they were at Buckeye last year... There were quite a few situations where the defending bot was in the key, preventing the offensive robot from touching it, and fouls were called on the defending bot. :/ |
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With a gamepiece so dependent on air, you'd think there would be more teams trying to control this medium! |
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