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Is throwing worth it ?
Im trying to decide if adding a throw ability really buys that much.
Throwing can get you Truss points (10) Possibly catch points (10) high goal points (9 more) But throwing also: causes the ball to bounce. That makes it more difficult to control than rolling. risks ejecting the ball from the field. can easily miss high goal and have to reshoot relatively challenging technically So..to throw or not to throw. That is my question. |
Re: Is throwing worth it ?
How about having a thrower that is also your shooter
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Throwing in a cycle can generate 20 points more than what just roll passes do just by the truss and catch bonuses. Add on the additional 9 from scoring high, and you have compelling enough reason for me. Also, a bouncing ball isn't really that hard to manage if you have some imagination. Get it to the wall or have a guide system to control it.
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Re: Is throwing worth it ?
I consider the truss pass (without catch) to be worth +20, since it comes with an assist (almost certainly). With the catch, it is worth 10 or 20 more than a normal assist.
Accurate throwing is going to be key for catching. |
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It all boils down to what the the level of impact is on increasing the cycle times when completing over truss shots & high goal scoring shots.
This then must be compared to the minimum cycle times that an efficient 31 point basic 3-assist with low goal score can give. I can easily see the efficiently done 31 point cycles being completed almost twice as fast as an average 50 point cycle with both over truss done (no catch) and high goal scored. Even assuming 100% success rate on over truss shooting, relinquishing ball possession with significant energy imparted to balls, and then perhaps having to contend with better positioned, more nimble than you defender blocking your effort to retrieve and reload the balls for the high goal shot seems like an especially risky time waster. Then there is the issue of what percent of what goal shots can actually be successful on 1st try? Even at 90% accuracy this means you only gain ~8 points over the low goal (assuming 100% for them), and so in a five cycle match this would average out at only ~40 extra points, but if the the extra time investment needed, compared to low goal scoring, to reach that level of accuracy on the high goal, is only about 5 seconds per cycle, then the competition might nearly complete one more 31 point cycle and almost nullify the high goal scoring advantage. So, if you seek to accomplish both the over truss shot and the high goal shot as your ideal strategy for each cycle, I conclude that that combination will ultimately prove more detrimental than advantageous for your final score. This will be more the case with even an average amount of basic defense against you. My advice would be to only attempt one or the other. and if high goal accuracy is good, that would be the one to do. The truss shot is just too big of a cycle time waster without having a consistent catch to add 10 more points and eliminate the ball chasing time waste. So, with the difficulty of executing the ball catch, the over truss shot seems like a bad idea. Our team will only attempt high goal shots in both auto & tele of we can reach the 90+% accuracy level. We are also looking at how also to have an even more certain alternate option for low goal scoring, so we can go either way in matches where there is too much high goal shooting defense happening. -Dick Ledford |
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Might want to read the rules. High goal scores are clearly 10 points. Quote:
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In other words, the box-on-wheels can get assist and low-goal points. A throwing robot can add in the truss points, the high-goal points, and possibly the catch points, as well as picking up assists and low goals. |
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The high goals are a lot more difficult to defend than the low goals. Low goals could be fairly locked down by two defense bots. So a high, defense, defense alliance could probably take down a low, low, low alliance.
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Second, realistically, consider whether your team can build a mechanism to do that or not. Your answers determine the answer to the OP |
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Another thing to take into consideration is that scoring in the low goals isn't as simple as just pushing it in, there are 7 inches between the bottom of the low goal opening and the field.
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We discussed this as a team and I believe came to the conclusion that even if we had a reliable shooter, we would only use it for autonomous and truss points, unless someone is blocking both of the low goals.
The only advantages: Autonomous points If a team can successfully block the low goals for an entire match and nobody on your team has the capability to shoot high, it comes down to the autonomous points. The disadvantages: Loss of control, time wasted trying to recover the ball Missed shots, leading to ^^ Yet another system to be designed (although what else would we spend our time on?) Overall, we resolved to prototype a shooter/thrower, and if our prototypes were semi-successful, we would keep it as an option. |
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If you have the resources you should certainly attempt to throw.
If not, try being the best catcher you can be. Are you a lineman, a wide reciever, or the quarterback? That mostly depends on how youre built. And I mean that about the robot as much as I do the team. I love the positional designs this game requires. |
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Something not explicitly stated in the rules, but I feel like it works against the spirit of the game (and expect a Q&A regarding it) is whether a robot can throw a ball over the Truss and catch it themselves.
Effectively kills a "Teamwork" element of this game, but if you get some space, I feel like it could be an easier 20pt bonus than trying to coordinate throwing and catching with 2 different robots. If it ultimately IS legal, than throwing is definitely worth it. If not, unless you plan to shoot for 10's, I'd say NO. |
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Does anyone know what the rule is if the ball leaves the arena ? I assume that if one of the human players catches or stops it they can throw it back in and nothing is lost but time, but what if the blue ball goes into the red player area ? I assume they dont have to throw it back in. Or what if it leaves the arena and isnt playable ?
In particular I am wondering if all of the assist and truss points still stand. |
Re: Is throwing worth it ?
Section 3.1.2 of the Manual:
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I.e. Not the same robot. |
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So only 10 points, but possession maintained, which has its own value. -Dick Ledford |
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Thanks for the quick answer. I read that rule at least twice and somehow never got that interpretation.
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I'm fairly new with FIRST but I feel like if it is worth for one robot to be throwing per alliance. Beyond that, I think that it become a little excessive and not necessarily worth it.
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Robot A receives ball from human player in Red Zone. Robot A launches ball over truss to catching Robot B in White Zone. Robot B somehow gets ball to Robot C. Robot C launches ball through High Goal while in Blue Zone. However, if you replace the High Goal with a Low Goal in that last step, you only lose out on 9 points per cycle. |
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Robot C then needs to possess the ball and deliver it back to Robot A. Robot A also has to wait around for the B --> C exchange and can't play defense in the Red Zone, which means they also aren't there to pick up the new ball as soon as it comes into play. Instead, you could keep Robot A in the Red Zone playing defense while Robot C brings the ball to the Low Goal (instead of to Robot A). Robot A plays defense instead of driving back and forth, picking up the ball, and lining up for a shot. The only time I'd say the high goal is better is if there is heavy defense on both Low Goals. |
Re: Is throwing worth it ?
I think that even though it may be harder the ball into the higher goal, it still is worth it considering the amount of points you can get, with a ratio of 1:10, when there is a good amount of time on the clock it is better to just risk the higher shot and make more points, but rolling the ball into the lower goal is ideal for when the score are neck and neck and you only need 2 or 3 points to win.
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Re: Is throwing worth it ?
The best teams never ask "Is it worth doing?"
They ask "What's worth the most points and how can we do it?" That's why they are always playing deep into Saturday @ Champs all the time. |
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Throwing the ball is way faster. Forget the 3 assist. Take the 2 assist, over the truss, catch if you can, if not no worries. Gain control and sink the high goal. That when done correctly will be the quickest and most efficient scoring. Imo
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Robot A receives ball from human player in Red Zone. Robot A passes ball to waiting Robot B in White Zone (before the truss). Robot B throws/lobs the ball over the truss Robot C reacquires thrown ball Robot C shoots/throws ball into high goal. I just think maybe a thrower should be in the white, and not the red. Just my thoughts... P.S. I might think this just because I don't believe catching is going to be a big deal... |
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When we start brainstorming, we make a prioritized list of what we want our robot to do. High goal/truss shooting is worth ten points. Having a shooter means getting nine - or nineteen - more points per cycle rather than going for the low goal with no truss pass. Even if only one or two assists are managed, the shooting robot comes out on top. A well-designed robot should be able to efficiently harvest and shoot the game piece in nearly the same amount of time it takes another to herd the ball into the low goal. In autonomous, the point values speak for themselves. Another positive to throwing: Let's say your alliance partners are unable to assist (broken down, goalie, etc.). Theoretically, couldn't one throwing robot cycle the field on its own, throwing over the truss and score in the high goal by itself? Earning twenty points per cycle with one robot doesn't seem half bad. |
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I think the important question here is, when will the High Rollers break a wall clock this year?
http://www.youtube.com/watch?v=raZdkGxq5Ig |
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I see catching as a way to make what is essentially a really, really good pickup that also scores you bonus points. |
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Well time is an issue, but how much time is another thing. The rules don't really specify possession in time but rather control so theoretically, you could control the ball for lets say 2 seconds and you have the ball stopped and ready to assist given that you intake stops the ball quickly.
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Re: Is throwing worth it ?
Reality check time. In another thread on defense it has been pointed out how easily a defensive bot can position adjacent to the low goal from either open side, and by placing a simple appendage into the low goal, they can prevent the ball from being scored there, from the front, the side, or the top openings.
Unless you can push them away from the low goal (not easy with them tucked in a corner) & score while holding them away, then you have only two options: 1) Win the race with them to the other low goal (assuming no other 2nd bot defender there already) 2) Score in the the high goal. So, at least until there is rule clarification on whether this way of defending the low goal will be considered legal, it becomes a priority for every match alliance to have at least one member that is a fairly accurate high goal scorer. -Dick Ledford |
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Its only worth doing if you can go out and do it consistently.
This game is going to be all about execution in a match. Pretty much every team will design and build a robot that can pickup a ball and throw it into a goal. Things like catching the ball or throwing in the truss might not be carried throughout every robot but are easy to implement. The biggest game changer will be the teams who allow time for drive practice so they can go out and actually perform in a match. |
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I think throwing is worth it because scoring in the low goal is relatively easy to do and defend and being able to shoot in the high goal will add diversity to your attack and make you harder to defend. Also, truss points are added to the score as soon as it is thrown (or caught) so if you are at the other end of the field at the end of a match than you could quickly score 10 and a possible 20 points and save the time of having to drive to the other end or pass it to other robots for them to score. I definitely think it is worth it to at least be able to throw.
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Human player feeds to bot 1 who does a truss throw. They do this close to the arena edge because thats where the human feed occurs. The ball in flight bounces off a moving bot and out of the arena, past the human players. Is this always a penalty ? What if the bot that hit it was just in the wrong place at the wrong time ? And what does a red human player do with a blue ball that lands in their player area ? |
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Neal |
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G26-1 ROBOTS may not break the planes of the openings of the opponent’s LOW GOALS. Violation: FOUL. If extended, strategic, or repeated, TECHNICAL FOUL. |
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Re: Is throwing worth it ?
The way to by successful is to help your alliance outscore the opponent alliance regardless of the capabilities of allies or partners. The most successful team will be versatile. How boring will a three vs three defensive bot match be? 15/15 ties are not the best way to earn distinction.
I add the most value to my alliance by being the best offensive robot I can field. In this game, the way to be most versatile is to throw and pickup a ball from the field. (Catching and be able to score both high and low adds versatility.) There will be plenty of good 'defensive and offensive' robots to pick from when you select your elimination partners. But here's the thing, if you are running defense, while it is true, if you are limiting your opponents scoring, you are also lowering your own scoring by at least 30% because in the best case scenario you have removed a 10 point assist per cycle(21 instead of 31). This assumes your defense is effective. Meanwhile, even you are effective at slowing a high scoring alliance, They are still putting in 30 or 40 point cycles and cleaning your clock. Autonomous defense - this is ridiculous. Why would I want to block a low goal to deny my opponent 2 points, when I can get 5 points by driving forward? I just gave away 3 points. Tele-op high goal defense - seems impractical - too easy to turn and shoot to avoid defender, to easy to get a foul. One 50 pt technical and your toast. Defense in general. IMHO the foul points are so high because the game designers intent was to make offense and co-operation between alliance on the offensive game the emphasis. A game that is a race to score the most points by deliberate passing and shooting neck and neck, is more interesting then a big scrum where nothing changes on the scoreboard. |
Re: Is throwing worth it ?
Throwing is definitely worth it. It allows you to do so much. Its even better if you can switch between throwing and rolling. With throwing you can play "monkey in the middle" with a defending opposing robot. You can throw over the truss and give the catch points to your alliance, although I don't recommend it. Unless your team can catch the first try and get into position amazingly fast, its just a waste of precious time. If you play your cards right, then throwing is just as fast, if not faster, than rolling into the low goal. Even though its just a 9 point bonus compared to the low goal, its those 9 points that add up and make the difference in matches.
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Re: Is throwing worth it ?
Do you want to be an alliance selector or do you just want to compete in elimination matches?
Alliance selector (top 8): You will probably need to be able to score high goal and/or truss points. There is no other realistic way to assure that your alliance has a solid shot at winning a majority of matches. If you are paired up with two plowies, it will be on you to score most/all of the points while they play defense and maybe get an assist here and there. Compete in eliminations (top 24): You absolutely do not need to score high goal to be selected in eliminations. Have a solid drive train, smart drivers who have practiced and a coach who has analyzed the game well, and you have a good chance of making it. Score in AUTO, have an excellent ball-control mechanism, and maybe throw on a giant net to catch balls, and you will absolutely be in the eliminations. |
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