Originally Posted by JesseK
(Post 1374204)
Virginia is fielding some great teams (apologies if I missed a couple):
384, 623, 1610, 1731, 1885, 2363.
384 - any role, but excelled at mid-zone & high goal
623 - inbound-truss + defender. Has medium-speed Mecanum, but also has a very nice blocking wall which really annoys high-goal shooters. Autonomous TBD.
1610 - any role; had to play all of them in elims but was somewhat easily defended via pushing
1731 - excelled at inbound-truss and the 2-bot quick cycle. Has reliable hot goal auton (>75%).
1885 - any role, has a decent high-goal sweet spot and has upgrades for trussing at champs. Has reliable 1-ball autonomous, nearly 100%. Was very hard to push, but had issues with fast 2-speed defenders with a blocking wall
2363 - any role, but excelled at the high goal zone
First attempt based upon video-recorded elims performances only, Virginia
Captain: 2363 - Great 2+ ball autonomous; great drivers; 2-speed drive train to get through defense; has pulled through in clutch moments; can play high goal zone like nobody's business, including receiving bot-to-bot passes and truss catches. Has good experience with quick 3-assist cycles.
First Pick: 384 - Great autonomous; can move through traffic to get to where they need to be, can play instant defense and has a great high-goal sweet spot
Second Pick: Depends on alliance overall strategy. Yet let's pick "all-around" and say 1885 since I have some insider info.
- For defense, 623's truss may get shut down at champs. They'll have a tougher time pushing, so they'll have to aim for the quick inbound pass across the field, then slow incoming offensive machines by blocking.
- For quick 2-bot cycles, definitely 1731. The speed of their drive train, inbound, ground pickup and truss is paramount for this strategy.
- For truss specialists (at champs), 1885 or 1731. 1731 for a powerful truss, 1885 for a loftier truss. Both can make it to the human player from behind the white zone line. 1731's can make it all the way to the other end of the field which is advantageous in clearing defense. 1885's may be slightly easier to catch since there is a lower-powered version of it in addition to the high-powered launch.
- For inter-changeable strategies where robots aren't in the same zone in 2 consecutive matches yet still reliably fill the role, 1885 or 1610 or 1731. 1610 & 1885 have demonstrated a good sweet spot (so long as Spencer is patient and Monica speaks up!) and the ability to get through a crowded situation. 1731 can move in quickly for an accurate shot, yet has two divergent scoring spots (due to a slightly high arc) and can miss if it is in between them. 1610's inbound is really quick which is clutch under heavy defense. As for "working together" all three of these teams have good or great relationships with the other two alliance partners.
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