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Re: The Highest Levels of Play
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More on topic... Generally, my speculation on the "highest level of play" is somewhat close. We immediately threw out catching in 2014 because we felt it was pretty much impossible. However, my thoughts on 2015 were a little off. I figured most teams wouldn't be building stacks taller than 4 totes + container, and we'd only see the importance of high stacks by Einstein. I knew the can battle was going to happen... I didn't think it'd get so intense. I'd like to comment on the "highest level of play" occuring at IRI, but some of the rule changes are too significant to really compare what happens there to what happened on Einstein. |
Re: The Highest Levels of Play
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On a different note I thought way more teams with just capper and stacker-only bots would be able to function at the team 27 type level, to the point where in some of our strategy breakdowns pretty much our whole team though that independent single function bots would do really well on all levels. What I've learned on anticipating the highest levels of play is that whatever I think will be normal and a good goal, double that output and you have yourself the actual high levels of play. |
Re: The Highest Levels of Play
The highest levels of play always seem to use every possible point, and score for the maximums. It's important to do points analysis to figure out which strategy gives the most points in a match.
This year, 6 totes + can. 2014 was pretty vanilla, good drivers and speed were required. 2013 didn't require the 30pt climb, but only because it was worth more points to throw frisbees for most teams. 254 and 1114 had fast climbers, but fell short before the finals (not sure why though, it seemed very close). 2012 was shooting and balancing; 1114 got it right with the assisted balance clamps. 2011 had top rung scoring. Etc. etc. |
Re: The Highest Levels of Play
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And whenever you start breaking down that's when your opponents are plowing ahead and outscoring you. Climbing showed more value at IRI with climbers rebuilt over the summer (like ours was) and a higher level of play meaning quick climbs helped sway matches as the feeder stations and field were being emptied. |
Re: The Highest Levels of Play
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Ehhh, there was a reason. We had an alright performance, granted I think it was over looked heavily. We still had a badass alliance... -Ronnie |
Re: The Highest Levels of Play
Relevant to this thread Ronnie, 314 was really really good at MSC. What made you guys decide it needed upgrades?
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Re: The Highest Levels of Play
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-Ronnie |
Re: The Highest Levels of Play
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DO SOMETHING. Then win matches, if that means you'll seed well. Seed well, if you hope to win at the end of the day. Be the most desirable team in the field. The most desirable team in the field usually builds a machine focused on execution, not results. I would rather lose 10 matches to 1114/148/254 than win 20 matches at 50 pints up, to a field of nobodies. Execution, not results, it's the step stool to success. Successful teams produce results, but they always always need someone that can execute. The alliance at MAR CMP in 2014 was once such case -2590 was a cornerstone of execution in a difficult field, but then 341 and 11 played a game that no one really understood. We went out to the field to complete objectives, rarely, if ever to actually win a watch. We activitely devalued and worked against our opponents efforts, while also highlighting our own. Quote:
341 focused on execution and consistency in 2012 - reliability; a roomba and the inability to remove luck cost them a championship. Had they had not built on a platform of Bosch, they'd have handily taken Einstein, without actually trying. Their underlying reliability issues stemming from compromise after compromise ultimately cost them at the championship, a bit of bad luck with a bridge and a rooms forced them to play an extra match where a transmission failed, a backup ticked was lost lost, and a shooter wheel delaminatated. No matter what level you play on, remove variables... Win championships. |
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