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Re: Real vs. Theory, Week 0.5
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Re: Real vs. Theory, Week 0.5
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"Assist bot strategy" would be very effective with an accurate high shooter. The high shooter could, in theory, sit in one spot, scoring high goals with boulders from an assist bot. This would get the tower down quickly, allowing for a capture. The third robot would have to be effective at damaging at least three categories of defense quickly, so the alliance will earn the RP (or points) from the breach. |
Re: Real vs. Theory, Week 0.5
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Re: Real vs. Theory, Week 0.5
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Re: Real vs. Theory, Week 0.5
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Re: Real vs. Theory, Week 0.5
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Re: Real vs. Theory, Week 0.5
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Re: Real vs. Theory, Week 0.5
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Re: Real vs. Theory, Week 0.5
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Re: Real vs. Theory, Week 0.5
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Re: Real vs. Theory, Week 0.5
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OBTW, we were planning to use the low temperature setting on our hot glue gun, which produces a much more viscous stream (more like caulk) than the high setting (thinner than syrup). It isn't readily reusable, but we haven't had any problems peeling it from plastic or metal surfaces, or even smooth papers or cardboard. |
Re: Real vs. Theory, Week 0.5
Some things that I noticed as a driver at Palmetto were that
1. Line of sight is horrible especially for short robots 2. Low goal shots are severely underappreciated, a fast low goal shooter could easily defeat the tower. 3. Especially in playoff rounds defeating the tower is vey important, possibly more so than defense against the other shooters. 4. Spies can be very helpful, if you learn how to use them. 5. Hanging is not really that hard and a hanger can possibly be cheesecaked. 6. At minimum teams should get and stay on the batter at the end of a match, any robot can stay up if they drive it up in such a way that it won't roll of, like up and turn or up and slowly let it come to rest on the lip. 7. Possibly the most amazing thing all week was that this game can be played with mechanum wheels. |
Re: Real vs. Theory, Week 0.5
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Re: Real vs. Theory, Week 0.5
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Re: Real vs. Theory, Week 0.5
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