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The burning question: How many ringers can your team REALISTICALLY score?
We all can practice and predict how much we can score by ourselves. But based on the rules and game this year, how much can you realistically do in a match?
Our team believes that any team that can do 6 or more consistently (including taking spoilers off and repositioning them) is an upper echelon robot, assuming all 6 robots are all trying to do the same thing. |
Re: The burning question: How many ringers can your team REALISTICALLY score?
Do you honestly think that there is enough information out there to justify a true repsonce to this poll? I doubt 85% of teams have a 2nd bot to play d with agaisnt this years bot to simulate the game for real. just my thoughts.
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Re: The burning question: How many ringers can your team REALISTICALLY score?
That's true. However, this is why its just an opinion poll and teams making a judgement call.
We've seen posts on more and more robot pics. However, not to many of them describing performance based on their own opinions. |
Re: The burning question: How many ringers can your team REALISTICALLY score?
Im going to assume that 1-2 is highly unlikely. If they can score, they probably can do more.
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Re: The burning question: How many ringers can your team REALISTICALLY score?
Scoring ringers is going to be like dating. While a select few will master it with relative ease, the vast majority will need quite a bit of time to refine their skills to an acceptable level. :p
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Re: The burning question: How many ringers can your team REALISTICALLY score?
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Re: The burning question: How many ringers can your team REALISTICALLY score?
I think that we will probaly be able 2 hang 2 or 3 and that is with our ramp
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Re: The burning question: How many ringers can your team REALISTICALLY score?
For the teams/people putting more than six, im just gonna call your bluff right about now. While a select few will do it, it just will be hard to do for many others. With any defense being played or teams trying to pick up off the ground, its just not gonna happen that easily. The tubes are thrown around easily on the ground if someone tries to knock it away from you when you're picking up off the floor. I'm not saying it won't happen. A few teams will indeed do 7 consistantly. But, thats about it.
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Re: The burning question: How many ringers can your team REALISTICALLY score?
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the teams that are answering 6+ really need to evaluate that response. Obviously the results of this poll are moot to begin with, but still, I selected the 5-6 option as our upper limit. THe best tube scorers will be able to do 6-7 a match consistently....the BEST, which are few and far between. |
Re: The burning question: How many ringers can your team REALISTICALLY score?
With the defense that will be played, the difficulty of retrieving ringers, The difficulty of scoring ringers, etc I believe that a good scoring robot will score possibly 3 ringers.
That being said, our robot will score 0 ringers :eek: |
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The more good bots together though, the much greater the score. Multiple offensive bots will relieve defensive pressure on eachother, and will make the creation of longer rows much easier. I fully expect the final round rack scoring to be expotentially higher than most qualifying rounds. |
Re: The burning question: How many ringers can your team REALISTICALLY score?
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When it comes to the championships, there will probably less defense than at the regional level and the level of play will be higher. But, because of the ramp bot bonus there will probably be more defense than '05. I really can't make up my mind about this... I guess we won't know for sure until the regionals... |
Re: The burning question: How many ringers can your team REALISTICALLY score?
we haven't tested our robot yet (the mechanical team hasn't quite yet given it over to the programmers), but our robot was designed for speed, power, and ease of scoring. I'm estimating we'll be able to do 6 or more in a match, and if not... well, we had fun trying.
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Re: The burning question: How many ringers can your team REALISTICALLY score?
Im agreeing with team 25. To pick scoring more than 6++ is highly unlikely and only a few will do it realistically and consistently.
The reason: Unlike 2005, you can only grab ONE at a time! AND once its on the rack, you cant put more on the same spot. Imagine if you could, teams could go back and forth to the same spot and be consistent. However, trying to make rows, etc. may be more difficult. Although this is all based on opinion, this poll still offers a lot in terms of seeing what teams are thinking about and possibilities. We chose 5-6 max per round. During our practice, we can sometimes do more, however, with only us on our field. Im looking at 4-5 (thinking that's good) in a matchup of 6 teams on the field. Once again, because we cant hord these things, it limits what teams can do. A good example is team 71 in 2005. they scored as much as 12 tetras that I personally saw, BUT could grab 4 at a time. They would not be able to do that much if they could only do 1 at a time, going back and forth. Just my opinion...... |
Re: The burning question: How many ringers can your team REALISTICALLY score?
cool thanks for your help and also visit our website at http://www.hoggzilla.com/ thank you for your time
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Re: The burning question: How many ringers can your team REALISTICALLY score?
3-4
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Re: The burning question: How many ringers can your team REALISTICALLY score?
I have seen a bunch of great videos of teams this year. But i have not seen a single one, where a robot picks up a tube and places it on the rack. I would love to see a team post a 2 min video of them capping more then 7 in a round.:rolleyes: I think teams this year are trying to do everything again. Just like last year simple, will win more ofter then everything bot.
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Re: The burning question: How many ringers can your team REALISTICALLY score?
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Ours is pretty adept as is, and we haven't finished code yet. |
call your BluffS
In my humble opinion, anyone who claims that they can score >5 in a round a) hasn't tested, b)is one of the best of the best, or c) is full of BS.
Our calculation suggested a theoretical maximum of 7, or 10 with no defense whatsoever. |
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its been a LOOOONG build season.... WC :cool: |
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And with the whole calculation above...I totally agree. |
Re: call your BluffS
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Re: call your BluffS
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A capable, quick scorer this year will be the product of a very simple arm, or a very complex scoring device/aid this year, IMHO. Just having a quick, massive arm isn't gonna win it this year. http://www.179swampthing.org/albums/...ason/07bot.avi |
Re: The burning question: How many ringers can your team REALISTICALLY score?
Our best time was 58 seconds for 3 ringers. We've got more practice to do though. ;) These three ringers were scored on all three heights on the rack though.
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Re: The burning question: How many ringers can your team REALISTICALLY score?
speed was key in '05... as it is now, I believe. now there are 24 spots to place, kind of like the 9 tetras in '05.
Also, visibility on the far side will be way down the tubes. Meaning defense on the far side will be blind ramming. |
Re: The burning question: How many ringers can your team REALISTICALLY score?
Well in hopes with no defense against us we could score 4-5 with our ramps on. Mabe more without our ramps. But thats just speculation as we have only tested with them on.
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Re: The burning question: How many ringers can your team REALISTICALLY score?
in practice, the arm driver and i were able to get a row of 5.... so if you add in defense and time to get set up for the ramp.... i would say 3-4...
~Alex~ |
Re: The burning question: How many ringers can your team REALISTICALLY score?
I think this year in game programming is going to have a much greater effect especially for teams like Wildstang. If a team can reliably hit the rack during autonomous mode that can be carried over into human operated mode. Then once a ringer is picked up a driver can hit a button and in a matter of seconds a good team can score. Granted defense will have an effect on this but with a highly maneuverable drive train like a well done crab its possible. Especially since if the offensive bot has a crab drive and the defensive one doesn't it won't be too difficult to get around the defensive bot.
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Re: The burning question: How many ringers can your team REALISTICALLY score?
I knew this thread would be good!
Team 330 said it best since they made it to the finals in 2005. Just a note, driving is very key. Team 60 had the exact same bot as 254, yet team 60 was unfortunately not as successful, while 254 made it to the championship finals. Im not trying to say anything negative at all, just the point that driving will be very key this year as in 2005. Good teams last year had excellent loaders and camera's that did the work for them. Driving is more important than the camera work this year. In addition, how many teams actually got the vision tetra on during autonomous. I saw 1 team do it once in the two regionals and championships that we attended. In other words, a great feat, but not a factor for most teams in general. |
Re: The burning question: How many ringers can your team REALISTICALLY score?
We practiced for about 5 minutes tonight for the first time. Yes it was also the first time the robot drove as well. We were doing about 30 seconds per ringer. I figure with a bit more tuning and practice, it will be realistic to expect 20 seconds per ringer on average; but with defense and other robots in the way, I figure we'll get 4 a match. Hopefully the students prove me wrong and do better than this.
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Re: The burning question: How many ringers can your team REALISTICALLY score?
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The lights that they give us now are wonderful, nice, consistent hues. Added with the fact that getting a leg this year in auton is much more lucrative, I'm betting that most teams will have some sort of functionality in that regard... |
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We can score three in around 50 seconds. However, that is without other robots on the field playing defense. In a game situation we may be considerably slower.
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Re: The burning question: How many ringers can your team REALISTICALLY score?
In 2006, the disparity between very successful robot designs versus the opposite was very evident in center goal scoring. Some teams could do like 30 and while others couldn't do any.
This year, the amount of ringers that a team can score is more evenly matched between teams based on the pure design and rules of the game. The no hording of ringers this year had a huge factor in designs of robots this year. Imagine if we could grab as much as we want........wouldn't there be much different designs from teams?? That's what makes the abilitly to go from scoring say from 5 to 7 ringers in a match so much harder to do... |
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Re: The burning question: How many ringers can your team REALISTICALLY score?
WE took our robot to Honolulu to practice with team 2090 on thier mockup field. What didnt work so well was our claw which places ringers on the rack. Too bad we forgot our laptop to fix the problem. Our school is about 1 hour away without traffic.
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Re: The burning question: How many ringers can your team REALISTICALLY score?
We estimated we could score about 6 a match while playing at full potential. Today at Winter Warzone, we scored 4 (actually 3, one bounced off) with a malfunctioning robot and rookie drivers.
With a bit of tweaking, I think we will hit or exceed our estimates. I dont think, however, that the numbers will play out as people responded to in the poll. |
Re: The burning question: How many ringers can your team REALISTICALLY score?
We tested today and someone doing some defense on us we manage to put 7 on the rack, so the least we were doing when our modem was not dying was 6.
(I'm sure after practice we will be able to do 8 a match) :p |
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(Yeah...I know...in general...but I couldn't pass on this one!) |
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In matches at the Colorado Scrimmage yesterday, our team was able to cap about 6-7 tubes. Realistically, I think thats a bit on the high end, we'll likely see most teams in the 3-4 range.
It's amazing how similar the 05 and 07 games are. They were close enough that we were able to used our tetra bot from two years ago and without any modifications, managed to play a very competitive game at the scrimmage. It'll be really interesting to see how this plays out in competition. -Chris |
Re: The burning question: How many ringers can your team REALISTICALLY score?
I think that 3 in a match will be very likely for our team, at our scrimmage today, I was able to get three on in 2 minutes without my normal secondary driver, so if I were to add in the advantage of my normal secondary, and subtract the heavier defense then the total per match will likely be 3-4
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Re: The burning question: How many ringers can your team REALISTICALLY score?
After some practice my team should be able to score at least 3 ringers per match(knock on wood:) ). Our plan of attack seems tobe for the first 1 min 30sec we will score tubes and for the remaining 30 we will deploy our ramp and hopefully some one will drive on us getting a minumum of 15 points if not 30 points.
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Had you folks been with the high rollers, team 987, like vegas, you folks would have been unstoppable. I mean, to score 187 points?? in one match is just nuts!!! :yikes: |
Re: The burning question: How many ringers can your team REALISTICALLY score?
My team, team 935, has been practicing the past few days. With about 10 hours of drive time our drive team has been consistently putting on 5-7 ringers in 2 minutes. This is with another chasis running defense against them, and only half a rack. Sometime, I'll hopefully be able to put some video of it up.
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Re: The burning question: How many ringers can your team REALISTICALLY score?
I'm sure we could easily score 6+ ringers...
If the other alliance magically disappeared... and our drivers were really good... And we could slow down time In reality, I have no idea :D |
Re: The burning question: How many ringers can your team REALISTICALLY score?
As for this year, I have no idea how things are going to play out. But here are some concrete numbers from 2005 as a reference, the following data is from Friday action on the Archimedes field at the Championship. This division was considered to be "stacked", with teams such as 71, 173, 179, 217, 233, 980 & 1114, to name a few.
The average amount tetras capped per team, per match was 2.86. Only 6 teams (217, 1114, 40, 71, 997, 173) averaged more than 5.0 caps per match. The highest being 217, at 5.8 per match. If you were around in 2005, you may remember many teams saying "oh, we do 6 a match, easily". Well, trust me, they weren't. Basically what I'm trying to say, is that teams always over inflate their scoring capabilities. Beware. |
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The fact that you can throw the tubes to your bot should help up the scoring, but the centralized Rack provides a great bottleneck for the D. Only a couple more days before we get to see it start to play out. I think that once again this year, Elims will be almost a different game because the tube scores will be on par with the ramp/lifter scores. |
Re: The burning question: How many ringers can your team REALISTICALLY score?
Our bot actually has a surprisingly good scoring mechanism- we were able to score 64 points in a match during one of our practice sessions in our warehouse. We hope to go higher tonight and add a defensive element to the field with our '06 robot.
Our control mechanism makes our arm almost effortless to control- position snapping is awesome. Record scoring time (from pickup to succesful placing)- 8 seconds |
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I could not agree with you more this year. During autonomous mode you'll have: 1> Multiple robots trying to track the same targets, creating many chances for friendly 'bots to knock you off your line. 2> The scoring target (spider leg) will be moving (as other robots try to score) relative to the tracking lamp. 3> Robots that will play defense during autonomous (I know we plan on doing just that) and most will have powerful drive systems. 4> only 15 seconds to aquire, move, line up, orientate the scoring object, and score your keeper or else it's removed from play. I believe you will see 1 :ahh: (maybe 2) keepers scored, on average, during automomous mode play. This estimate is for both alliances ;) I believe that with all thats going on, a great scorer will average under 3 ringers a game and that most teams will average around 1 per game. This will put the game onto who has the best way to elevate the robots at the end game. I've seen numerous robots (here on CD) with steep angle (>20 degrees) and thin (under 32" wide) ramps. Last years ramp was steeper, but this years ramps (on the robots) are not as sturdy, not as wide, and not standardized. The robots are not specifically designed to climb a particular ramp. As such, I believe that most robots will score far less than people are saying they can. JM(NS)HO --- Dan |
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I was just commenting on the tendancy of people to inflate stats. I agree that there are many subtle differences between the two games. |
Re: The burning question: How many ringers can your team REALISTICALLY score?
While only a handful or two of teams at each regional will be CONSISTENT autonomous (>80%) scorers, I believe that many teams will be able to it between 25%-50% of the time. There are ways to place the keepers that give a fairly large margin of error, and other ways to sense the rack once you get near it (aka ultrasonic sensors/touch sensors/etc.).
What will really be interesting is what consistent teams do AFTER they score a keeper ;) |
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The camera is not needed to get close. It can be used, but there are lots of other ways of detecting where to score. It just depends on how picky you are about exactly what leg you score on. The rack is way big enough to allow strategys that don't require precison to avoid your team mates in attempting to score.
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Re: The burning question: How many ringers can your team REALISTICALLY score?
this weekend will be a good indication of whats to come and how accurate this poll is on scoring and how well teams can do the autonomous.
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Re: The burning question: How many ringers can your team REALISTICALLY score?
I have no idea what's going to happen in autonomous. That's going to depend on the average programming ability of teams in FIRST. The incentive this year simply has not pushed teams to center their efforts to code instead of mechanisms. I've seen several successful teams posting video here, in similar numbers to last year. I do think that, like last year, there will be between two and five robots per regional that can consistently score, and the rest will flounder around or play defense.
I do know that defense in the operator game will be a more effective strategy than has been suggested, because of what The Lucas said. There is a massive choke-point in the middle of the field that a one armed monkey with half a brain can effectively defend half of. Even if a box was to play around in the middle of field, get in the way of the rack and push around tubes that are thrown to robots, the ability of 1-2 robots to move about and score will be severely hampered. Try to defend that box, and you've created an even bigger mess in the middle of the field. While you sacrifice one scoring robot, you can gain more than that impeding the other team. Once they lose a spot on the rack, they're done there. You can't come back with a volume score later on. My opinion: teams that can score well under pressure, or are good opportunists will do well this year. As well as those defenders who can do a bit of scoring themselves while they're over on the opposing alliance's side. |
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we put up 7 in a match at the PNW regional and we realistically got like about 5 every round
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Re: The burning question: How many ringers can your team REALISTICALLY score?
We'll see come Palmetto. I think our robot is mechanically capable of scoring over six, but I don't think that's at all likely. Primarily this is because our arm is not the easiest thing to control at max speed. In fact, to be at all controllable, the elbow, turret, and the lift had their speeds divided by two, and the wrist by three. I expect 3-4 average with maybe one match where we put up 5-6 once we get more used to the controls. (It wasn't working until the last two qualifiers at VCU, and we were having drivetrain issues in the second due to a hasty replacement of a wheel that we broke in the first, so we didn't get much practice)
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Re: The burning question: How many ringers can your team REALISTICALLY score?
After what we experienced and saw at the NJ regional, i doubt that more than 5% of the teams will be able to average 5 or more in every match by themselves. As an alliance, of course you can, but not by yourself.
We did 7 ringers in a match once during practice, once on Friday, and 6 on Friday also last week. But no where near a 5 if one or more teams is playing only defense on you. Team 25 is the exception. |
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off the field by ourselfs we can score over 6 tubes. but in extreamly tough defense we can get around 3. and thats when the defense is on us the whole match and sometimes getting double teamed.
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Re: The burning question: How many ringers can your team REALISTICALLY score?
i posted more than 6. This is what we accomplished during our practice. however you must take into consideration there will be 5 other teams on the floor with you. Its a possibility this could occur, but there will be defense this year (guaranted)
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Re: The burning question: How many ringers can your team REALISTICALLY score?
I don't think we put up (by our selves) more than 6 in any round at PNW regional. Once we showed that we were could score quickly, the defense got very heavy (to the point of breaking our gripper twice).
We know that, unopposed, we could score 8-9 in 2 minutes. The strategy of the opposition (and the cooperation of the alliance partners) really makes the actual numbers hard to predict. The other consideration is what you will do at the end period? We tended to go for our rampable partner in preference to hanging a last ring. This eliminated about 15 seconds from our time to put rings on the rack. A lot depends on the location of the tubes to pick up. In several cases, the human players were able to throw the rings in front of the robot when it was ready to reload, resulting in score to score times of less than 10 seconds. We are working on editing our video from the PNW regional (including clips from a camera on the robot itself). I'm sure we will post links when they are available. Quote:
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Re: The burning question: How many ringers can your team REALISTICALLY score?
ERICAND, I do not know if you are going to any more regionals or the Championship. If you are, when the opposing alliance finds out you are a good capper, why not play defense on their best capper? Could make for an interesting match. It was interesting to watch match play last weekend. Qualifiers started with little defense, then I saw alot of defense, then I saw alliance partners keeping defenders off their best capper.
It seems as though the good cappers in this thread believe that they can still do at least five, even with defense. If that is true, will we ever see an alliance of three good cappers? 15 ringers up would most certainly beat two at twelve inches. Or is the best alliance two good cappers with a ramp bot or hybrid playing defense on the opposing alliances best capper for 3/4 of the match? |
Re: The burning question: How many ringers can your team REALISTICALLY score?
Well....assuming we have the middle to ourselves, we can score a good 3-4 in a fairly short amount of time., our arm is stationary so we can only score middle, somewhat of a drawback really. But the whole design is powered off of pneumatics so it is quick as can be, assuming the tanks are charged. But as of yet, we haven't had any problems yet
Brian Richards, 1983 Mechanic |
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Team 25 is the best Ive seen so far after the first week.
We did 7 first I believe, then they did 7, even after missing a few, and 8 in a match I believe by themselves (what I heard since I was busy as our team's coach and in the pits). Team 25 was the closest I saw to them being unaffected by defense. However, in a match when two teams were playing defense on them, their alliance had a final score of 0. Even though that was a rare occurence, the fact remains that defense from a non-scoring alliance partner with no end of match lifting capability can prove very EFFECTIVE. This weekends matches should prove even more interesting as teams see, hear, and test out all of the comments made from the first weekend of matches. By the way, congrats to teams 25, 103, and 1302 in beating us in the finals at the NJ Regional. We had a great time! Good luck to all! |
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Our alliance could get more than six if we could keep the other teams from blocking them.
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Re: The burning question: How many ringers can your team REALISTICALLY score?
Yes,
that was the match I was referring to. I did notice something was up with your lifters. Our team alliance did quite well considering our alliance partner, 1155, didnt even have a working arm the ENTIRE playoffs. There defense was superb though. Our other alliance partner had problems with their arm in at least half the matches, but their ramp was THE best to go up on. Our arm broke in the finals last match. Repairs are on the way.......I hope....:D |
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Re: The burning question: How many ringers can your team REALISTICALLY score?
Team 148 is probably the best scoring machine from the Week 1 regionals. We'll see what happens during Week 2 with 233, 469, 1114, 968, and others taking the field.
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Re: The burning question: How many ringers can your team REALISTICALLY score?
we can score around 3 rings (now that we changed our boom haha) and we can also be defensive if necessary. plus we have a ramp. so we have a few options depending on what our alliance can do.
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http://www.thebluealliance.net/tbatv...hp?matchid=407 There was some very heavy defense in this match, however 25 and their alliance pulled through the next 2 matches:D |
Re: The burning question: How many ringers can your team REALISTICALLY score?
I think with moderate defense, we're still capable of about 5-6. Depends how lucky our drivers get.
I wouldn't be surprised to see us score 10 in an early practice match at boilermaker, if there are no other robots on the field. |
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from what i have seen...i am pretty positive that 33% of the robots can not score more then over 6 tubes with defense on them. and if the can. they are going to be a powerhouse.
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yeah, on the poll, i accidently (maybe overzelousely) put 5-6, but i think realistically, we could hang with the best of them, and we put up anywhere between 2-5 with someone on our butt the whole time. but this was with all three of the other teams alliance on us, and we still scored at vcu.
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Re: The burning question: How many ringers can your team REALISTICALLY score?
Well, before the regionals, I put down 3-4 ringers a match, but through experience at Pittsburgh, our highest over all count was six, but we had time to put on more (just ran out of room). Moderate defense at times, but relatively light. Max rate- four ringers in one minute. No defense that time- defensive screen was run.
The absolute minimum average time it takes for anyone to place a tube seems to be about 10 seconds. By time you pick up a tube, get to the rack, line up, and score, you've pretty much used ~ 10 seconds. The fastest we ever did it was ~ 6 seconds from pickup to drop, but this was by no means repeatable. You simply cannot guarantee that tubes will be extremely close in order to quickly pick them up. Teams that score 8+ ringers had help, or had noone playing against them. |
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your right about that! we scored 7 twice in a match with only defense being played on us on one match after we already put 5 on. Once we started scoring, the other teams tried to prevent more by blocking us. we only managed the other 2 in 1 minute.
I dont understand why when I watch videos from various regionals that some teams throw only 1 ringer on the field after the team successfully puts it on the rack. It takes too long. Throw them all on the field and its a whole lot easier to grab near you and score, if you got an arm...... |
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Although we can score 8 with our practice bot -with no other robots on the field- I don't think this will ever happen in a real match.
We scored 7 in our second practice match at SVR. But things got messy when Paly (frc8) started playing hard D -we only scored 2:o . Hopefully we'll get better at avoiding defensive robots, and will score more tomorrow. |
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