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Re: Week 1 Impressions of Rack 'N Roll
1885 played 1895 in every qualifying match as well...
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Re: Week 1 Impressions of Rack 'N Roll
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Re: Week 1 Impressions of Rack 'N Roll
Of the many thoughts that I have had, two stick out.
1)New 'randomization' algorithm for qualifiers sucks. Plain and simple. 2)I was very dissapointed at the lack of offensive-defense that I saw at NJ. Think Connect 4 people!!! Predictions:Teams with a consitant arm and RELIABLE dual 12" ramp systems will enjoy victory. (Teams like 67 and 179 pop into my mind) They are rare, but there is one spot out of 3 on an alliance for one of this type of team. Couple that robot with two amazing tubers and you have yourself a win. |
Re: Week 1 Impressions of Rack 'N Roll
I guess I'll start with my gripes so that I might end with some positive comments.
The bad:
The good:
My gripes, excepting the match list and consistent use of rules, are all pretty inconsequential. The event ran well, we had a great time, the volunteers all did a great job to keep things running smoothly, and we like the game and think that it's dynamic, challenging and fun to play. We're really looking forward to heading down to San Jose, CA in two weeks to see how things have changed and we hope our machine is as effective and valuable then as it was this weekend. |
Re: Week 1 Impressions of Rack 'N Roll
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Re: Week 1 Impressions of Rack 'N Roll
To the people who think autonomous mode isn't very important this year, don't think of it as two points, scoring is exponential. especially if more than one robot on your alliance scores during autonomous, you're at a pretty big advantage for the human control part of the match.
I also noticed several times in autonomous that teams would position their robot perfectly to score, but not release the keeper; it's not too hard to use a timer and just make sure that at the end of autonomous mode you drop your keeper no matter what. Also, while the game can be boring during qualification matches, I thought it got pretty exciting during eliminations. One tube can change the score by a lot, compared to for example one ball last year. |
Re: Week 1 Impressions of Rack 'N Roll
Well, from my point of view, the outcome of matches is not going to be decided from robot design as much as from driver skill. This game demands coordinated drive teams and precise movements. If you watch, the really dominant teams not only had a good robot, but
1- the base driver was in a class above, out-maneuvering the opposition with ease (and also didnt fall off of ramp-bots as much) 2- the operator had a good sense of timing to release the tube and score 3- both drivers new what each other was about to do, and were able to change tactics on the fly Last year it wasnt as obvious, with the balls *literally* flying, but in nearly all the games from FIRST, if you look in the background, and not the pretty robots(though its hard not to!), its the more skilled and coordinated alliances that win. |
Re: Week 1 Impressions of Rack 'N Roll
Not only looking at the final scores, but also looking at how the bots played, I'm a bit disappointed, especially because of the way the game is being played so slow.
It's like watching a match between 2 very poor alliances virtually every single match in Triple Play. Sure, there were lots of teams that compromised. But something has to be done about match pairing. What should happen is that everyone should have either played with or against everyone else. And based on what happened, it did not necessarily happen. But I think the real fault is the failure of the game to have any kind of loading zone. It would at least save half of the confusion of this game (with projectiles being thrown everywhere). A bot that can be dominant in this game is...truthfully speaking...going to have to go through match play like there's no tomorrow and score as many as possible. Speed more than brute force is going to win this game. |
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Re: Week 1 Impressions of Rack 'N Roll
I think I'lI think I'll answer my own questions now.
After my initial reaction to the game I have had a COMPLETE change in mind toward the whole thing thanks to a couple of people, (you know who you are...I hope). From the regionals I have seen I thought that it is slow. The game seems to last forever if there are not as competitive teams on the field, but if there is a tube on a robot constantly, and the drivers are great, it makes for a great match up. This will tremendously change though because of the technologies that are present that teams can utilize (See this topic!) I expect to see two full turns scored around the racks (2X8) by two teams by the end of championships. I also think that the minor disappointments I have with the use of certain game pieces (spoilers) will dramatically change throughout the course of the season due to teams learning from others' mistakes. Although they will not be used as much in qualifying rounds I think that by Lone Star and Las Vegas, that there will be at least six spoilers placed per regional at the end of the days and definitely at championships there will be six to ten placed a day. Besides the slow start I believe that this game holds a giant opportunity for teams to work together in a different sense. Instead of trying to win or lose I believe this year more friendships will form due to the nature of this game and the different interactions throughout game play. My only rant for this game is the "initiating end sequence" thing which really got annoying for me after a couple of matches, but I guess I can live with it! Peace, Pavan. |
Re: FIRST Impression
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I disagree with 8 lights making it easier. That would have just made more cases with multiple lights in view which (at least in our implementation) is a much more difficult autonomous situation to solve. As for semi-automatic scoring in manual mode, I'm going to go public with a hint from Team 386 for the upcoming Central Florida Regional. Just a single word, EasySCORE (tm). Watch for us at UCF! Lynn (D) - Team Voltage 386 |
Re: Week 1 Impressions of Rack 'N Roll
I like this years game! I agree that some of the low scoring was not what I expected but this is the first weekend of competition. The quarter-final matches at VCU between #2 and #7 are what would expect to see more of as the weeks progress.
Scores were 48 to 68 92 to 32 and 100 to 62. Each alliance had a good defensive ramp, each had two robots that could score. Both scoring robots could also get onto the ramps reliably. What's left... scoring on the rack makes the difference. Which means offence, defence and counter defence all come into play. This makes for some very exciting and fun to watch matches as the members of the alliance switch roles throughout the match. What decided the matches was the rack. Both alliances knew that winning the rack was paramont to winning the match to the extent that they risked (and at times lost) not having enough time to get on the ramp reliably. As teams become more confident in their ability to score offensively, defence will fade a bit but will remain a major part of the game. |
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