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Andrew Schreiber 20-04-2009 11:54

Re: Ultimate Alliance
 
217 68 67 for the All Michigan win.

Otherwise, Id put in for 111 68 and 67. Either way my picks are from the Midwest. 67 and 111 load from corners and 68 loads from the outpost (including their empty cell delivery system) 68 pins for 111 while 67 hits another trailer. 67 goes to reload while 111 unloads all over the pinned opponent. 68 deposits the empty cell and goes off to unload while 111 either runs interference or collects for another dump.

Tyler Hicks 20-04-2009 13:52

Re: Ultimate Alliance
 
I think 111 is good, but the best Michigan Allience would be 217, 67, 1918.

Chris is me 20-04-2009 14:51

Re: Ultimate Alliance
 
Heh, all this talk reminds me of a qualification match in Minnesota that was particularly kind to the top 3 scoring teams at the event (according to our scouting data), all being paired with each other... but I digress.

If you're talking solely the robot and not the strategy, you could include a lot of bots over others. 177 over 148, for example; they had practically the same bot but I preferred how 177's drivers played.

Given that they have awesome, smart drivers, 111 and 217 are pretty special. But a lot of robots that could have opted for HP loading that didn't (2970) I'd say would be different and worth a second look with a change in drivers.

Another thing to consider is how easy it is to stop a robot or strategy. Part of what makes 217 / 111 so awesome is that they have some neat tricks (mainly 111's epic crab drive and 217's adjustable shooter / corner load) that make stopping them have a net negative benefit. You can get around this with cunning strategy to an extent (what's up 1625), however.

Overall, with "driver / robot" teams factored in, my ideal alliance would probably be 111 / 217 / 1625.

Neal G 20-04-2009 14:57

Re: Ultimate Alliance
 
Quote:

Originally Posted by Tyler Hicks (Post 852197)
I think 111 is good, but the best Michigan Allience would be 217, 67, 1918.

Well, 68, if I am not mistaken from our scouting data, put up around 25+ balls a match during elims on Saturday. When we were pinned, they were definitely able to score well and carry our alliance. Da Bears also proved to be a more effective partner than anyone else we could have picked, as their pinning and defense allowed us to score more super cells in elims than ever before. As said previously, it comes down to a lot more then just raw scoring power. OPR does NOT win a match, nor will it get you to Einstein.

Personally, I think an ultimate SCORING alliance would consist of teams such as 67, 111, 1771, 254, 1625, 121, 1114, 2056, 1717, etc. All high scoring, ~30 balls a match kind of robots.

Oh, I suppose you could throw us in that pool too. :)

#2970-tim 21-04-2009 11:22

Re: Ultimate Alliance
 
Quote:

Originally Posted by Chris is me (Post 852249)
Heh, all this talk reminds me of a qualification match in Minnesota that was particularly kind to the top 3 scoring teams at the event (according to our scouting data), all being paired with each other... but I digress.

If you're talking solely the robot and not the strategy, you could include a lot of bots over others. 177 over 148, for example; they had practically the same bot but I preferred how 177's drivers played.

Given that they have awesome, smart drivers, 111 and 217 are pretty special. But a lot of robots that could have opted for HP loading that didn't (2970) I'd say would be different and worth a second look with a change in drivers.

Another thing to consider is how easy it is to stop a robot or strategy. Part of what makes 217 / 111 so awesome is that they have some neat tricks (mainly 111's epic crab drive and 217's adjustable shooter / corner load) that make stopping them have a net negative benefit. You can get around this with cunning strategy to an extent (what's up 1625), however.

Overall, with "driver / robot" teams factored in, my ideal alliance would probably be 111 / 217 / 1625.



What is HP loading and what does it have to do with 2970?

MrForbes 21-04-2009 11:33

Re: Ultimate Alliance
 
HP loading is Payload Specialist loading, but using previous year's terminology :) (Human Player)

If you load up your robot in autonomous by having a human stuff balls into it, then you can get a really big score right away as soon as teleop starts.

Some teams figured this out early and used it very effectively.

#2970-tim 21-04-2009 12:26

Re: Ultimate Alliance
 
Thanks. I think we whould have done better then what we already have if we had decidied to go with the HP loading. We were thinking about it , but we wanted the human player to have fun as well. We wanted everyone to try to have fun. If we get into IRI i would like to do that.

eschanz 21-04-2009 12:52

Re: Ultimate Alliance
 
Well what about two power dumpers and one defense like 67,1918, and 1254.

we did not win state only because of some unfortunate events.(we ended up losing 4 matches that we should have won). the bigest upset is when 68 was on our team and their dumper i guess stoped working.

Tyler Hicks 21-04-2009 17:17

Re: Ultimate Alliance
 
1254 was a great defender, but human players might have a larger impact.

hayleybayley217 21-04-2009 17:27

Re: Ultimate Alliance
 
Quote:

Originally Posted by eschanz (Post 852994)
Well what about two power dumpers and one defense like 67,1918, and 1254.

we did not win state only because of some unfortunate events.(we ended up losing 4 matches that we should have won). the bigest upset is when 68 was on our team and their dumper i guess stoped working.

not to be rude... but are you blaming your lost at states on your qualification partners?! or am i have i mistaken this tone. 68 is an amazing team(no one pushes truck town) and yes their dumper had some troubles back at states but that does not mean that made you lose. every robot runs into difficult matches as well as unfortunate events. robots like to give you troubles... its like they have a mind of their own. they work to win but when no one is giving them attention they just want to break!( what Roxxy did to us sometimes)

i want to see how last years ultimate alliance of 148, 1114, and 217 can hold out in this year's game :)
maybe play an alliance of 67, 68, 111, 254, etc.

Barry Bonzack 21-04-2009 22:38

Re: Ultimate Alliance
 
I vastly underestimated 67's abilities despite seeing them in multiple events on webcast.

111 and 1625 are both amazing, I'd even say interchangable. I can't shake my initial feelings after week 1 and the Midwest regional that 1625 is one of the top robots in the world, and 71 even should have a say in this argument.

I also can't help my week 1 reactions when comparing 1114 and 217. It was fun watching 217 get better and better as the weeks went on, but 1114 is just darn right scary. I've seen video of them shooting over opponents, but seeing it with my own eyes is something else. Was any other robot able to be pinned in a corner and score 8 moonrocks in the opposing goal?

67, 1625, 1114

swamp_child 21-04-2009 22:45

Re: Ultimate Alliance
 
179, 1625, 1649

not to be vain or anything

lenny8 21-04-2009 23:00

Re: Ultimate Alliance
 
67.217 and 1625. i hope they meet up in IRI against us ( sarcasm ) :o

Aren_Hill 21-04-2009 23:13

Re: Ultimate Alliance
 
Quote:

Originally Posted by lenny8 (Post 853409)
67.217 and 1625. i hope they meet up in IRI against us ( sarcasm ) :o

I'd be down for that lol

hillale 21-04-2009 23:40

Re: Ultimate Alliance
 
I think I might be sick at the thought of some of the alliances that will inevitably come out of IRI with the assumed lack of a serpentine draft.

On the Ultimate Alliance front, I'm going to call 111, 1625 and 71 for champs at IRI.


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