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Re: Rules that I think should be changed.
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Re: Rules that I think should be changed.
TU#17 changed absolutely nothing. If one of your team members told you that, then you may wish to begin plotting a graciously professional counter-prank.
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Re: Rules that I think should be changed.
In the gaming world, we would use the phrase: "You got pwned"
:) You might want to read the updates as they come out. Even if someone summarizes them for you, it should be the responsibility of everyone to read the document for themselves. |
Re: Rules that I think should be changed.
Just to throw a quick word out there about playing defense on a tower hanging in the far zone; it is dangerous. Your robot is about 45 feet away, with (two) towers in the way, and all the chaos that exists on a Breakaway field. Unless you are very confident of your position on the field, it's best to simply back away when you hear the 20 second "bell." About midway through the Peachtree regional, we "intentionally" hit another team that was against the tower, deploying a ramp. I was driving, and I've continually replayed what happened; I still don't remember even touching them, but it just goes to show, it's best to be careful!
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Re: Rules that I think should be changed.
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If you're up against a vertical pole gripping bot who can hang in 3-5 seconds, probably the worst case robot to defend, you're going to have to have more skill and persistence to keep them away. If you've blocked them on one side of the tower, they will likely try to cross the bump to try and hang from the other side. Be ready. If they break free and attempt this, use your drivetrain to cut them off, forcing them toward the edges of the field in order to cross the bump. Waste their time as much as possible. You might even enlist the help of a middle zone robot to seal them off from all angles of their tower. If you use two robots to block the tower (seriously, there aren't any balls around you two to score at all? ;) ), one in each zone, neither of you would have to move much, if at all. Again, I stress that you shouldn't pursue this strategy if the field sets up for you to do something else that cancels out their hang - scoring 2 for the good guys is the same as denying 2 for the opposition, and the risk of major penalty is removed. Just be sure your alliance is capable of executing such coordinated offensive maneuvers in a compressed amount of time. If you doubt your capability, then the tower block strategy becomes more worth the risk. Good luck to all who try it. |
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