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Re: How Will Logomotion Play Out and Develop?
Quote:
A> If the target robot wanted to get into the scoring zone with a tube, they'd have to get passed us. B> Once they got passed us (it happens :rolleyes: ) we would lock them in the scoring zone and deprive them of any further tubes. IE stop the runners and prevent them from leaving the zone to get new tubes. C> If their human player throws the tubes, we are in a position to block. In essence, all opposing traffic must pass by us. Since most opponents are geared and designed for speed and mobility our drivetrain allowed us to effectivly block multiple robots at one time. Then at the :30 second mark we'd change our defense to the best minibot ... allowing them into the scoring zone and then trapping them there (far away from their tower :D) Quote:
Games are won by smart strategy and smart play. If a scoring challanged team gives ammunition to their opponent then they deserve to lose. |
Re: How Will Logomotion Play Out and Develop?
I agree with the above post.
Although we (Team 1884) weren't built as a defensive bot, when it came to eliminations, we nominated ourselves as defence. In my opinion, a defence bot is critical to a winning alliance. Although we weren't successful, as number 7 seed, with great tube scorers 1772 and 3205 (who were brilliant partners, thanks for being an awesome alliance and producing the most exciting quarterfinal yet), we almost took down a powerhouse 2nd seed. What helped contribute to our "success" was the fact that we had two ubertubes every match, two minibots and the 2-1 formation (which due to other reasons, was hampered in our last two quarterfinal matchs). Three offensive robots, especially with an opposing defence bot, makes the zone too crowded, whereas the 2-1 formations limits the opposition's ability to score, makes minibot deployment easier and crowds their zone instead of yours.. A couple of tips from a Mecanum-wheeled defence bot -If you don't have pushing power, when they are in their scoring zone, push the game pieces, particularly ones the opposing alliance needs, in to your feeder lane, or if it's close to the end of the game, near their tower. -Be a general nuisance. The order of the game is to be a disruption, not a stopper, and hopefully that will delay their scoring. -Try and put your robot between your Driver Station and their robot. Mainly because it avoids running in to their scoring zone, but controlling where the game pieces are is more important than were the robots are for most of the game, and usually the game pieces are near the center line. If there's anywhere you can cause a disruption, it's when robots are trying to pick up game pieces. -Controlling supply is important. Make sure your human player knows strategy, or is easy to communicate with. -Defend against the minibot. Teams leave in the last 30 seconds to line themselves up - make sure they are not ready by the 15 second mark. Also, just in general, human players can be more important than just as feeders. In angles where you don't know you have the game piece in your claw, or trying to line-up a minibot, they sometimes have a better angle than you. Use them. I didn't like Logomotion at kick-off, and it wasn't the most interesting build project, but having gone to the WPI regional (a fantastic regional, thanks to all the volunteers, refs, judges and other teams for making our long journey well worth it), in terms of strategy, driving and watching, it turns out to be a very interesting game. These are notes from our experience, if you had similar or different ideas please let me know :) |
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