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Re: Lessons learned in all weeks.
General stuff in no particular order:
- Good HP's are faster than feeder bots and free them to play defense without affecting your score significantly. HP skill is more critical than any other game, with the possible exception of Lunacy.
- Struggling or untrained HP's are faster - for your opponents - than their own feeder bots. I've seen HP's empty throw their entire supply and never get one past midfield or wait for one to be collected by their own alliance. Baffling.
- Floor pickup is good. Fast floor pickup is great.
- A lot of teams have more trouble releasing the tube onto the peg than they do aligning it to the peg.
- There's only room for two hanger bots. The other should feed or defend, depending on the situation.
- Defense can't win unless somebody on your alliance is scoring.
- An ubertube in a top row logo is worth as much as an entire mid row logo. That took some time to sink in. Take the time to do it reliably.
- Minibot deployment reliability is much more important than minibot speed - especially at the regional level. Give it the attention it needs.
- Few successful teams will finish the season with the same minibot they started with.
- A single strong team can carry an alliance in most qual matches. Not true in elims.
- There really isn't much contact between the alliances. In many cases, you could put each alliance on the field by itself at different times and just compare scores/minibot times to determine the winner. If you ran staggered 2 vs. 1 matches it would be almost completely true.
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NC Gears (Newaygo County Geeks Engineering Awesome Robotic Solutions)
FRC 1918 (Competing at St. Joseph and West MI in 2017)
FTC 6043 & 7911
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