Quote:
Originally Posted by ali_rockon22
The fact that this game couldn't be "broken". Meaning, there wasn't one robot design nor strategy that would guarantee a win.
You could play the perfect strategy one match but then have it defended against the next. (Einstein F1-2, for example).
I loved how scouting was incredibly important this year. It was absolutely necessary to scout in detail. This year was about thinking, not just building and driving. It reminded me of '05.
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Totally agree. I saw so many launcher and grabber designs that worked equally well.
Also, with hindsight being 20/20, there were a few more factors we should've included in our scouting, for example, the performance of a human player can hurt a match just like a missed shot.