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Unread 01-05-2014, 10:06
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Lunitic2197 Lunitic2197 is offline
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AKA: Matthew Malinak
FRC #3322 (Eagle Imperium (862 - Lightning Robotics Alumni))
Team Role: Mentor
 
Join Date: Mar 2013
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Re: Galileo team drive-train info and ranking

Quote:
Originally Posted by cadandcookies View Post
The answer is all of them. The more time you spend in pushing matches the less time you're spending scoring or helping your partners score, unless you're delaying your opponent in which case there are more efficient defensivemaneuvers than direct pushing in most cases anyways. Frankly I don't get the obsession with pushing matches that people seem to have. This year we ignored "pushing match" scenarios and went for speed and maneuverability. Even though we seeded lower than the last two years at both our tournaments, I'd still say that our robot at North Star was probably the best the team has ever produced.
The most important thing about this scale is that it is used with other data. It is highly useful, depending on what your strategy is, for your team, it looks like you focused (when you did defense) on the maneuverable defense, and focused on getting around opponents, instead of pushing through them. For my team, we used both versions (Pushing vs Maneuvering) on both offense or defense, depending on the robots on the field. I adjusted the strategy for my team, based on what I observed my opponents doing (I am the match strategy lead, along with a member of the drive team for 862)

In the beginning of the season (Southfield/Escanaba) pushing power took a lot more priority as the defensive strategy then maneuverable hitting of the shooter/blocking, mainly because the teams were not so experienced, along with almost a third of the robots at those competitions being rookies, who would only try to push you backwards. My drivers weren't as experienced as they were later on when we used maneuverability, so getting around opponents wasn't the easiest thing for them to do.

The data let me see who I could push into the low goal and shoot over (Which is what you saw 254 doing on Einstein), or who I could simply just shut down (again, we weren't as good at the maneuverable defense at this time, we got better later on) while the ball was in my teammates zones, often we would just pass the ball, or finish it, then go back to shutting down a single opponent. When my robot was decided to be a finisher, I needed to know which robots had stronger drive trains, which when I compared to the other data that I got from my scouts, would determine who would be playing defense, I had to make the decision for my team on how to get around the defense. Could we push them to the wall and shoot over them? Or should we try to be more maneuverable, and attempt to hug the wall until we got to the goal.

Basically, early on, the data told me who to avoid and who we could easier defend. Later on, such as the Bedford competition. We became a target for teams to try to defend. This scale would along with watching how they played, would tell me how they would play defense, and how to beat them at it again. Whether I had to get around them, or push through them.

By MSC and Galileo, I used this quite a bit less, mainly for when I knew a team would be playing defense on my team, or the other team, and how to best utilize that.

In summary, this is useful for multiple things, depending on what your strategy is, not just the "pushing matches". It really is just more information that you can use in your matches. The more you know about your opponents, the better you could prepare to beat them. Now, this isn't the only data that I used, I also used Dragonking's data that he would collect for me, along with LoneGhost's data:
http://www.chiefdelphi.com/forums/sh...d.php?t=127040