Quote:
Originally Posted by Chris Endres
Oh god.
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I was really liking this game, even if it's corny I found it interesting. I like that they've left options to adapt the game to higher levels of play. I like the "low bar" idea, as it gives toasters something to contribute in a game where they otherwise couldn't do much (though I would like to see someone make a robot that can fit under the portcullis without raising it). I like the batter cleats, as they could serve a dual purpose as a very easy alignment tool for shooting. Oh, and hooray for the return of frame perimeter!
BUT...
- I read the words "audience selection" and I died inside... seriously, who thought of this horribly imbalanced way of deciding the outcome of a game. Especially at smaller events (looking at you, districts) It's a pretty easy way for big teams to leverage their size to shift a match in their favor, either by picking a defense their team can score in, or picking a defense that other teams can't score in. How much of an effect will this have for the first few weeks, and at lower levels of play? Probably none. However, at high levels of play, it could have an effect.
- By the looks of it, slot 3 and 4 are good places to put the portcullis to really screw with tower vision. Another potential easy way for large teams to cripple smaller (or quieter) teams. I don't mean to rail on big teams, I'm from one, but the audience selected defense is so easily exploited, that it just isn't fair under certain conditions.
- The complexity of this field is just screaming "field fault." Any team looking to ensure that they don't get screwed by improper field setup should keep copies of their requested defense configurations. Someone please tell me that it's designed so that you can't put the Category C structures in backwards. It might sound silly, but I'd bet my life that someone's gonna put the drawbridge in backwards at some point in week 1.
- The complexity of this field also means that it will be very difficult for most teams to have a complete set of practice field components.
Predictions about gameplay:
- Smart, strategic drivers and tiny robots will make terrifying opponents. A team with a good collector and good driver will put themselves in a whole new class of "map control" teams. Utilizing the many choke points on the field, pushing boulders through the low bar for allies, and completing a few barrier objectives will make the lives of shooter robots much easier, and teams who can consistently complete these tasks will be power picks, even if they don't put up many points alone.
- Captures will be MUCH more common in elims than breaches. This is because a breach requires robots to be able to get through the Portcullis/cheval de frise, as well as either the low bar or drawbridge/sally port. Any combination of these objectives is based entirely on the alliance's combined abilities, and most teams will scout to find what defenses certain teams struggle with.
- HPs will either figure out how to get the ball past the low bars, or get them to angle them into the neutral zone.
- The cheval de frise will be the most underutilized defense, throughout much of the season. The portcullis provides some utility as a vision block to drivers, although it is probably easier to get past than the cheval. Also, on that topic, spy usage will be limited for the first couple weeks, but will gain huge importance later in the season.
- There will be video of some team getting stuck on the rock wall before week 2.
The best alliances at the regional level, assuming the tower strength rules aren't changed, will include:
A pure shooting robot that can get over the easier barriers, possibly with climbing capabilities
A robot that can either shoot or herd into the low goal, that can also handle the more difficult barriers
A robot that can herd balls through the low bar
Quote:
Originally Posted by Steven Donow
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This just... I... I don't think I've laughed this much at a Youtube video before.