Quote:
Originally Posted by Hitchhiker 42
I just wanted to add that defense is probably more advantageous than triple cycling. At Hartford, defense helped the number 7 alliance shut down the number 2 alliance, which had 2 high shooters and a low shooter by consistently denying them a capture. That effectively robbed them of 25 points, giving the number 7 alliance a big boost. Even the 5 point penalties that effectively "gave" the other alliance the shot helped deny them the capture, making it difficult for number 2 alliance to score. Defense is effective.
If you do triple cycling, on the other hand, you may score more balls, but the other alliance is almost guaranteed their capture, which is 25 points. The question becomes, can the third robot add an extra 5 shots, plus the points to make up for the other alliance's shots (so total 6-7)? Probably not.
I conclude this with my support for a third defense bot that can also quickly help with breaching rather than 3 shooter bots
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While I do agree that defense can have a strong impact, I think it's disingenuous to characterize the #7 alliance beating the #2 at Hartford as being a result of the overwhelming defense.
In quarterfinal match 7, the first hint of defense occurs around ~50s left in the match from what I see. The match also started with two out of three robots on red dying immediately after autonomous (both of their alliance stations have blinking lights at ~128s left in teleop). 3104 came back after about 50 seconds, while 176, the first pick of the alliance, remained dead throughout the match.
In the quarterfinal tiebreaker match, again defense doesn't start until there are only about halfway through the match. 3104 a few seconds after auto, contributing nothing until the end of the match. Despite this, the red alliance still got the tower health to 1. I'm all for talking up defense, but 7 upsetting 2 wasn't about the defense played. It was an alliance taking advantage when the opponents couldn't keep comms together and perform their strategy as a result.