Quote:
Originally Posted by Grim Tuesday
In recent years, defense has been limited to jostling robots around while they travel around the field. This year brings back "big defense" where you can interfere with robots while they perform scoring tasks. Knock someone out of alignment while they're crossing the field and they'll adjust, maybe you add a second or two to their cycle time. Knock them out of alignment in placing a gear and they'll probably need 5-7 more seconds to realign, unless they (wisely) designed their mechanism to not require major lineup precision.
My point is not that the boiler should be ignored but this: supposing you score all the gears, there are better uses of your time than low goal cycling. I like Rangel's idea of loading up high shooter bots.
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There is a major difference this year in playing defense and that is defense is played on the opposite end of the floor with very limited visibility behind the airship. There are places in the scoring zones that certain alliances from the other end simply can't see. Of course they may use a camera on their robot but sight lines are very limited. If a team knows which alliance driver position is playing defense.... they can take advantage of this fact. It will be extremely difficult to see the middle gear scoring position from any of the driver stations..... precision defense as was played in previous years when most of the defensive action was right in front of your own operator station is going to be extremely difficult. The offense has the advantage in setting picks for each other and doing their work.
Sightlines.... even a bigger deal this year than last year.