Most dangerous multi-tetra robots I've seen:
233 - holds two tetras at end of arm, stacks them independantly
71 - holds at least 4 on robot base, usually stacks 2 at a time, but was seen stacking them independantly
A few more I've got my eye on are:
111 - picks up and holds 2 tetras (1 from each autoloader) EXTREMELY quickly - stacks them independantly
1648 - loads at least three, then dumps all tetras onto a single goal - super fast, super simple
469 - didn't seen them in action yet, but they've piqued my interest a lot with their pictures on CD
Some great single cappers I've seen:
45
179
191
217
229
237
All grab one from either human or auto loader quickly, and cap one tetra extremely fast.
Right now, the single cappers definitely have an edge on the multiple tetra machines - with the exception of 233 which IMO is the best robot in the entire FIRST field at the moment.
The advantage probably will sway towards the direction of the multiple tetra machines that cap them independantly. Here's why I think this:
In the most competitive matches, the first 90 seconds or so are "trash time." Alliances will first build their home rows, if they haven't already done so in autonomous mode. The textbook strategy is then to apply pressure on the middle row, and gain control of as much of that as possible. During the last 30 seconds you start seeing alliances trying to steal the opponents home row, and gain a 2nd or 3rd Triple Play row. These last moment home row steals cause at LEAST a 23 point swing in your favour (-10 for breaking up your opponents home row, +10 for creatiing a row for yourself, and +3 for the tetra, for good measure).
This is where I think multiple tetra holders will EVENTUALLY shine. With 30 seconds left, would you rather have 3 robots each holding 1 tetras with the potential to cap 3 different goals without reloading? Or 3 robots each holding 2 or more tetras with the potential to cap 6 or more goals without reloading?
The difference is compounded when you consider that in the last 30 seconds, the strategy is based on striking your opponents home row, which is FAR FAR away from any of your reloading stations. Although 30 seconds is a long time, taking into account the travel time, and pushing and shoving you expect to receive along the way, it is doubtful you'll be able to have time to cap an opponents home row goal, return, reload, then travel down field to do it again.
On the defensive end, multiple tetra holders should also theoretically have an easier time recovering from a home row theft. Assuming the offending robot doesn't stick around to defend its stolen goal (it probably wants to try and go back, reload and re-gain its own home row), multiple tetra robots will have more capacity to over-cap stolen goals without having to waste time reloading.
At the risk of giving away too much, the alliance who can best time their transition from "trash time" to striking at the opponent's home row will create a huge advantage. Multiple tetra alliances should be able to transition earlier in the match due to their larger capacity to score without reloading. Compounded with the better ability to over-cap their own stolen home row goals, I do feel that by the time Atlanta rolls around, the multi-tetra robots will be the ones to watch out for.
But for now, I don't think any of the multi-tetra robots have proven they can do any of this... with the exception of 233 of course...
-SlimBoJones...