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#46
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Re: Ultimate Ascent Strategies
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#47
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Re: Ultimate Ascent Strategies
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Last edited by Tetraman : 06-01-2013 at 09:46. |
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#48
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Re: Ultimate Ascent Strategies
That's actually what we're thinking, if you run back with 4 frisbees, then dump them all at once, then run back and keep repeating the process. Then if other teams on the alliance are scoring better and are getting blocked, swap to defense and plow into the blocking robots. The thing with frisbees is if you mess up your aim but just a couple degrees, the whole thing will be off and you will consistently miss because a defense bot keeps nudging you.
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#49
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Re: Ultimate Ascent Strategies
A few things.
Some of you seem to like planning around failure. Don't do that. You doom yourself to failure Get a solid feel for the game. Run simulations. There are always things you think you know about the game until you see it played out. Try to create an environment similar to the game either in a computer or real, tactile setting. Your understanding of field size, travel time, defensive abilities vs offense capabilities, volume of game pieces in play... they are not things found in a rule book, but are just as important to consider. Play devil's advocate. Challenge the status quo with convincing evidence. This is not the time to draw lines in the sand and box yourself in. |
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#50
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Re: Ultimate Ascent Strategies
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And FWIW, I'm not sure "*buzzer* Wrong!" is the best way to get a great discussion going. ![]() |
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#51
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Re: Ultimate Ascent Strategies
Autonomous scoring is hugely important. Not only are the points an important boost, but autonomous scoring is again the first tiebreaker for seeding.
Also, I think the extra autonomous points available by picking up extra game pieces and scoring them is easier this year than it was in 2011 or 2012. Last year it was hard because the balls varied, and since you didn't know where they were going to start on the bridge, you didn't know just where they'd roll to as you tipped the bridge. This year the game pieces shouldn't vary as much and they start in known locations. Plus you don't have to race your opponent to get them. I think a bunch of teams who already have floor pickup and basic autonomous scoring are going to upgrade their auto routines as the season progresses. It will be pretty tough to seed higher than a team that can consistently score 3+ discs in the autonomous period, assuming they have a good tele-op plan as well. |
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#52
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Re: Ultimate Ascent Strategies
I agree. Autonomous scoring will be critical. Teams that can score autonomously will be the top seeds, if they have good enough resources along with ample drivers they will have no problem scoring. A climb and dump robot may be able to get 50 points, but a solid shooter with a 10 or 20 point climbing ability will still beat it out.
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#53
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Re: Ultimate Ascent Strategies
Ok -
With all of this discussion I have another question to ask: What do you think will be the Elite hidden design? Last year we had the stinger. The year before that we had the slalom mini-bot deploy systems. What about this year? |
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#54
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Re: Ultimate Ascent Strategies
Some crazy device to climb the tower in less than 3 seconds
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#55
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Re: Ultimate Ascent Strategies
My team set the priority very clearly as
Reliable Post-game (20 or 30) > Reliable Pre-game (hit the 6's every time using reflective tape) >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> picking up frisbees to be able to play the main game. As in.. Let's get those first two and determine things from there. If we think it's a good option, we'll play the game. If we don't want to risk adding more, we'll play defense in the main game |
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#56
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Re: Ultimate Ascent Strategies
How about an upgraded hanger (the one I am pushing for currently): Hang for thirty, dump twenty, and deploy a net at the back of the holding area for disks to take the last two at a toss. 60 point climb, and then just have low/(maybe middle, depending on whether middle is above 60") capability. Think this would work pretty well.
Another idea was the "Ultimate Assist Bot", as it were. Camp under the feeder station, with a holding area in its back, and just shoot all the disks down to the friendly side of the field so others can go for threes. Also, going back to the pickup idea, anyone ever used a pooper scooper or something to the effect? I was doing some "testing" with my hands, and I found that two relatively flat flaps coming together, much like a backhoe or something like that, make it very, very easy to pick up disks. Just have that skimming the floor, and lifting the disks up to the holding bay. Last edited by Peragore : 06-01-2013 at 11:58. |
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#57
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Re: Ultimate Ascent Strategies
*buzzer* WRONG! There is a week 7.
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#58
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Re: Ultimate Ascent Strategies
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I don't foresee a ton of teams being able to ground-load, unlike in rebound rumble. The teams that can load from the ground and feeder station quickly will be the top tier teams (not because its essential, but because its a sure advantage) Someone asked what the "stinger" of the year would be... first, i'd say that it's too early to guess as we've only been looking over the game for 24 hours. If I had to guess though, i think the "stinger" will be some ridiculous climbing device Last edited by Sean Raia : 06-01-2013 at 12:15. |
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#59
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Re: Ultimate Ascent Strategies
Well, for shooting at the high goals, you could be up to 10 degrees off at the pyramid and no one would be any wiser.
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#60
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Re: Ultimate Ascent Strategies
In general, I think people are over expectant of the scoring. A basketball was much easier to shoot last year than a frisbee will be. This means more will be on the ground that most are speculating. Especially in seeding, not many team will be able to hit points consistently. This makes it very important to be able to ground pick up. The discs fed from the window will be important, but are limited. The bots who can manage both will be the only ones with a good chance at being on the regional winning alliance.
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