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Unread 11-01-2016, 01:30
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High Goal Vs. Low Goal

Initially, our team reached the general consensus that scoring boulders in the high goals is advantageous. However, I don't see that much advantage aside from in auto. Is seems to me that it would be better to opt out of the 3 extra points per shot and increase cycle time than spend a lot of time and energy developing a high goal shooter that requires more time to line up shot (even with vision processing) and is even more susceptible/sensitive to defense. Thoughts?
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Unread 11-01-2016, 01:40
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Re: High Goal Vs. Low Goal

shooting high goal can be hard, and low goal is a safe play. Having a mechanism that can shoot both high and low could be a good compromise if you're up to the challenge!
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Unread 11-01-2016, 01:43
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Re: High Goal Vs. Low Goal

I believe that at the highest levels of play, shooting in the high goal is necessary. The breaching points are limited for the powerhouse teams that can consistently and quickly take down all the defenses. Also, an accurate high goal shot from farther away would make for a faster cycle time than rolling up to the batter and scoring in the low goal. High goal shots will be where games are won or lost, imo.
So, if your team's goal is to build a robot that wins regional, I think scoring in the low goal is not the way to go. Unlike 2014, you can't park in front of the low goal and score quickly and almost certainly by feeding from the human player's caught truss shot.
However, if your team's goal is to build a robot that works, and you're not confident your team can make a good high goal shooter, it would make sense for your team to go for the low goal.
In addition, if your team's goal is to challenge yourselves/the students, then of course your team should go for the high goal whether or not that would be wise in terms of winning the competition.
It all depends on your team's goals. What do you want to do?
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Unread 11-01-2016, 01:44
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Re: High Goal Vs. Low Goal

It comes down to a preference,whether you know speed or accuracy.I feel as though fast pushing robot is just as effective as an accurate high goal robot.Plus anyone can push a boulder using the front of their robot whereas only the team who making shooters can make high goals and those bots may be seen as more valuable during alliance selection.
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Unread 11-01-2016, 01:56
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Well don't forget a low goal bot does not have to be a pushing bot. We are primarily designing a low goal, breaching, and climbing bot with active intakes it will also have pitch control so there is a good chance we can make high goals.
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Unread 11-01-2016, 05:21
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Re: High Goal Vs. Low Goal

In my opinion, a good high goal shooter could score more quickly than a low goal scorer. Why? There is a center high goal, so the shot could be made as soon as the robot clears the defense, whereas to score a low goal, the robot must maneuver around to the side of the tower and approach pretty close to the tower to score.
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Unread 11-01-2016, 05:55
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Re: High Goal Vs. Low Goal

A low goal is 2 points. A high goal is 5 points. So, you would have to score 2.5 low goals for every high goal.

A high goal can be shot immediately upon crossing the defense. A low goal requires driving all the way to the castle. So, for an accurate shooter, there is not much time difference (time to line up the shot vs time to drive up to the castle).

Note: This presumes that the Alliance can cross enough times (minimum of 8) to "Breach". Assuming that each bot crosses during Autonomous, that means each bot must complete at least 2 cycles during teleop to Breach. That does not sound too hard, so the Crossing points should not be a factor in the decision of high vs low goal.
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Unread 11-01-2016, 06:07
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Re: High Goal Vs. Low Goal

As I see it, this years game is all about fast cycle time while weakening the defenses and while weakening the tower. If your team can accomplish this with low goals you will be valuable to your alliance at regionals. The elites will have fast cycle times shooting high goal at championship.

I believe it's all about maximizing your points and capturing the tower is critical while totally weakening the defenses. The real elites will successfully scale the majority of the time.

Strategy comes into play when you miss a goal. Do you lose cycle time trying to score a second time or repeat cycle to weaken defense? That's where having the ability to quickly score in low goal comes into play. Great robots will be able to score high and low fast.
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Unread 11-01-2016, 06:38
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Re: High Goal Vs. Low Goal

Quote:
Originally Posted by Sperkowsky View Post
Well don't forget a low goal bot does not have to be a pushing bot. We are primarily designing a low goal, breaching, and climbing bot with active intakes it will also have pitch control so there is a good chance we can make high goals.
Actually, it kinda does, because shooting the ball in will cause it to bounce back out most of the time. The goal is also smaller, and harder to hit, so the times you do hit into it, you need to make sure you didn't put to much force into your shot so it doesn't hit the ball director thing inside the tower, and bounce back out.
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Unread 11-01-2016, 08:12
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Re: High Goal Vs. Low Goal

Your percent accuracy on high goal shots will be very important. Missing one or two of those in eliminations could cause your alliance to run out of time before you're able to weaken the tower and move onto capturing, which equals big points. It's not just a matter of 2 points vs 5 points.
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Unread 11-01-2016, 08:21
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Re: High Goal Vs. Low Goal

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Originally Posted by Nemo View Post
Your percent accuracy on high goal shots will be very important. Missing one or two of those in eliminations could cause your alliance to run out of time before you're able to weaken the tower and move onto capturing, which equals big points. It's not just a matter of 2 points vs 5 points.
This is the mindset that Team 74 has. The high goal is pretty small, and missing 1 or more shots in a match is pretty realistic. At least in the first few weeks of competition, I think the low goals will be more consistent, and allow teams to score more points in the long run.
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Unread 11-01-2016, 09:04
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Re: High Goal Vs. Low Goal

Just wanted to pointed out that there are no protected areas to line up shots from, as well as the many obstacles which block line of sight.
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Last edited by Procolsaurus : 11-01-2016 at 09:19. Reason: Typo
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Unread 11-01-2016, 09:36
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Re: High Goal Vs. Low Goal

Quote:
Originally Posted by Procolsaurus View Post
Just wanted to pointed out that there are no protected areas to line up shots from, as well as the many obstacles which block line of sight.
Actually the current wording of the rules does allow you to safely shoot and score from the outworks if you drive past the outer works and back up so your bumper is overhanging that area and wheels are on the courtyard carpet. I believe you could even backup against a outer works defense and as long as you are touching the courtyard carpet (and only carpet in that zone) you could shoot the ball and not be touched.
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Unread 11-01-2016, 09:43
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Re: High Goal Vs. Low Goal

You could potentially shoot from the corners of the field, sort of like box shooting from 2014.

Scoring in the low goal could arguably be more reliable for the purpose of weakening the tower, especially if you have a robot that can fit under the low bar, which makes it much easier to cross the outer works. This would be better for racking up ranking points during qualification rounds.

It wouldn't work that well later in the season when high goal robots are more refined but it would be a good strategy to advance in districts or to reach elims, etc.

Basically, low goal would perform better in early season and high goal would be better late season.
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Unread 11-01-2016, 09:44
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Re: High Goal Vs. Low Goal

Quote:
Originally Posted by adam the great View Post
Actually the current wording of the rules does allow you to safely shoot and score from the outworks if you drive past the outer works and back up so your bumper is overhanging that area and wheels are on the courtyard carpet. I believe you could even backup against a outer works defense and as long as you are touching the courtyard carpet (and only carpet in that zone) you could shoot the ball and not be touched.
Yep. G43, for those of you interested. There are other threads discussing that matter, but the proof is in the pudding. The rule is solid (in that aspect) as of now. [Rule G43 does have other problems that may lead to revision] - mostly with the phrase "attempting to traverse"
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