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Unread 19-04-2016, 17:40
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Tower Strength Raised to 10 for CMP

As seen here: https://firstfrc.blob.core.windows.n...Updates/21.pdf

How does this affect how low-goal robots will seed in subdivisions?

Is the change significant enough to effect subdivision playoffs?
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Unread 19-04-2016, 17:45
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Re: Tower Strength Raised to 10 for CMP

Obviously we'll find out. I think low goal robots will now seed higher than they would have previously, but I'll still take the high goal shooters over the low goal scorers for the simple reason that a team can win a match in quals without getting a capture, especially if their opponent only scores low goals. 4 high goals = 10 low goals, so I think most low goaling teams will be susceptible to a decent-to-good high goal shooter, costing wins and subsequent ranking position.

I seriously doubt it will significantly impact subdivision playoffs, other than possibly emphasizing the scoring capability of third/fourth robots. All/most alliances will still be able to get a capture as before.
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Unread 19-04-2016, 17:55
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Re: Tower Strength Raised to 10 for CMP

I think it should have gone to 12.

Divisible by 2,3,4, & 6. Look at your fingers.
I love the metric system, but we're in 'Murica.

Nonetheless, 10 is better than 8.

Can't wait for the first FMS burp that doesn't incorporate this change.
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Unread 19-04-2016, 17:57
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Re: Tower Strength Raised to 10 for CMP

It is very interesting that they have made this change. I like that it will increase the curve separating the good robots from the bad, but getting 10 boulders in the tower is relatively easy with the level of offense this year presents. I believe that this will affect mid range shooter quite significantly though because with a low health tower teams will be more convinced to play more aggressive defense to prevent captures in elims. I like this change and am looking forward to see how it plays out on the field.
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Unread 19-04-2016, 18:05
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Re: Tower Strength Raised to 10 for CMP

Low goal bots will definitely be a bit more viable, since some high goal shooters (ourselves included) take a bit of time per cycle to line up the shot and require more constant defense.

Speaking of defense, a good defender is now that much more valuable.
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Unread 19-04-2016, 18:12
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Re: Tower Strength Raised to 10 for CMP

What I find interesting is the addition to G41 in the Blue Box.

Do I smell a new strategy to slow down Breaching coming?
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Unread 19-04-2016, 18:24
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Re: Tower Strength Raised to 10 for CMP

How would you use that to make a new strategy?
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Unread 19-04-2016, 18:40
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Re: Tower Strength Raised to 10 for CMP

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Originally Posted by Liu346 View Post
How would you use that to make a new strategy?
Put a boulder in the other alliance's outerworks. It forces the other alliance to clear the boulder before crossing, or cross without a boulder, and hope the boulder follows the robot.
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Unread 19-04-2016, 18:43
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Re: Tower Strength Raised to 10 for CMP

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Originally Posted by TDav540 View Post
Obviously we'll find out. I think low goal robots will now seed higher than they would have previously, but I'll still take the high goal shooters over the low goal scorers for the simple reason that a team can win a match in quals without getting a capture, especially if their opponent only scores low goals. 4 high goals = 10 low goals, so I think most low goaling teams will be susceptible to a decent-to-good high goal shooter, costing wins and subsequent ranking position.
You're gaming that wrong. This will improve the ranking of fast low-goalers vs. slow high goalers, though it might not get them PAST the slow high goalers.

Assume scoring stays exactly the same after this strength increase. Win-loss RPs stay the same. Say the high-goal alliance scores 8 boulders, but low-goal is faster with 10. With 8 strength, HG gets 4 RP, LG gets 2. With 10 strength, HG gets 3 RP, LG gets 2. LG is 1 RP closer to HG with the added strength.

Basically, this shifts rankings towards goal scoring of any sort, high or low. Faster goal scoring alliances will rank higher. Of course it also puts an emphasis on defense, since the margin for error for a Capture is going to be 2 boulders smaller.
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Unread 19-04-2016, 18:49
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Re: Tower Strength Raised to 10 for CMP

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Originally Posted by rich2202 View Post
Put a boulder in the other alliance's outerworks. It forces the other alliance to clear the boulder before crossing, or cross without a boulder, and hope the boulder follows the robot.
Assumedly this would be a G11 infraction.
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Unread 19-04-2016, 19:13
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Re: Tower Strength Raised to 10 for CMP

Quote:
Originally Posted by Eric Scheuing View Post
Low goal bots will definitely be a bit more viable, since some high goal shooters (ourselves included) take a bit of time per cycle to line up the shot and require more constant defense.
We can shoot 6 high in a game if not being defended.

If being defended, we can shoot low.

We are working on shooting from the Outerworks if the defender is not tall.

A fast defender still messes up low goal shooting (keeps us from getting to the low goal).

A defender can only really block one robot. So two robots that can shoot high and low will still allow one robot to shoot high while the other occupies the defender.

Cycle time, absent a defender, is about the same for high/low. The extra travel time (distance) for low goal shooting is about what we need to shoot the high goal.

With 2 shooting and 1 defending, we would be marginal on getting to 10 against a team that defends. We would probably have 2 shooting and 1 defending, and in the last minute, if close, pull the defending robot to shoot an extra boulder or two (3 on 1).

Last edited by rich2202 : 19-04-2016 at 19:18.
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Unread 19-04-2016, 19:19
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Re: Tower Strength Raised to 10 for CMP

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Originally Posted by rich2202 View Post
A fast defender still messes up low goal shooting (keeps us from getting to the low goal).

A defender can only really block one robot. So two robots that can shoot high and low will still allow one robot to shoot high while the other occupies the defender.
I'd say depends on the defense. If you're playing man-to-man, then yes, you can only block one robot. But given that a vast majority of robots that shoot from the outerworks have a largely unblockable shot, I expect that the more typical defense is going to be a zone defense where you generally delay cycles rather than straight up block shots.
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Unread 19-04-2016, 19:30
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Re: Tower Strength Raised to 10 for CMP

There are 142 robots attending championships who can consistently score 4 or more boulders per match.* With the tower strength at 8, that would mean that there would probably be enough pairings for all 64 playoff alliances to reliably get enough boulders for captures with just two robots, freeing up the third to do something else.

There are only 61 robots attending championships who have proven they can consistently score 5 boulders or more per match though. This means that, given the tower strength of 10, only the top ~3 alliances in each division will be able to reliably get enough boulders for captures with just two robots. The lower seeded alliances now have to think very carefully about what their last partner should do, because they will likely be unable to capture consistently without extra support. Defense also has a much higher potential to dramatically swing scores now.

*http://www.chiefdelphi.com/media/papers/3248
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Unread 19-04-2016, 19:46
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Re: Tower Strength Raised to 10 for CMP

This change definitely increases the value of defensive robots. Preventing a capture is much more doable during quals. Defensive robots will force mid-teir shooters to think carefully about shooting high and potentially missing out on a capture.

I don't believe this reduces the value of defenders during alliance selections because 2 elite offensive robots should have no trouble weakening the tower on their own. An interesting impact that this could have is with the lower ranked alliances. I could see the need for a 3rd offensive robot to get the capture especially if the top alliances are running with 1 dedicated defender.
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Unread 19-04-2016, 20:06
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Re: Tower Strength Raised to 10 for CMP

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