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Unread 20-04-2016, 10:02
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Re: Tower Strength Raised to 10 for CMP

One of the things you have to remember about low vs high is that it takes 2.5 low goals to = 1 high goal. Look at the following situation. One alliance scores 10 boulders all in the low goal in elims this = 45 points. The opposing alliance shoots just 9 but all high goals this = 45 points. A low goal shooter is really valuable for bringing down the tower, but it is going to take the high goal to win divisions or Einstein. If the high goal shooting alliance previously mentioned scores just one more ball, the swing is 30 points. You cannot just rely on the low goal, at the CMP level you will be out scored on most occasions on Saturday, however you will gain that ranking point in quals which is always wanted. You have to put some boulders in the upper chains. This is going to be a neat addition to offensive and defensive strategy at CMP.
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Unread 20-04-2016, 10:12
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Re: Tower Strength Raised to 10 for CMP

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Originally Posted by Breakaway3937 View Post
One of the things you have to remember about low vs high is that it takes 2.5 low goals to = 1 high goal. Look at the following situation. One alliance scores 10 boulders all in the low goal in elims this = 45 points. The opposing alliance shoots just 9 but all high goals this = 45 points. A low goal shooter is really valuable for bringing down the tower, but it is going to take the high goal to win divisions or Einstein. If the high goal shooting alliance previously mentioned scores just one more ball, the swing is 30 points. You cannot just rely on the low goal, at the CMP level you will be out scored on most occasions on Saturday, however you will gain that ranking point in quals which is always wanted. You have to put some boulders in the upper chains. This is going to be a neat addition to offensive and defensive strategy at CMP.
I think you made a typo...

Quote:
One alliance scores 10 boulders all in the low goal in elims this = 20 points.
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Unread 20-04-2016, 10:18
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Re: Tower Strength Raised to 10 for CMP

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Originally Posted by MamaSpoldi View Post
I think you made a typo...
I think they are accounting for a capture.
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Unread 20-04-2016, 10:24
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Re: Tower Strength Raised to 10 for CMP

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I think they are accounting for a capture.
Ah! Now I see it. Thanks!
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Unread 20-04-2016, 10:27
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Re: Tower Strength Raised to 10 for CMP

Low goal robots in districts everywhere are mildly annoyed this wasn't a thing for DCMPs, which are generally stronger events than the Championship anyway.

But I'm happy with this change. Ball handling and ball starvation are much more important. Ball hoarding strategies where you deliberately don't score balls for extended periods are riskier. Teams that shoot high still have to play the seeding game and can't just shoot high a few times a match and be done with it.
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Unread 20-04-2016, 10:37
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Re: Tower Strength Raised to 10 for CMP

I was hoping for 12.
I don't think this will affect quals much, high goal scoring still wins the match no matter how fast the low goal scoring all else being equal.
But I do think this will affect elims, mainly by putting a larger gap between the top two or three alliances and the others. The top alliances will have two good high goal shooters from the outerworks and still be able to capture the tower with the third robot feeding or playing defense. The other alliances will be forced to either play all three robots on offense to capture the tower or find some way of slowing down the opponent cycles, possibly by boulder starvation.
This game favors some complex strategies that are very difficult to pull off in quals but are a must for lower seeded alliances in elims. A very interesting game to play.
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Unread 20-04-2016, 11:10
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Re: Tower Strength Raised to 10 for CMP

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Originally Posted by dv/dt View Post
I was hoping for 12.
I don't think this will affect quals much, high goal scoring still wins the match no matter how fast the low goal scoring all else being equal.
But I do think this will affect elims, mainly by putting a larger gap between the top two or three alliances and the others. The top alliances will have two good high goal shooters from the outerworks and still be able to capture the tower with the third robot feeding or playing defense. The other alliances will be forced to either play all three robots on offense to capture the tower or find some way of slowing down the opponent cycles, possibly by boulder starvation.
This game favors some complex strategies that are very difficult to pull off in quals but are a must for lower seeded alliances in elims. A very interesting game to play.
Just for a talking point, taking all Week 6 Regionals and District Events (with the exception of DCMPs), the capture rate in Qualifications was about 10%. Now only counting matches where the alliance captured AND scored 10+ boulders the capture rate drops to about 4%.

In Eliminations the capture rate drops from about 31% to about 15%.

Granted some of these alliances could have probably scored 10 if they knew they had to, I just really like numbers so I did some quick comparisons.
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Unread 20-04-2016, 14:45
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Re: Tower Strength Raised to 10 for CMP

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Originally Posted by P.J. View Post
Just for a talking point, taking all Week 6 Regionals and District Events (with the exception of DCMPs), the capture rate in Qualifications was about 10%. Now only counting matches where the alliance captured AND scored 10+ boulders the capture rate drops to about 4%.

In Eliminations the capture rate drops from about 31% to about 15%.

Granted some of these alliances could have probably scored 10 if they knew they had to, I just really like numbers so I did some quick comparisons.
I guess I'm a little biased to low goal, fast cyclers (our robot) and comparing to PNW DCMPs. In that event, capture rate was 48% in quals and from that, the top 1/3 of teams make it to CMPs for even better capture rates. Once we weakened the tower, we went back to finish off the 5th defense and did not further weaken the tower.
I expect capture rates to be higher and will push the advantage to high goal robots. That leaves the low goal robots with a somewhat ambiguous strategy - do we focus on scoring many low goals to capture the tower in quals or do we play defense to help secure the win? In most situations, we can probably prevent more high goal points than we can score low goal points. But where does that leave us for alliance selection? There are many robots in this predicament and we will have to see what capture rates are.
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Unread 20-04-2016, 16:13
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Re: Tower Strength Raised to 10 for CMP

I don't think 2 more borders is going to make much of a difference if any from what I saw when the tower drops way down I was hoping for like a 15 power then it brings back the strategy of going low and come Einstein getting the tower down would be the difference between winning and losing and the team that gets it down maybe low goal robot wins
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Unread 20-04-2016, 16:15
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Re: Tower Strength Raised to 10 for CMP

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Originally Posted by who716 View Post
I don't think 2 more borders is going to make much of a difference if any from what I saw when the tower drops way down I was hoping for like a 15 power then it brings back the strategy of going low and come Einstein getting the tower down would be the difference between winning and losing and the team that gets it down maybe low goal robot wins
Nearly doubling the tower strength would be a bit much.
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Unread 20-04-2016, 16:29
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Re: Tower Strength Raised to 10 for CMP

i don't see it as being overly aggressive maybe 13-14. I am thinking of it like this:
For the DCHAMPS and the final two weeks of regional events NOT getting a capture in eliminations was a rare thing. for the most part a capture would happen.

Even in qualification matches the majority of the alliance where able to get the tower down the reason the capture did not happen was because the 3rd robot wasn't able to get to the platform.

Going into championship the robots and drivers are going to be even better causing more and more goals to be scored. you have more and more robots that can get 10 ball in by themselves. by increasing it to 13-14-15 it would require a team effort strategy would key, and i think the matches will become more intense.
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Unread 20-04-2016, 16:27
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Re: Tower Strength Raised to 10 for CMP

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Originally Posted by who716 View Post
I don't think 2 more borders is going to make much of a difference if any from what I saw when the tower drops way down I was hoping for like a 15 power then it brings back the strategy of going low and come Einstein getting the tower down would be the difference between winning and losing and the team that gets it down maybe low goal robot wins
If you raise the tower only to try to make low goalers more important, it wastes the time of the teams who spent large amounts of time building shooters, and basically throwing out the game strategy analysis that many teams did at the beginning of the season. It shouldn't be the fault of the high goal shooters that other teams didn't build one.

This isn't to say this wasn't a good change, but 15 definitely would have been too much. And Einstein, in my opinion should be a game of high goals, which is much more exciting.
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Last edited by Anthony Galea : 20-04-2016 at 16:30.
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Unread 20-04-2016, 16:32
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Re: Tower Strength Raised to 10 for CMP

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Originally Posted by who716 View Post
I don't think 2 more borders is going to make much of a difference if any from what I saw when the tower drops way down I was hoping for like a 15 power then it brings back the strategy of going low and come Einstein getting the tower down would be the difference between winning and losing and the team that gets it down maybe low goal robot wins
Look at breakaway3739's post on the previous page. Currently 10 low goals = 45 pts (20 + 25), 9 high goals = 45 pts (9 * 5). Increasing the tower strength just increases this disparity. In your case, 15 low goals = 55 pts, 11 high goals = 55 pts. High goal robots just don't have to work as hard.
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