My team (2614-Mountaineer Area RoboticS) recently competed at the Palmetto regional. We ranked 3rd and ended as the captains of the finalist alliance. Considering where we were just a few weeks ago, I’m pretty happy with our performance. I kept some notes on some expected and unexpected things that occurred during the progression of the event, and since I wasn’t exactly available to keep watch on the other Week 1 events, I’m hoping people will also tag on experiences and notes on their own Week 1 event.
Be prepared for Power Cell wear and tear
At the beginning of the event, the power cells were new and there weren’t any issues. The first quals match of the event we shredded the ball and coated our robot in sprinkles of what 694 called ‘lemon zest’ but with a little extra pulp. By the end of the event every available power cell had some kind of deformity, ranging from giant gashes to minor holes and cuts. Teams who didn’t prepare for the drastic variance in rate of compression saw issues with making it into the upper port at all. There were very few replacements but at least by the end most of the balls were the same level of ruined, so inconsistent compression was less of an issue. I’m very curious to see how the condition changes from event-to-event and whether or not FIRST will be better with having enough gamepieces for replacements.
Failure state of Human Player Station
If the balls roll too slow down the lower ports, they may stop before exiting completely. There was no way to fix this from what I could see besides putting another ball in. StuyPulse’s human player had some way of shooting the balls out, but I’m not quite sure how.
Week 1 Defense
Typical matches would have 1-2 main scoring robots with a third bot low cycling and/or playing defense. Week 1 isn’t a good show of prevalence due to a lot of robots not being fully completed and thus going the defense route, but by elims this pattern continued. Most teams were more scared of the trench than the target and loading zones despite the majority of tech fouls coming from them. It was easier to mess up teams who didn’t have an auto-targeting turret on their robot since it only took a nudge on the corner to ruin alignment.
Climbs really matter
Having a consistent climb will primarily determine ranking- the top ranking teams at Palmetto all had consistent climbers. While a couple alliances (ours included) got away with only having a double climb, I fully expect alliances at later events to need a triple climb to stay competitive.
Picking
We picked based on climb and auto scoring. Especially for later events, a robot who cannot climb and/or does not have at least a 3 ball high auto or equivalent isn’t able to be picked in my mind- unless you’re banking on a partner having a buddy climb.
Specific Design
Robots only really need to climb on 1 hook, and it doesn’t need to detach and winch. An everybot climber will work wonders. Our robot was able to roll on the bar to make it level, which was helpful if a climb was botched. But, the bar was surprisingly level when 2 robots blindly climbed at about the same distance. When we did need to correct, it was usually by a small amount. Robots who can consistently buddy climb will be able to ensure RP and can pick with more leeway. I didn’t see a huge difference between tall and short robots besides the better angle for long shots, but the best shooters did all happen to be tall bots. Interior indexing was definitely faster than exterior indexing. We went with the latter using some of 125’s 3DP mecanums, but will likely make the switch before Smoky. Inertial wheels on a flywheel also do wonders for unloading a magazine quickly. While that may be obvious, you can see the comparison between us and 108, who were very similar to us but used them.
Higher levels of play
Due to the prevalence of climbers in the top 16 ranks, teams will differentiate themselves based on their autonomous and teleop points. Good teams had a >3 ball auto. The best teams had multiple consistent 6 ball autos that could mesh well with other autos. I expect those numbers to increase as the season goes on. The winners of a clean elimination match will win in autonomous- or make up for it in teleop- while having at least a double climb.